Optimization: caching to GPU texture when no animations.

This commit is contained in:
ItsLemmy
2025-11-08 22:25:41 -05:00
parent 168bf54f41
commit 4b751df53f
2 changed files with 316 additions and 294 deletions
+112 -104
View File
@@ -25,125 +25,133 @@ Item {
anchors.fill: parent
// The unified Shape container
Shape {
id: backgroundsShape
// Wrapper with layer caching for better shadow performance
Item {
anchors.fill: parent
// Use curve renderer for smooth corners
preferredRendererType: Shape.CurveRenderer
// Enable layer caching to prevent continuous re-rendering
// This caches the Shape to a GPU texture, reducing GPU tessellation overhead
layer.enabled: true
// CRITICAL: Shape must not block mouse input!
// ShapePaths inside will render, but the Shape container itself should be transparent to input
enabled: false // Disable mouse input on the Shape itself
// The unified Shape container
Shape {
id: backgroundsShape
anchors.fill: parent
Component.onCompleted: {
Logger.d("AllBackgrounds", "AllBackgrounds initialized")
Logger.d("AllBackgrounds", " bar:", root.bar)
Logger.d("AllBackgrounds", " windowRoot:", root.windowRoot)
}
// Use curve renderer for smooth corners (GPU-accelerated)
preferredRendererType: Shape.CurveRenderer
enabled: false // Disable mouse input on the Shape itself
Component.onCompleted: {
Logger.d("AllBackgrounds", "AllBackgrounds initialized")
Logger.d("AllBackgrounds", " bar:", root.bar)
Logger.d("AllBackgrounds", " windowRoot:", root.windowRoot)
}
/**
/**
* Bar
*/
BarBackground {
bar: root.bar
shapeContainer: backgroundsShape
}
BarBackground {
bar: root.bar
shapeContainer: backgroundsShape
}
/**
/**
* Panels
*/
// Audio
PanelBackground {
panel: root.windowRoot.audioPanel
shapeContainer: backgroundsShape
// Audio
PanelBackground {
panel: root.windowRoot.audioPanel
shapeContainer: backgroundsShape
}
// Battery
PanelBackground {
panel: root.windowRoot.batteryPanel
shapeContainer: backgroundsShape
}
// Bluetooth
PanelBackground {
panel: root.windowRoot.bluetoothPanel
shapeContainer: backgroundsShape
}
// Calendar
PanelBackground {
panel: root.windowRoot.calendarPanel
shapeContainer: backgroundsShape
}
// Control Center
PanelBackground {
panel: root.windowRoot.controlCenterPanel
shapeContainer: backgroundsShape
}
// Launcher
PanelBackground {
panel: root.windowRoot.launcherPanel
shapeContainer: backgroundsShape
}
// Notification History
PanelBackground {
panel: root.windowRoot.notificationHistoryPanel
shapeContainer: backgroundsShape
}
// Session Menu
PanelBackground {
panel: root.windowRoot.sessionMenuPanel
shapeContainer: backgroundsShape
}
// Settings
PanelBackground {
panel: root.windowRoot.settingsPanel
shapeContainer: backgroundsShape
}
// Setup Wizard
PanelBackground {
panel: root.windowRoot.setupWizardPanel
shapeContainer: backgroundsShape
}
// TrayDrawer
PanelBackground {
panel: root.windowRoot.trayDrawerPanel
shapeContainer: backgroundsShape
}
// TrayMenu
PanelBackground {
panel: root.windowRoot.trayMenuPanel
shapeContainer: backgroundsShape
}
// Wallpaper
PanelBackground {
panel: root.windowRoot.wallpaperPanel
shapeContainer: backgroundsShape
}
// WiFi
PanelBackground {
panel: root.windowRoot.wifiPanel
shapeContainer: backgroundsShape
}
}
// Battery
PanelBackground {
panel: root.windowRoot.batteryPanel
shapeContainer: backgroundsShape
// Apply shadow to the cached layer
NDropShadows {
anchors.fill: parent
source: backgroundsShape
