🔧 Fix memory leaks of more effects
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+75
-29
@@ -27,8 +27,13 @@ const utils = Me.imports.src.utils;
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// the center. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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let Shader = null;
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// The shader class for this effect is registered further down in this file. When this
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the freeShaders array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let freeShaders = [];
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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@@ -76,9 +81,21 @@ var TVEffect = class TVEffect {
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is closed with this effect.
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static createShader(actor, settings, forOpening) {
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return new Shader(settings, forOpening);
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// This is called from extension.js whenever a window is opened or closed with this
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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let shader;
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if (freeShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = freeShaders.pop();
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}
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shader.setUniforms(actor, settings, forOpening);
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return shader;
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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@@ -98,6 +115,12 @@ var TVEffect = class TVEffect {
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'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3}
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};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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static cleanUp() {
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freeShaders = [];
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}
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}
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@@ -109,29 +132,55 @@ var TVEffect = class TVEffect {
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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const {Clutter, Shell} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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_init(settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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// This is called when the effect is used for the first time. This can be used to
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// store all required uniform locations.
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_init() {
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super._init();
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const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uColor = this.get_uniform_location('uColor');
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}
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this.set_shader_source(`
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// This is called each time the effect is used. This can be used to retrieve the
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// configuration from the settings and update all uniforms accordingly.
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setUniforms(actor, settings, forOpening) {
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const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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// clang-format off
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this.set_uniform_float(this._uForOpening, 1, [forOpening]);
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this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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// clang-format on
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}
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const float BLUR_WIDTH = 0.01; // Width of the gradients.
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const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
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const float LR_TIME = 0.4; // Relative time for the left/right animation.
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const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
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const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
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// This is called by extension.js when the shader is not used anymore. We will store
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// this instance of the shader so that it can be re-used in th future.
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free() {
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freeShaders.push(this);
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}
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void main() {
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// This is called by the constructor. This is means it's only called when the effect
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// is used for the first time.
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vfunc_build_pipeline() {
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const declarations = `
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
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uniform bool uForOpening;
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uniform vec3 uColor;
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const float BLUR_WIDTH = 0.01; // Width of the gradients.
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const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
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const float LR_TIME = 0.4; // Relative time for the left/right animation.
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const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
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const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
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`;
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const code = `
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float progress = uForOpening ? 1.0-uProgress : uProgress;
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// All of these are in [0..1] during the different stages of the animation.
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// tb refers to the top-bottom animation.
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@@ -158,11 +207,7 @@ if (utils.isInShellProcess()) {
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float mask = tbMask * lrMask * ffMask;
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec4 effectColor = vec4(${color.red / 255},
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${color.green / 255},
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${color.blue / 255}, 1.0) * windowColor.a;
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windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, progress));
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windowColor.rgb = mix(windowColor.rgb, uColor * windowColor.a, smoothstep(0, 1, progress));
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cogl_color_out = windowColor * mask;
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@@ -171,8 +216,9 @@ if (utils.isInShellProcess()) {
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// cogl_color_out = vec4(vec3(lrMask), 1);
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// cogl_color_out = vec4(vec3(ffMask), 1);
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// cogl_color_out = vec4(vec3(mask), 1);
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}
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`);
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};
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`;
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
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}
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});
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}
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