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-rw-r--r--src/layout/tile.rs39
1 files changed, 20 insertions, 19 deletions
diff --git a/src/layout/tile.rs b/src/layout/tile.rs
index b47afc76..99b2bc57 100644
--- a/src/layout/tile.rs
+++ b/src/layout/tile.rs
@@ -142,6 +142,11 @@ impl<W: LayoutElement> Tile<W> {
self.options = options;
}
+ pub fn update_shaders(&mut self) {
+ self.border.update_shaders();
+ self.focus_ring.update_shaders();
+ }
+
pub fn update_window(&mut self) {
// FIXME: remove when we can get a fullscreen size right away.
if self.fullscreen_size != Size::from((0, 0)) {
@@ -594,7 +599,7 @@ impl<W: LayoutElement> Tile<W> {
.map(Into::into),
);
- if let Some(shader) = ResizeRenderElement::shader(renderer) {
+ if ResizeRenderElement::has_shader(renderer) {
let gles_renderer = renderer.as_gles_renderer();
if let Some(texture_from) = resize.snapshot.texture(gles_renderer, scale, target) {
@@ -623,7 +628,6 @@ impl<W: LayoutElement> Tile<W> {
if let Some((texture_current, _sync_point, texture_current_geo)) = current {
let elem = ResizeRenderElement::new(
- shader,
area,
scale,
texture_from.clone(),
@@ -680,7 +684,7 @@ impl<W: LayoutElement> Tile<W> {
.fit_to(window_size.w as f32, window_size.h as f32);
let clip_shader = ClippedSurfaceRenderElement::shader(renderer).cloned();
- let border_shader = BorderRenderElement::shader(renderer).cloned();
+ let has_border_shader = BorderRenderElement::has_shader(renderer);
if clip_to_geometry && clip_shader.is_some() {
let damage = self.rounded_corner_damage.element();
@@ -715,22 +719,19 @@ impl<W: LayoutElement> Tile<W> {
// the unclipped window CSD already has corners rounded to the
// user-provided radius, so our blocked-out rendering should match that
// radius.
- if radius != CornerRadius::default() {
- if let Some(shader) = border_shader.clone() {
- return BorderRenderElement::new(
- &shader,
- scale,
- elem.geometry(Scale::from(1.)).to_logical(1),
- Rectangle::from_loc_and_size(Point::from((0, 0)), geo.size),
- elem.color(),
- elem.color(),
- 0.,
- elem.geometry(Scale::from(1.)).to_logical(1),
- 0.,
- radius,
- )
- .into();
- }
+ if radius != CornerRadius::default() && has_border_shader {
+ return BorderRenderElement::new(
+ scale,
+ elem.geometry(Scale::from(1.)).to_logical(1),
+ Rectangle::from_loc_and_size(Point::from((0, 0)), geo.size),
+ elem.color(),
+ elem.color(),
+ 0.,
+ elem.geometry(Scale::from(1.)).to_logical(1),
+ 0.,
+ radius,
+ )
+ .into();
}
// Otherwise, render the solid color as is.