🔧 Fix memory leaks of more effects

This commit is contained in:
Simon Schneegans
2022-05-08 13:09:02 +02:00
parent 61bea04018
commit 317eaa2969
7 changed files with 444 additions and 256 deletions
+115 -64
View File
@@ -26,8 +26,13 @@ const utils = Me.imports.src.utils;
// fairies. It's implemented with several overlaid grids of randomly moving points. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The shader class for this effect is registered further down in this file. When this
// effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let freeShaders = [];
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
@@ -76,9 +81,21 @@ var Wisps = class Wisps {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
// This is called from extension.js whenever a window is opened or closed with this
// effect. It returns an instance of the shader class, trying to reuse previously
// created shaders.
static getShader(actor, settings, forOpening) {
let shader;
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = freeShaders.pop();
}
shader.setUniforms(actor, settings, forOpening);
return shader;
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
@@ -98,6 +115,12 @@ var Wisps = class Wisps {
'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3}
};
}
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
}
}
@@ -109,88 +132,115 @@ var Wisps = class Wisps {
if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
const {Clutter, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
// This is called when the effect is used for the first time. This can be used to
// store all required uniform locations.
_init() {
super._init();
const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
this._uForOpening = this.get_uniform_location('uForOpening');
this._uSeed = this.get_uniform_location('uSeed');
this._uColor = this.get_uniform_location('uColor');
this._uScale = this.get_uniform_location('uScale');
}
// This is called each time the effect is used. This can be used to retrieve the
// configuration from the settings and update all uniforms accordingly.
setUniforms(actor, settings, forOpening) {
const c = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]);
// clang-format on
}
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
freeShaders.push(this);
}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float WISPS_RADIUS = 20.0;
const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
const int WISPS_LAYERS = 8;
const float WISPS_IN_TIME = 0.5;
const float WINDOW_OUT_TIME = 1.0;
// This is called by the constructor. This is means it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
const declarations = `
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
// Returns a grid of randomly moving points. Each grid cell contains one point which
// moves on an ellipse.
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
uniform bool uForOpening;
uniform vec2 uSeed;
uniform vec3 uColor;
uniform float uScale;
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
const float WISPS_RADIUS = 20.0;
const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
const int WISPS_LAYERS = 8;
const float WISPS_IN_TIME = 0.5;
const float WINDOW_OUT_TIME = 1.0;
// Apply global scale.
coords /= gridSize;
// Returns a grid of randomly moving points. Each grid cell contains one point which
// moves on an ellipse.
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
// This is unique for each cell.
vec2 cellID = coords-cellUV + vec2(362.456);
// Apply global scale.
coords /= gridSize;
// Add random rotation, scale and offset to each grid cell.
float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED;
float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
offset *= 0.5 - 0.5 * radius / gridSize;
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
// This is unique for each cell.
vec2 cellID = coords-cellUV + vec2(362.456);
cellUV += offset;
// Add random rotation, scale and offset to each grid cell.
float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED;
float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
float dist = length(cellUV - 0.5) * gridSize / radius;
if (dist < 1.0) {
return min(10, 0.01 / pow(dist, 2.0));
vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
offset *= 0.5 - 0.5 * radius / gridSize;
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
cellUV += offset;
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
float dist = length(cellUV - 0.5) * gridSize / radius;
if (dist < 1.0) {
return min(10, 0.01 / pow(dist, 2.0));
}
return 0.0;
}
`;
return 0.0;
}
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
const code = `
float progress = uForOpening ? 1.0-uProgress : uProgress;
// Get the color of the window.
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec4 effectColor = vec4(${color.red / 255},
${color.green / 255},
${color.blue / 255}, 1.0) * windowColor.a;
// Compute several layers of moving wisps.
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= ${settings.get_double('wisps-scale')};
uv /= uScale;
float wisps = 0;
for (int i=0; i<WISPS_LAYERS; ++i) {
wisps += getWisps(uv*0.3, WISPS_SPACING, SEED * (i+1));
wisps += getWisps(uv*0.3, WISPS_SPACING, uSeed * (i+1));
}
// Compute shrinking edge mask.
@@ -207,15 +257,16 @@ if (utils.isInShellProcess()) {
cogl_color_out = windowColor * windowMask * mask;
// Add the wisps.
cogl_color_out += min(wispsIn, 1.0 - wispsOut) * wisps * effectColor * mask;
cogl_color_out += min(wispsIn, 1.0 - wispsOut) * wisps * vec4(uColor, 1.0) * mask * windowColor.a;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(windowMask), 1.0);
// cogl_color_out = vec4(vec3(wisps), 1.0);
// cogl_color_out = vec4(vec3(noise), 1.0);
// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
}
`);
};
`;
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
});
}