windowManager: Use an off-screen buffer for window dimming
The way the window dimmer shader is applied will cause rendering errors with the rounded corners, invisible borders or shaped textures since it doesn't deal well with the multitexturing used by the MetaShapedTexture. Use an off-screen buffer to flatten the texture before being applied. https://bugzilla.gnome.org/show_bug.cgi?id=659302
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@ -19,22 +19,9 @@ const UNDIM_TIME = 0.250;
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var dimShader = undefined;
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function getDimShader() {
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if (dimShader === null)
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return null;
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if (!dimShader) {
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let source = Shell.get_file_contents_utf8_sync(global.datadir + '/shaders/dim-window.glsl');
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try {
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let shader = new Clutter.Shader();
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shader.set_fragment_source(source, -1);
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shader.compile();
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dimShader = shader;
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} catch (e) {
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log(e.message);
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dimShader = null;
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}
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}
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function getDimShaderSource() {
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if (!dimShader)
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dimShader = Shell.get_file_contents_utf8_sync(global.datadir + '/shaders/dim-window.glsl');
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return dimShader;
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}
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@ -44,22 +31,29 @@ function WindowDimmer(actor) {
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WindowDimmer.prototype = {
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_init: function(actor) {
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this.effect = new Clutter.ShaderEffect({ shader_type: Clutter.ShaderType.FRAGMENT_SHADER });
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this.effect.set_shader_source(getDimShaderSource());
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this.actor = actor;
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},
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set dimFraction(fraction) {
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this._dimFraction = fraction;
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let shader = getDimShader();
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if (!Meta.prefs_get_attach_modal_dialogs() || !shader) {
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this.actor.set_shader(null);
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if (!Meta.prefs_get_attach_modal_dialogs()) {
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this.effect.enabled = false;
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return;
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}
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if (fraction > 0.01) {
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this.actor.set_shader(shader);
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this.actor.set_shader_param_float('height', this.actor.get_height());
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this.actor.set_shader_param_float('fraction', fraction);
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} else
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this.actor.set_shader(null);
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Shell.shader_effect_set_double_uniform(this.effect, 'height', this.actor.get_height());
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Shell.shader_effect_set_double_uniform(this.effect, 'fraction', fraction);
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if (!this.effect.actor)
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this.actor.add_effect(this.effect);
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} else {
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if (this.effect.actor)
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this.actor.remove_effect(this.effect);
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}
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},
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get dimFraction() {
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