}
// Bluetooth
PanelBackground {
panel: root.windowRoot.bluetoothPanel
shapeContainer: backgroundsShape
}
// Calendar
PanelBackground {
panel: root.windowRoot.calendarPanel
shapeContainer: backgroundsShape
}
// Control Center
PanelBackground {
panel: root.windowRoot.controlCenterPanel
shapeContainer: backgroundsShape
}
// Launcher
PanelBackground {
panel: root.windowRoot.launcherPanel
shapeContainer: backgroundsShape
}
// Notification History
PanelBackground {
panel: root.windowRoot.notificationHistoryPanel
shapeContainer: backgroundsShape
}
// Session Menu
PanelBackground {
panel: root.windowRoot.sessionMenuPanel
shapeContainer: backgroundsShape
}
// Settings
PanelBackground {
panel: root.windowRoot.settingsPanel
shapeContainer: backgroundsShape
}
// Setup Wizard
PanelBackground {
panel: root.windowRoot.setupWizardPanel
shapeContainer: backgroundsShape
}
// TrayDrawer
PanelBackground {
panel: root.windowRoot.trayDrawerPanel
shapeContainer: backgroundsShape
}
// TrayMenu
PanelBackground {
panel: root.windowRoot.trayMenuPanel
shapeContainer: backgroundsShape
}
// Wallpaper
PanelBackground {
panel: root.windowRoot.wallpaperPanel
shapeContainer: backgroundsShape
}
// WiFi
PanelBackground {
panel: root.windowRoot.wifiPanel
shapeContainer: backgroundsShape
}
}
NDropShadows {
anchors.fill: parent
source: backgroundsShape
}
}
+204 -190
View File
@@ -9,207 +9,221 @@ import qs.Commons
* Renders concave corners at the screen edges to create a rounded screen effect.
* Self-contained Shape component (no shadows).
*/
Shape {
Item {
id: root
anchors.fill: parent
preferredRendererType: Shape.CurveRenderer
enabled: false // Disable mouse input
ShapePath {
id: cornersPath
// Wrapper with layer caching to reduce GPU tessellation overhead
Item {
anchors.fill: parent
// Corner configuration
readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? Color.black : Color.mSurface
readonly property real cornerRadius: Style.screenRadius
readonly property real cornerSize: Style.screenRadius
// Cache the Shape to a texture to prevent continuous re-tessellation
layer.enabled: true
// Determine margins based on bar position
readonly property real topMargin: 0
readonly property real bottomMargin: 0
readonly property real leftMargin: 0
readonly property real rightMargin: 0
Shape {
id: cornersShape
// Screen dimensions
readonly property real screenWidth: root.width
readonly property real screenHeight: root.height
anchors.fill: parent
preferredRendererType: Shape.CurveRenderer
enabled: false // Disable mouse input
// Only show screen corners if enabled and appropriate conditions are met
readonly property bool shouldShow: Settings.data.general.showScreenCorners
ShapePath {
id: cornersPath
// ShapePath configuration
strokeWidth: -1 // No stroke, fill only
fillColor: shouldShow ? cornerColor : Color.transparent
// Corner configuration
readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? Color.black : Color.mSurface
readonly property real cornerRadius: Style.screenRadius
readonly property real cornerSize: Style.screenRadius
// Smooth color animation
Behavior on fillColor {
ColorAnimation {
duration: Style.animationFast
// Determine margins based on bar position
readonly property real topMargin: 0
readonly property real bottomMargin: 0
readonly property real leftMargin: 0
readonly property real rightMargin: 0
// Screen dimensions
readonly property real screenWidth: cornersShape.width
