mirror of
https://github.com/LGUG2Z/komorebi.git
synced 2026-03-20 00:24:10 +01:00
feat(borders): reduce redraws to improve perf
This commit is contained in:
@@ -11,10 +11,10 @@ use crate::core::Rect;
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use crate::windows_api;
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use crate::WindowsApi;
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use crate::WINDOWS_11;
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use std::ops::Deref;
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use std::sync::atomic::Ordering;
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use std::sync::mpsc;
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use std::sync::LazyLock;
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use std::time::Duration;
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use windows::Foundation::Numerics::Matrix3x2;
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use windows::Win32::Foundation::BOOL;
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use windows::Win32::Foundation::HWND;
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@@ -37,28 +37,36 @@ use windows::Win32::Graphics::Direct2D::D2D1_RENDER_TARGET_PROPERTIES;
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use windows::Win32::Graphics::Direct2D::D2D1_RENDER_TARGET_TYPE_DEFAULT;
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use windows::Win32::Graphics::Direct2D::D2D1_ROUNDED_RECT;
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use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_UNKNOWN;
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use windows::Win32::Graphics::Gdi::BeginPaint;
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use windows::Win32::Graphics::Gdi::EndPaint;
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use windows::Win32::Graphics::Gdi::InvalidateRect;
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use windows::Win32::Graphics::Gdi::PAINTSTRUCT;
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use windows::Win32::UI::WindowsAndMessaging::DefWindowProcW;
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use windows::Win32::UI::WindowsAndMessaging::DispatchMessageW;
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use windows::Win32::UI::WindowsAndMessaging::GetMessageW;
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use windows::Win32::UI::WindowsAndMessaging::PostQuitMessage;
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use windows::Win32::UI::WindowsAndMessaging::TranslateMessage;
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use windows::Win32::UI::WindowsAndMessaging::CS_HREDRAW;
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use windows::Win32::UI::WindowsAndMessaging::CS_VREDRAW;
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use windows::Win32::UI::WindowsAndMessaging::MSG;
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use windows::Win32::UI::WindowsAndMessaging::WM_DESTROY;
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use windows::Win32::UI::WindowsAndMessaging::WM_PAINT;
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use windows::Win32::UI::WindowsAndMessaging::WM_SIZE;
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use windows::Win32::UI::WindowsAndMessaging::WNDCLASSW;
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use windows_core::PCWSTR;
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#[allow(clippy::expect_used)]
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pub static RENDER_FACTORY: LazyLock<ID2D1Factory> = unsafe {
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static RENDER_FACTORY: LazyLock<ID2D1Factory> = unsafe {
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LazyLock::new(|| {
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D2D1CreateFactory::<ID2D1Factory>(D2D1_FACTORY_TYPE_MULTI_THREADED, None)
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.expect("creating RENDER_FACTORY failed")
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})
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};
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static BRUSH_PROPERTIES: LazyLock<D2D1_BRUSH_PROPERTIES> =
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LazyLock::new(|| D2D1_BRUSH_PROPERTIES {
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opacity: 1.0,
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transform: Matrix3x2::identity(),
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});
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pub extern "system" fn border_hwnds(hwnd: HWND, lparam: LPARAM) -> BOOL {
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let hwnds = unsafe { &mut *(lparam.0 as *mut Vec<isize>) };
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let hwnd = hwnd.0 as isize;
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@@ -97,7 +105,6 @@ impl Border {
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let window_class = WNDCLASSW {
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hInstance: h_module.into(),
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lpszClassName: class_name,
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style: CS_HREDRAW | CS_VREDRAW,
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lpfnWndProc: Some(Self::callback),
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hbrBackground: WindowsApi::create_solid_brush(0),
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..Default::default()
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@@ -124,8 +131,6 @@ impl Border {
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let _ = TranslateMessage(&msg);
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DispatchMessageW(&msg);
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}
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std::thread::sleep(Duration::from_millis(10))
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}
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Ok(())
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@@ -168,16 +173,17 @@ impl Border {
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WindowsApi::close_window(self.hwnd)
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}
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pub fn update(&self, rect: &Rect, mut should_invalidate: bool) -> color_eyre::Result<()> {
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pub fn update(&self, rect: &Rect, should_invalidate: bool) -> color_eyre::Result<()> {
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// Make adjustments to the border
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let mut rect = *rect;
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rect.add_margin(BORDER_WIDTH.load(Ordering::SeqCst));
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rect.add_padding(-BORDER_OFFSET.load(Ordering::SeqCst));
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rect.add_margin(BORDER_WIDTH.load(Ordering::Relaxed));
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rect.add_padding(-BORDER_OFFSET.load(Ordering::Relaxed));
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// Update the position of the border if required
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// This effectively handles WM_MOVE
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// Also if I remove this no borders render at all lol
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if !WindowsApi::window_rect(self.hwnd)?.eq(&rect) {
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WindowsApi::set_border_pos(self.hwnd, &rect, Z_ORDER.load().into())?;
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should_invalidate = true;
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}
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// Invalidate the rect to trigger the callback to update colours etc.
