🔧 Fix memory leaks of more effects
This commit is contained in:
+97
-41
@@ -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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@@ -80,9 +85,21 @@ var Apparition = class Apparition {
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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(actor, 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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@@ -103,6 +120,12 @@ var Apparition = class Apparition {
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'scale-y': {from: 2.0, to: 2.0, mode: 1}
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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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@@ -114,59 +137,92 @@ var Apparition = class Apparition {
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const Shell = imports.gi.Shell;
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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(actor, 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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this._uForOpening = this.get_uniform_location('uForOpening');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uShake = this.get_uniform_location('uShake');
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this._uTwirl = this.get_uniform_location('uTwirl');
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this._uSuction = this.get_uniform_location('uSuction');
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this._uRandomness = this.get_uniform_location('uRandomness');
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}
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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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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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// The math for the whirling is inspired by this post:
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// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
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this.set_shader_source(`
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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._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
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this.set_uniform_float(this._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]);
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this.set_uniform_float(this._uSuction, 1, [settings.get_double('apparition-suction-intensity')]);
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this.set_uniform_float(this._uRandomness, 1, [settings.get_double('apparition-randomness')]);
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// clang-format on
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}
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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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// 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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${shaderSnippets.standardUniforms()}
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const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float SHAKE = ${settings.get_double('apparition-shake-intensity')};
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const float TWIRL = ${settings.get_double('apparition-twirl-intensity')};
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const float SUCTION = ${settings.get_double('apparition-suction-intensity')};
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const float RANDOMNESS = ${settings.get_double('apparition-randomness')};
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uniform bool uForOpening;
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uniform vec2 uSeed;
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uniform float uShake;
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uniform float uTwirl;
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uniform float uSuction;
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uniform float uRandomness;
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const float ACTOR_SCALE = 2.0;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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`;
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void main() {
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// The math for the whirling is inspired by this post:
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// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
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const code = `
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// We simply inverse the progress for opening windows.
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float progress = uForOpening ? 1.0-uProgress : uProgress;
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// We simply inverse the progress for opening windows.
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float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
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// Choose a random suction center.
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vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
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// Choose a random suction center.
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vec2 center = SEED * RANDOMNESS + 0.5 * (1.0 - RANDOMNESS);
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
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// Add some shaking.
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coords.x += progress * 0.05 * uShake * sin((progress + uSeed.x) * (1.0 + uSeed.x) * uShake);
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coords.y += progress * 0.05 * uShake * cos((progress + uSeed.y) * (1.0 + uSeed.y) * uShake);
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// Add some shaking.
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coords.x += progress * 0.05 * SHAKE * sin((progress + SEED.x) * (1.0 + SEED.x) * SHAKE);
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coords.y += progress * 0.05 * SHAKE * cos((progress + SEED.y) * (1.0 + SEED.y) * SHAKE);
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// "Suck" the texture into the center.
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float dist = length(coords) / sqrt(2);
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coords += progress * coords / dist * 0.5 * uSuction;
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// "Suck" the texture into the center.
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float dist = length(coords) / sqrt(2);
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coords += progress * coords / dist * 0.5 * SUCTION;
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// Apply some whirling.
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float angle = pow(1.0 - dist, 2.0) * uTwirl * progress;
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float s = sin(angle);
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float c = cos(angle);
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coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
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// Apply some whirling.
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float angle = pow(1.0 - dist, 2.0) * TWIRL * progress;
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float s = sin(angle);
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float c = cos(angle);
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coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
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// Fade out the window texture.
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cogl_color_out = texture2D(uTexture, coords + center) * (1.0 - progress);
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`;
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// Fade out the window texture.
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cogl_color_out = texture2D(uTexture, coords + center) * (1.0 - progress);
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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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