readonly property real screenHeight: cornersShape.height
// Only show screen corners if enabled and appropriate conditions are met
readonly property bool shouldShow: Settings.data.general.showScreenCorners
// ShapePath configuration
strokeWidth: -1 // No stroke, fill only
fillColor: shouldShow ? cornerColor : Color.transparent
// Smooth color animation
Behavior on fillColor {
ColorAnimation {
duration: Style.animationFast
}
}
// ========== PATH DEFINITION ==========
// Draws 4 separate corner squares at screen edges
// Each corner square has a concave arc on the inner diagonal
// ========== TOP-LEFT CORNER ==========
// Arc is at the bottom-right of this square (inner diagonal)
// Start at top-left screen corner
startX: leftMargin
startY: topMargin
// Top edge (moving right)
PathLine {
relativeX: cornersPath.cornerSize
relativeY: 0
}
// Right edge (moving down toward arc)
PathLine {
relativeX: 0
relativeY: cornersPath.cornerSize - cornersPath.cornerRadius
}
// Concave arc (bottom-right corner of square, curving inward toward screen center)
PathArc {
relativeX: -cornersPath.cornerRadius
relativeY: cornersPath.cornerRadius
radiusX: cornersPath.cornerRadius
radiusY: cornersPath.cornerRadius
direction: PathArc.Counterclockwise
}
// Bottom edge (moving left)
PathLine {
relativeX: -(cornersPath.cornerSize - cornersPath.cornerRadius)
relativeY: 0
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -cornersPath.cornerSize
}
// ========== TOP-RIGHT CORNER ==========
// Arc is at the bottom-left of this square (inner diagonal)
PathMove {
x: cornersPath.screenWidth - cornersPath.rightMargin - cornersPath.cornerSize
y: cornersPath.topMargin
}
// Top edge (moving right)
PathLine {
relativeX: cornersPath.cornerSize
relativeY: 0
}
// Right edge (moving down)
PathLine {
relativeX: 0
relativeY: cornersPath.cornerSize
}
// Bottom edge (moving left toward arc)
PathLine {
relativeX: -(cornersPath.cornerSize - cornersPath.cornerRadius)
relativeY: 0
}
// Concave arc (bottom-left corner of square, curving inward toward screen center)
PathArc {
relativeX: -cornersPath.cornerRadius
relativeY: -cornersPath.cornerRadius
radiusX: cornersPath.cornerRadius
radiusY: cornersPath.cornerRadius
direction: PathArc.Counterclockwise
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -(cornersPath.cornerSize - cornersPath.cornerRadius)
}
// ========== BOTTOM-LEFT CORNER ==========
// Arc is at the top-right of this square (inner diagonal)
PathMove {
x: cornersPath.leftMargin
y: cornersPath.screenHeight - cornersPath.bottomMargin - cornersPath.cornerSize
}
// Top edge (moving right toward arc)
PathLine {
relativeX: cornersPath.cornerSize - cornersPath.cornerRadius
relativeY: 0
}
// Concave arc (top-right corner of square, curving inward toward screen center)
PathArc {
relativeX: cornersPath.cornerRadius
relativeY: cornersPath.cornerRadius
radiusX: cornersPath.cornerRadius
radiusY: cornersPath.cornerRadius
direction: PathArc.Counterclockwise
}
// Right edge (moving down)
PathLine {
relativeX: 0
relativeY: cornersPath.cornerSize - cornersPath.cornerRadius
}
// Bottom edge (moving left)
PathLine {
relativeX: -cornersPath.cornerSize
relativeY: 0
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -cornersPath.cornerSize
}
// ========== BOTTOM-RIGHT CORNER ==========
// Arc is at the top-left of this square (inner diagonal)
// Start at bottom-right of square (different from other corners!)
