Take the gradient out of the inward glow's per-layer fills
DrawInwardGlow filled each of its ~glowPx overlapping layers with the border gradient directly. cairo evaluates a gradient source roughly eight times slower than a solid colour, so that cost was paid once per layer: at 1920x1080 with a 20px glow, 33ms per render, against 4.3ms for the identical layers filled solid. At 3840x2160 it was 124ms - eight frames. The layers now accumulate as alpha only, with a solid source, into a scratch surface; the gradient is applied to the finished falloff in a single masked pass. The product is what the per-layer gradient fills produced before - gradientAlpha(p) * accumulated(p), in the gradient's own colour - so the falloff math, the layer overlap, and every edge of every layer are untouched. Two non-obvious details, both measured rather than reasoned: The scratch surface is ARGB32 despite only its alpha ever being read. cairo has no optimized compositing path for A8 destinations, and rendering these same layers into an A8 surface measured ~6x slower than into ARGB32 (26.5ms vs 4.3ms). The colorizing pass is clipped to the glow band. Left unclipped, cairo_mask_surface evaluates the gradient across the mask's full extents - the entire window - rather than the perimeter-deep sliver that is actually non-zero, which was ~25ms of the total on its own. The clip is pushed kGlowClipSlack past the glow on both edges: a clip edge lying exactly on the mask's own antialiased edge multiplies the two coverages together and darkens that boundary by up to a third, which is precisely the corner seam the layer geometry is built to avoid. Slackened, max alpha error against the old output drops from 27/255 to 6/255, the remainder being 8-bit quantization through the mask. Net ~3.5x at 1080p (33ms -> 9.4ms), ~3.2x at 1440p, ~2.6x at 4K. CreateGradientPattern's alphaScale parameter existed only to serve the per-layer fills and is now dead, so it and its rationale are gone. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -88,7 +88,7 @@ Per-window decoration (`src/ChromeDecoration.hpp/.cpp`): implements `IHyprWindow
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- `FullDecorationExtentGlobal()` computes the decoration's box in global logical coordinates, accounting for workspace animation offset and floating-window offset. It deliberately excludes the drop shadow (below), which is drawn outside it.
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- `GetShadowTexture(...)` renders the drop shadow. The silhouette is `AppendFrameOuterPath` — the same outline `GetBorderTexture` fills, extracted specifically so the two can't drift apart — filled solid into an A8 mask, blurred, then tinted. Three things about it are load-bearing: (1) the window's interior is cleared *after* the blur, not before, since punching it first would smear shadow inward across the window's own content; the cut lands exactly on the ring's inner boundary so the frame's opaque pixels hide it. (2) The shadow is not part of `getPositioningInfo`'s reserved extents — reserving it would push neighbouring windows away by the shadow's width — so it's simply drawn past the decoration's box, which is why `damageEntire()` and `boundingBox()` have to expand by `ShadowMarginLogical()` by hand. (3) It's rendered at most `kShadowMaxDim` px on the long edge and upscaled by the GPU; a blurred blob loses nothing to that, and it caps a cost that would otherwise be paid per frame of a resize animation. The blur itself is three box passes (`BlurA8Surface`), transposing between each so the vertical pass reuses the horizontal one's cache-friendly row code.
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- The solid outline (`outline_size`/`outline_color`) is drawn by `DrawOutline`, tracing the frame's outer silhouette only. It sits *inside* the frame rather than centred on that edge: the outer path runs along the texture's own bounds, so half of a centred stroke would fall off the surface and vanish on those sides. Stroking at double width leaves exactly the inner half, which comes out to `outline_size` on every edge. The clip is the whole ring rather than just the outer path, so an outline thicker than the frame stops at the window's edge instead of spilling onto the window, and a miter spike at the plateau's dip stays confined to the frame.