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@@ -200,15 +206,10 @@ impl Border {
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) -> LRESULT {
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unsafe {
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match message {
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WM_PAINT => {
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WM_SIZE | WM_PAINT => {
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if let Ok(rect) = WindowsApi::window_rect(window.0 as isize) {
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let render_targets = RENDER_TARGETS.lock();
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if let Some(render_target) = render_targets.get(&(window.0 as isize)) {
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let brush_properties = D2D1_BRUSH_PROPERTIES {
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opacity: 1.0,
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transform: Matrix3x2::identity(),
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};
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let pixel_size = D2D_SIZE_U {
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width: rect.right as u32,
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height: rect.bottom as u32,
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@@ -241,28 +242,42 @@ impl Border {
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a: 1.0,
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};
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if let Ok(brush) =
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render_target.CreateSolidColorBrush(&color, Some(&brush_properties))
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if let Ok(brush) = render_target
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.CreateSolidColorBrush(&color, Some(BRUSH_PROPERTIES.deref()))
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{
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// Calculate border radius based on style
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let style = STYLE.load();
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let radius = match style {
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BorderStyle::System => {
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if *WINDOWS_11 {
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10.0
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} else {
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0.0
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}
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}
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BorderStyle::Rounded => 10.0,
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BorderStyle::Square => 0.0,
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};
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render_target.BeginDraw();
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render_target.Clear(None);
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match radius {
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0.0 => {
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// Calculate border radius based on style
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let style = match STYLE.load() {
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BorderStyle::System => {
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if *WINDOWS_11 {
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BorderStyle::Rounded
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} else {
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BorderStyle::Square
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}
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}
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BorderStyle::Rounded => BorderStyle::Rounded,
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BorderStyle::Square => BorderStyle::Square,
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};
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match style {
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BorderStyle::Rounded => {
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let radius = 8.0 + border_width as f32 / 2.0;
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let rounded_rect = D2D1_ROUNDED_RECT {
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rect,
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radiusX: radius,
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radiusY: radius,
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};
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render_target.DrawRoundedRectangle(
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&rounded_rect,
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&brush,
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border_width as f32,
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None,
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);
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}
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BorderStyle::Square => {
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let rect = D2D_RECT_F {
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left: rect.left,
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top: rect.top,
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@@ -277,24 +292,15 @@ impl Border {
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None,
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);
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}
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10.0 => {
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let rounded_rect = D2D1_ROUNDED_RECT {
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rect,
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radiusX: radius,
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radiusY: radius,
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};
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render_target.DrawRoundedRectangle(
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&rounded_rect,
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&brush,
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border_width as f32,
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None,
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);
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}
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_ => unreachable!(),
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_ => {}
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}
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let _ = render_target.EndDraw(None, None);
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// If we don't do this we'll get spammed with WM_PAINT according to Raymond Chen
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// https://stackoverflow.com/questions/41783234/why-does-my-call-to-d2d1rendertargetdrawtext-result-in-a-wm-paint-being-se#comment70756781_41783234
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let _ = BeginPaint(window, &mut PAINTSTRUCT::default());
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let _ = EndPaint(window, &PAINTSTRUCT::default());
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}
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}
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}
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@@ -30,6 +30,9 @@ use std::sync::atomic::Ordering;
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use std::sync::Arc;
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use std::sync::OnceLock;
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use windows::Win32::Graphics::Direct2D::ID2D1HwndRenderTarget;
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use windows::Win32::System::Threading::GetCurrentThread;
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use windows::Win32::System::Threading::SetThreadPriority;
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use windows::Win32::System::Threading::THREAD_PRIORITY_TIME_CRITICAL;
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pub static BORDER_WIDTH: AtomicI32 = AtomicI32::new(8);
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pub static BORDER_OFFSET: AtomicI32 = AtomicI32::new(-1);
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@@ -127,13 +130,22 @@ fn window_kind_colour(focus_kind: WindowKind) -> u32 {
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}
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pub fn listen_for_notifications(wm: Arc<Mutex<WindowManager>>) {
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std::thread::spawn(move || loop {
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match handle_notifications(wm.clone()) {
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Ok(()) => {
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tracing::warn!("restarting finished thread");
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std::thread::spawn(move || {
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unsafe {
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if let Err(error) = SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL)
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{
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tracing::error!("{error}");
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}
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Err(error) => {
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tracing::warn!("restarting failed thread: {}", error);
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}
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loop {
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match handle_notifications(wm.clone()) {
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Ok(()) => {
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tracing::warn!("restarting finished thread");
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}
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Err(error) => {
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tracing::warn!("restarting failed thread: {}", error);
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}
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}
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}
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});
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@@ -446,7 +458,7 @@ pub fn handle_notifications(wm: Arc<Mutex<WindowManager>>) -> color_eyre::Result
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if rect != new_rect {
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rect = new_rect;
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border.update(&rect, true)?;
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border.update(&rect, false)?;
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}
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}
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