PathMove {
x: cornersPath.screenWidth - cornersPath.rightMargin
y: cornersPath.screenHeight - cornersPath.bottomMargin
}
// Bottom edge (moving left)
PathLine {
relativeX: -cornersPath.cornerSize
relativeY: 0
}
// Left edge (moving up toward arc)
PathLine {
relativeX: 0
relativeY: -(cornersPath.cornerSize - cornersPath.cornerRadius)
}
// Concave arc (top-left corner of square, curving inward toward screen center)
PathArc {
relativeX: cornersPath.cornerRadius
relativeY: -cornersPath.cornerRadius
radiusX: cornersPath.cornerRadius
radiusY: cornersPath.cornerRadius
direction: PathArc.Counterclockwise
}
// Top edge (moving right)
PathLine {
relativeX: cornersPath.cornerSize - cornersPath.cornerRadius
relativeY: 0
}
// Right edge (moving down) - closes back to start
PathLine {
relativeX: 0
relativeY: cornersPath.cornerSize
}
}
}
// ========== PATH DEFINITION ==========
// Draws 4 separate corner squares at screen edges
// Each corner square has a concave arc on the inner diagonal
// ========== TOP-LEFT CORNER ==========
// Arc is at the bottom-right of this square (inner diagonal)
// Start at top-left screen corner
startX: leftMargin
startY: topMargin
// Top edge (moving right)
PathLine {
relativeX: cornersPath.cornerSize
relativeY: 0
}
// Right edge (moving down toward arc)
PathLine {
relativeX: 0
relativeY: cornersPath.cornerSize - cornersPath.cornerRadius
}
// Concave arc (bottom-right corner of square, curving inward toward screen center)
PathArc {
relativeX: -cornersPath.cornerRadius
relativeY: cornersPath.cornerRadius
radiusX: cornersPath.cornerRadius
radiusY: cornersPath.cornerRadius
direction: PathArc.Counterclockwise
}
// Bottom edge (moving left)
PathLine {
relativeX: -(cornersPath.cornerSize - cornersPath.cornerRadius)
relativeY: 0
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -cornersPath.cornerSize
}
// ========== TOP-RIGHT CORNER ==========
// Arc is at the bottom-left of this square (inner diagonal)
PathMove {
x: cornersPath.screenWidth - cornersPath.rightMargin - cornersPath.cornerSize
y: cornersPath.topMargin
}
// Top edge (moving right)
PathLine {
relativeX: cornersPath.cornerSize
relativeY: 0
}
// Right edge (moving down)
PathLine {
relativeX: 0
relativeY: cornersPath.cornerSize
}
// Bottom edge (moving left toward arc)
PathLine {
relativeX: -(cornersPath.cornerSize - cornersPath.cornerRadius)
relativeY: 0
}
// Concave arc (bottom-left corner of square, curving inward toward screen center)
PathArc {
relativeX: -cornersPath.cornerRadius
relativeY: -cornersPath.cornerRadius
radiusX: cornersPath.cornerRadius
radiusY: cornersPath.cornerRadius
direction: PathArc.Counterclockwise
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -(cornersPath.cornerSize - cornersPath.cornerRadius)
}
// ========== BOTTOM-LEFT CORNER ==========
// Arc is at the top-right of this square (inner diagonal)
PathMove {
x: cornersPath.leftMargin
y: cornersPath.screenHeight - cornersPath.bottomMargin - cornersPath.cornerSize
}
// Top edge (moving right toward arc)
PathLine {
relativeX: cornersPath.cornerSize - cornersPath.cornerRadius
relativeY: 0
}
// Concave arc (top-right corner of square, curving inward toward screen center)
PathArc {
relativeX: cornersPath.cornerRadius
relativeY: cornersPath.cornerRadius
radiusX: cornersPath.cornerRadius
radiusY: cornersPath.cornerRadius
direction: PathArc.Counterclockwise
}
// Right edge (moving down)
PathLine {
relativeX: 0
relativeY: cornersPath.cornerSize - cornersPath.cornerRadius
}
// Bottom edge (moving left)
PathLine {
relativeX: -cornersPath.cornerSize
relativeY: 0
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -cornersPath.cornerSize
}
// ========== BOTTOM-RIGHT CORNER ==========
// Arc is at the top-left of this square (inner diagonal)
// Start at bottom-right of square (different from other corners!)
PathMove {
x: cornersPath.screenWidth - cornersPath.rightMargin
y: cornersPath.screenHeight - cornersPath.bottomMargin
}
// Bottom edge (moving left)
PathLine {
relativeX: -cornersPath.cornerSize
relativeY: 0
}
// Left edge (moving up toward arc)
PathLine {
relativeX: 0
relativeY: -(cornersPath.cornerSize - cornersPath.cornerRadius)
}
// Concave arc (top-left corner of square, curving inward toward screen center)
PathArc {
relativeX: cornersPath.cornerRadius
relativeY: -cornersPath.cornerRadius
radiusX: cornersPath.cornerRadius
radiusY: cornersPath.cornerRadius
direction: PathArc.Counterclockwise
}
// Top edge (moving right)
PathLine {
relativeX: cornersPath.cornerSize - cornersPath.cornerRadius
relativeY: 0
}
// Right edge (moving down) - closes back to start
PathLine {
relativeX: 0
relativeY: cornersPath.cornerSize
}
}
}