diff options
| author | Gabriel Schneider <[email protected]> | 2026-09-28 14:59:21 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:15 -0300 |
| commit | 360b72ade0acfa655a3740b638a0cc8e23238a05 (patch) | |
| tree | 4bc9464da2cdcfd6fe636979f0b457221ec92c3d /shaders | |
| parent | d88e381793c6505bf3f2af43705bd2fa32f55ef6 (diff) | |
| download | pardes-360b72ade0acfa655a3740b638a0cc8e23238a05.tar.gz pardes-360b72ade0acfa655a3740b638a0cc8e23238a05.zip | |
The GUI draws in tiers from the regions; pane chrome moves with its pane
Stage 8 of docs/render-pipeline.md. The frame is drawn in groups: tier 0,
one per track in paint order (tiers 2 and 3), tier 4 (notices, then guides
and the debug box), tier 5 (bar cursors), each cells, images, decor. Decor
(rules, rails, thumbs, grip marks, spines, the workspace and column rules,
the bottom band, notice rules, bar cursors) is whole-pixel rects through
the new decor.frag over ui.vert, so it carries its track's transition and
clip. A closing pane's chrome comes from Surface.previous_regions.
Deleted: taglineBaseRgb, topbarPaneBorderHeight, bottomTaglinePresent,
frameChromeBg, cellBackgroundIs and the rail inference, paneGripCell's
scan, transient_on, PaintPlan. One cover map (coverFrame) is marked from
the layers and regions once a frame. New regions column, guide and debug;
Surface.chrome is the palette, carried in wire v8 (not shipped yet), so an
attached GUI draws the same chrome (test). A per-instance clip replaces the
vertical transition's scissor.
Goldens: 01-12 byte-identical. 13-17 differ only past the grid: the image
pass left its scissor at the grid's size, cutting rule ends, rail feet and
the bottom band in the leftover pixels whenever a picture was on screen.
16-debug now shows the debug box, which a context-row layer had hidden.
18-mid-transition is new: virtual clock (PARDES_TEST_CLOCK in the GUI),
PanelSlide Newcol with the picture, frame 6 of 12.
Also: the GUI sleeps when idle instead of polling every 16 ms, and a
minimized or occluded window sleeps through animation. Tracy 'gui frame
build' at 200x60: 992/1015 us median before, 989/987 us after.
Shared files touched: pardes.zig (one export), detached/client.zig,
detached/server.zig, detached/wire.zig (all additive), gui.zig. Not touched:
Messages.zig, mouse.zig, tagline.zig, colors.zig, tty.zig, host_io.zig,
dump.zig, exec.zig, panes.zig.
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/decor.frag.glsl | 24 | ||||
| -rw-r--r-- | shaders/prebuilt/decor.frag.glsl | 24 | ||||
| -rw-r--r-- | shaders/prebuilt/decor.frag.spv | bin | 0 -> 2100 bytes | |||
| -rw-r--r-- | shaders/prebuilt/ui.frag.glsl | 3 | ||||
| -rw-r--r-- | shaders/prebuilt/ui.frag.spv | bin | 4668 -> 5700 bytes | |||
| -rw-r--r-- | shaders/prebuilt/ui.vert.glsl | 6 | ||||
| -rw-r--r-- | shaders/prebuilt/ui.vert.spv | bin | 5468 -> 5612 bytes | |||
| -rw-r--r-- | shaders/ui.frag.glsl | 3 | ||||
| -rw-r--r-- | shaders/ui.vert.glsl | 6 |
9 files changed, 66 insertions, 0 deletions
diff --git a/shaders/decor.frag.glsl b/shaders/decor.frag.glsl new file mode 100644 index 00000000..4c2bd6d8 --- /dev/null +++ b/shaders/decor.frag.glsl @@ -0,0 +1,24 @@ +#version 450 + +// Decor: a flat, hard-edged fill (a rule, a rail, a grip mark, a bar cursor) +// that ui.vert.glsl places like a cell, its track's transition included. Its +// colour rides in the cell's ground (a_bg) and its coverage in a_fg.r. The +// pipeline blends it as the overlay pipeline does (backgroundLayerBlend), so +// a fading rule shows through, and the result is that pipeline's exactly. +// Ink (a cursor) is drawn with the opacity uniform at 1. + +layout(std140, set = 3, binding = 0) uniform UiUniforms { + float background_opacity; +} u_ui; + +layout(location = 1) in vec3 v_fg; +layout(location = 2) in vec3 v_bg; +layout(location = 5) flat in vec4 v_clip; + +layout(location = 0) out vec4 o_col; + +void main() { + if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || + gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; + o_col = vec4(v_bg * clamp(u_ui.background_opacity, 0.0, 1.0), v_fg.r); +} diff --git a/shaders/prebuilt/decor.frag.glsl b/shaders/prebuilt/decor.frag.glsl new file mode 100644 index 00000000..4c2bd6d8 --- /dev/null +++ b/shaders/prebuilt/decor.frag.glsl @@ -0,0 +1,24 @@ +#version 450 + +// Decor: a flat, hard-edged fill (a rule, a rail, a grip mark, a bar cursor) +// that ui.vert.glsl places like a cell, its track's transition included. Its +// colour rides in the cell's ground (a_bg) and its coverage in a_fg.r. The +// pipeline blends it as the overlay pipeline does (backgroundLayerBlend), so +// a fading rule shows through, and the result is that