fix: prevent edge darkening on GPU-blurred wallpaper (v0.7.1)
GskBlurNode samples pixels outside texture bounds as transparent, causing visible darkening at wallpaper edges. Fix renders the texture with 3x-sigma padding before blur, then clips back to original size.
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@ -3,6 +3,12 @@
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All notable changes to this project will be documented in this file.
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Format based on [Keep a Changelog](https://keepachangelog.com/).
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## [0.7.1] - 2026-03-28
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### Fixed
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- Fix edge darkening on blurred wallpaper — GskBlurNode sampled transparent pixels outside texture bounds, now renders with 3x-sigma padding and crops back
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## [0.7.0] - 2026-03-28
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### Added
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2
Cargo.lock
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2
Cargo.lock
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@ -616,7 +616,7 @@ dependencies = [
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[[package]]
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name = "moonset"
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version = "0.7.0"
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version = "0.7.1"
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dependencies = [
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"dirs",
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"gdk-pixbuf",
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@ -1,6 +1,6 @@
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[package]
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name = "moonset"
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version = "0.7.0"
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version = "0.7.1"
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edition = "2024"
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description = "Wayland session power menu with GTK4 and Layer Shell"
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license = "MIT"
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25
src/panel.rs
25
src/panel.rs
@ -104,6 +104,10 @@ pub fn load_background_texture(bg_path: Option<&Path>) -> Option<gdk::Texture> {
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// -- GPU blur via GskBlurNode -------------------------------------------------
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/// Render a blurred texture using the GPU via GskBlurNode.
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///
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/// To avoid edge darkening (blur samples transparent pixels outside bounds),
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/// the texture is rendered with padding equal to 3x the blur sigma. The blur
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/// is applied to the padded area, then cropped back to the original size.
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fn render_blurred_texture(
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widget: &impl IsA<gtk::Widget>,
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texture: &gdk::Texture,
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@ -111,15 +115,24 @@ fn render_blurred_texture(
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) -> Option<gdk::Texture> {
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let native = widget.native()?;
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let renderer = native.renderer()?;
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let w = texture.width() as f32;
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let h = texture.height() as f32;
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// Padding must cover the blur kernel radius (typically ~3x sigma)
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let pad = (sigma * 3.0).ceil();
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let snapshot = gtk::Snapshot::new();
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let bounds = graphene_rs::Rect::new(
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0.0, 0.0, texture.width() as f32, texture.height() as f32,
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);
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// Clip output to original texture size
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snapshot.push_clip(&graphene_rs::Rect::new(pad, pad, w, h));
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snapshot.push_blur(sigma as f64);
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snapshot.append_texture(texture, &bounds);
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snapshot.pop();
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// Render texture with padding on all sides (edges repeat via oversized bounds)
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snapshot.append_texture(texture, &graphene_rs::Rect::new(0.0, 0.0, w + 2.0 * pad, h + 2.0 * pad));
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snapshot.pop(); // blur
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snapshot.pop(); // clip
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let node = snapshot.to_node()?;
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Some(renderer.render_texture(&node, None))
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let viewport = graphene_rs::Rect::new(pad, pad, w, h);
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Some(renderer.render_texture(&node, Some(&viewport)))
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}
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/// Fade out all windows and quit the app after the CSS transition completes.
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