🔧 Fix memory leaks of more effects

This commit is contained in:
Simon Schneegans
2022-05-08 12:31:20 +02:00
parent 6ebc975a20
commit 61bea04018
7 changed files with 624 additions and 340 deletions
+125 -66
View File
@@ -28,8 +28,16 @@ const utils = Me.imports.src.utils;
// of vfunc_paint_target further down in this file. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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 texture will be loaded when the effect is used for the first time.
let shardTexture = null;
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -80,9 +88,21 @@ var BrokenGlass = class BrokenGlass {
// ---------------------------------------------------------------- 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(actor, 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
@@ -103,6 +123,13 @@ var BrokenGlass = class BrokenGlass {
'scale-y': {from: 2.0, to: 2.0, mode: 1}
};
}
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
freeShaders = [];
shardTexture = null;
}
}
@@ -114,8 +141,8 @@ var BrokenGlass = class BrokenGlass {
if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets;
const {Clutter, GdkPixbuf, Cogl, Shell} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets;
// This shader creates a complex-looking effect with rather simple means. Here is how it
// works: The window is drawn five times on top of each other (see the SHARD_LAYERS
@@ -126,17 +153,32 @@ if (utils.isInShellProcess()) {
// belongs to which layer is defined by the green channel of the texture
// resources/img/shards.png. The red channel of the texture contains the distance to the
// shard edges. This information is used to fade out the shards.
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(actor, 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();
// Load the shards texture. As the shader is re-created for each window animation,
// this texture is also re-created each time. This could be improved in the future!
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
this._shardTexture = new Clutter.Image();
this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
shardData.width, shardData.height, shardData.rowstride);
// Load the shards texture.
if (shardTexture == null) {
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
shardTexture = new Clutter.Image();
shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
shardData.width, shardData.height, shardData.rowstride);
}
this._uForOpening = this.get_uniform_location('uForOpening');
this._uShardTexture = this.get_uniform_location('uShardTexture');
this._uSeed = this.get_uniform_location('uSeed');
this._uEpicenter = this.get_uniform_location('uEpicenter');
this._uShardScale = this.get_uniform_location('uShardScale');
this._uBlowForce = this.get_uniform_location('uBlowForce');
this._uGravity = this.get_uniform_location('uGravity');
}
// 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) {
// Usually, the shards fly away from the center of the window.
let epicenterX = 0.5;
let epicenterY = 0.5;
@@ -155,78 +197,94 @@ if (utils.isInShellProcess()) {
// 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._uEpicenter, 2, [epicenterX, epicenterY]);
this.set_uniform_float(this._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
this.set_uniform_float(this._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
this.set_uniform_float(this._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
// clang-format on
}
// 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);
}
// 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.
${shaderSnippets.standardUniforms()}
uniform bool uForOpening;
uniform sampler2D uShardTexture;
uniform vec2 uSeed;
uniform vec2 uEpicenter;
uniform float uShardScale;
uniform float uBlowForce;
uniform float uGravity;
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float SHARD_SCALE = ${settings.get_double('broken-glass-scale')};
const float SHARD_LAYERS = 5;
const float BLOW_FORCE = ${settings.get_double('broken-glass-blow-force')};
const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
const vec2 EPICENTER = vec2(${epicenterX}, ${epicenterY});
const float GRAVITY = ${forOpening ? '-1.0' : '1.0'} *
${settings.get_double('broken-glass-gravity')};
`;
void main() {
const code = `
cogl_color_out = vec4(0, 0, 0, 0);
cogl_color_out = vec4(0, 0, 0, 0);
float progress = uForOpening ? 1.0-uProgress : uProgress;
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Draw the individual shard layers.
for (float i=0; i<SHARD_LAYERS; ++i) {
// Draw the individual shard layers.
for (float i=0; i<SHARD_LAYERS; ++i) {
// To enable drawing shards outside of the window bounds, the actor was scaled
// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
// window gets drawn at the correct position again.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
// To enable drawing shards outside of the window bounds, the actor was scaled
// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
// window gets drawn at the correct position again.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
// Scale and rotate around our epicenter.
coords -= uEpicenter;
// Scale and rotate around our epicenter.
coords -= EPICENTER;
// Scale each layer a bit differently.
coords /= mix(1.0, 1.0 + uBlowForce*(i+2)/SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
coords.x * sin(rotation) + coords.y * cos(rotation));
// Move down each layer a bit.
float gravity = (uForOpening ? -1.0 : 1.0) * uGravity*0.1*(i+1)*progress*progress;
coords += vec2(0, gravity);
// Scale each layer a bit differently.
coords /= mix(1.0, 1.0 + BLOW_FORCE*(i+2)/SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
coords.x * sin(rotation) + coords.y * cos(rotation));
// Move down each layer a bit.
float gravity = GRAVITY*0.1*(i+1)*progress*progress;
coords += vec2(0, gravity);
// Restore correct position.
coords += uEpicenter;
// Restore correct position.
coords += EPICENTER;
// Retrieve information from the shard texture for our layer.
vec2 shardCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / SHARD_SCALE / 500.0;
vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
// Retrieve information from the shard texture for our layer.
vec2 shardCoords = (coords + uSeed) * vec2(uSizeX, uSizeY) / uShardScale / 500.0;
vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
// The green channel contains a random value in [0..1] for each shard. We
// discretize this into SHARD_LAYERS bins and check if our layer falls into
// the bin of the current shard.
float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
// The green channel contains a random value in [0..1] for each shard. We
// discretize this into SHARD_LAYERS bins and check if our layer falls into
// the bin of the current shard.
float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
if (shardGroup == i) {
vec4 windowColor = texture2D(uTexture, coords);
if (shardGroup == i) {
vec4 windowColor = texture2D(uTexture, coords);
// Dissolve the shard by using distance information from the red channel.
float dissolve = (shardMap.x - pow(progress+0.1, 2)) > 0 ? 1: 0;
cogl_color_out = mix(cogl_color_out, windowColor, dissolve);
}
// Dissolve the shard by using distance information from the red channel.
float dissolve = (shardMap.x - pow(progress+0.1, 2)) > 0 ? 1 : 0;
cogl_color_out = mix(cogl_color_out, windowColor, dissolve);
}
}
`);
`;
this.set_uniform_value('uShardTexture', 1);
};
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true);
}
// This is overridden to bind the shard texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
@@ -240,8 +298,9 @@ if (utils.isInShellProcess()) {
Cogl.PipelineFilter.LINEAR);
// Bind the shard texture.
pipeline.set_layer_texture(1, this._shardTexture.get_texture());
pipeline.set_layer_texture(1, shardTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
pipeline.set_uniform_1i(this._uShardTexture, 1);
super.vfunc_paint_target(node, paint_context);
}