pipeline's exactly. +// Ink (a cursor) is drawn with the opacity uniform at 1. + +layout(std140, set = 3, binding = 0) uniform UiUniforms { + float background_opacity; +} u_ui; + +layout(location = 1) in vec3 v_fg; +layout(location = 2) in vec3 v_bg; +layout(location = 5) flat in vec4 v_clip; + +layout(location = 0) out vec4 o_col; + +void main() { + if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || + gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; + o_col = vec4(v_bg * clamp(u_ui.background_opacity, 0.0, 1.0), v_fg.r); +} diff --git a/shaders/prebuilt/decor.frag.spv b/shaders/prebuilt/decor.frag.spv Binary files differnew file mode 100644 index 00000000..7e162f5a --- /dev/null +++ b/shaders/prebuilt/decor.frag.spv diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl index 3c366602..0b099db3 100644 --- a/shaders/prebuilt/ui.frag.glsl +++ b/shaders/prebuilt/ui.frag.glsl @@ -17,6 +17,7 @@ layout(location = 1) in vec3 v_fg; layout(location = 2) in vec3 v_bg; layout(location = 3) in vec2 v_cell_uv; layout(location = 4) flat in uvec4 v_effect; +layout(location = 5) flat in vec4 v_clip; layout(location = 0) out vec4 o_col; @@ -31,6 +32,8 @@ float cellNoise(uint serial, uint col, uint row) { } void main() { + if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || + gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; float a = texture(u_atlas, v_uv).r; bool oldLayer = (v_effect.x & 0x80000000u) != 0u; // A block cursor is foreground chrome even though its fill occupies the diff --git a/shaders/prebuilt/ui.frag.spv b/shaders/prebuilt/ui.frag.spv Binary files differindex 120438e7..033c10ab 100644 --- a/shaders/prebuilt/ui.frag.spv +++ b/shaders/prebuilt/ui.frag.spv diff --git a/shaders/prebuilt/ui.vert.glsl b/shaders/prebuilt/ui.vert.glsl index d23b609c..c1779add 100644 --- a/shaders/prebuilt/ui.vert.glsl +++ b/shaders/prebuilt/ui.vert.glsl @@ -19,12 +19,17 @@ layout(location = 5) in vec4 a_present_rect; // the id is what is left below them; integer transport preserves the exact // cross-backend hash. layout(location = 6) in uvec4 a_effect; +// A clip rectangle in target pixels (x0, y0, x1, y1): the fragment shader +// drops what lies outside it. x1 < x0 is none. A vertical transition clips +// its pane's instances to the box the pane is growing into. +layout(location = 7) in vec4 a_clip; layout(location = 0) out vec2 v_uv; layout(location = 1) out vec3 v_fg; layout(location = 2) out vec3 v_bg; layout(location = 3) out vec2 v_cell_uv; layout(location = 4) flat out uvec4 v_effect; +layout(location = 5) flat out vec4 v_clip; void main() { vec2 pos; @@ -70,5 +75,6 @@ void main() { v_fg = a_fg; v_bg = a_bg; v_effect = a_effect; + v_clip = a_clip; gl_Position = vec4(pos, 0.0, 1.0); } diff --git a/shaders/prebuilt/ui.vert.spv b/shaders/prebuilt/ui.vert.spv Binary files differindex 659049dd..619a9690 100644 --- a/shaders/prebuilt/ui.vert.spv +++ b/shaders/prebuilt/ui.vert.spv diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl index 3c366602..0b099db3 100644 --- a/shaders/ui.frag.glsl +++ b/shaders/ui.frag.glsl @@ -17,6 +17,7 @@ layout(location = 1) in vec3 v_fg; layout(location = 2) in vec3 v_bg; layout(location = 3) in vec2 v_cell_uv; layout(location = 4) flat in uvec4 v_effect; +layout(location = 5) flat in vec4 v_clip; layout(location = 0) out vec4 o_col; @@ -31,6 +32,8 @@ float cellNoise(uint serial, uint col, uint row) { } void main() { + if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || + gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; float a = texture(u_atlas, v_uv).r; bool oldLayer = (v_effect.x & 0x80000000u) != 0u; // A block cursor is foreground chrome even though its fill occupies the diff --git a/shaders/ui.vert.glsl b/shaders/ui.vert.glsl index d23b609c..c1779add 100644 --- a/shaders/ui.vert.glsl +++ b/shaders/ui.vert.glsl @@ -19,12 +19,17 @@ layout(location = 5) in vec4 a_present_rect; // the id is what is left below them; integer transport preserves the exact // cross-backend hash. layout(location = 6) in uvec4 a_effect; +// A clip rectangle in target pixels (x0, y0, x1, y1): the fragment shader +// drops what lies outside it. x1 < x0 is none. A vertical transition clips +// its pane's instances to the box the pane is growing into. +layout(location = 7) in vec4 a_clip; layout(location = 0) out vec2 v_uv; layout(location = 1) out vec3 v_fg; layout(location = 2) out vec3 v_bg; layout(location = 3) out vec2 v_cell_uv; layout(location = 4) flat out uvec4 v_effect; +layout(location = 5) flat out vec4 v_clip; void main() { vec2 pos; @@ -70,5 +75,6 @@ void main() { v_fg = a_fg; v_bg = a_bg; v_effect = a_effect; + v_clip = a_clip; gl_Position = vec4(pos, 0.0, 1.0); } |