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- The inward glow (`glow_size`/`glow_strength`) is drawn by `DrawInwardGlow` into the hole the ring's even-odd fill leaves behind, so it lands on the window's own pixels (this decoration is `DECORATION_LAYER_OVER`, and the texture spans the whole window box, not just the ring). Its falloff is built from *overlapping* fills (one layer per px of depth, clamped to `kGlowMinLayers`/`kGlowMaxLayers`) — layer *i* covers the window edge inward to depth `glowPx * i / layers`, so a pixel `d` from the edge is painted by every layer deeper than `d`. The profile is stated explicitly (`strength * (1 - d/glowPx)^kGlowFalloffExponent` — fast off the edge, easing into a tail that reaches zero tangentially so there's no ring where it stops), and since each layer composites over every deeper one, a layer's own alpha is *not* its target: it's solved outermost-inward as `1 - a_j = (1 - T_j) / (1 - T_j+1)`. Changing the profile means changing `targetAt`, not the per-layer alphas. Abutting disjoint bands instead would leave an antialiasing seam at every shared edge; that's the reason for the overlap, don't "optimize" it away. Every layer's *outer* edge is the ring's inner boundary verbatim, chamfer vertices and all — filleting or otherwise altering it detaches the glow from the frame and opens a sliver of unpainted window at each corner. The corner softening lives entirely on the layers' *inner* edges, which are what the accumulated falloff's contours actually follow: each is inset by its own depth, filleted by `kGlowCornerSmoothing` × that depth (`AppendFilletedPolygon`, a quadratic Bezier through each vertex), and has its chamfer shrunk by `kChamferInsetShrink` × that depth. That last correction is not optional cosmetics — insetting a chamfered rect while holding its chamfer constant moves the 45° face in by `d·√2` rather than `d`, so without it the glow runs ~41% deeper at every corner than along the sides. The per-layer alpha is baked into the gradient pattern (`CreateGradientPattern`'s `alphaScale`) specifically so each layer can be a `cairo_fill` of its own band rather than a clip + `cairo_paint_with_alpha`, which would rasterize the clip's full extents — i.e. the whole window area — once per layer.
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- The inward glow (`glow_size`/`glow_strength`) is drawn by `DrawInwardGlow` into the hole the ring's even-odd fill leaves behind, so it lands on the window's own pixels (this decoration is `DECORATION_LAYER_OVER`, and the texture spans the whole window box, not just the ring). Its falloff is built from *overlapping* fills (one layer per px of depth, clamped to `kGlowMinLayers`/`kGlowMaxLayers`) — layer *i* covers the window edge inward to depth `glowPx * i / layers`, so a pixel `d` from the edge is painted by every layer deeper than `d`. The profile is stated explicitly (`strength * (1 - d/glowPx)^kGlowFalloffExponent` — fast off the edge, easing into a tail that reaches zero tangentially so there's no ring where it stops), and since each layer composites over every deeper one, a layer's own alpha is *not* its target: it's solved outermost-inward as `1 - a_j = (1 - T_j) / (1 - T_j+1)`. Changing the profile means changing `targetAt`, not the per-layer alphas. Abutting disjoint bands instead would leave an antialiasing seam at every shared edge; that's the reason for the overlap, don't "optimize" it away. Every layer's *outer* edge is the ring's inner boundary verbatim, chamfer vertices and all — filleting or otherwise altering it detaches the glow from the frame and opens a sliver of unpainted window at each corner. The corner softening lives entirely on the layers' *inner* edges, which are what the accumulated falloff's contours actually follow: each is inset by its own depth, filleted by `kGlowCornerSmoothing` × that depth (`AppendFilletedPolygon`, a quadratic Bezier through each vertex), and has its chamfer shrunk by `kChamferInsetShrink` × that depth. That last correction is not optional cosmetics — insetting a chamfered rect while holding its chamfer constant moves the 45° face in by `d·√2` rather than `d`, so without it the glow runs ~41% deeper at every corner than along the sides. The layers accumulate as *alpha only*, filled with a solid source into a scratch surface, and the gradient is applied to the finished falloff in one `cairo_mask_surface` pass — the product being the same `gradientAlpha(p) * accumulated(p)` the per-layer gradient fills used to produce. Three measured facts are load-bearing here and none are obvious: (1) cairo evaluates a gradient source roughly 8× slower than a solid one, so filling each of the ~`glowPx` layers with the gradient directly paid that cost per layer (33ms vs 4.3ms for the layers at 1920×1080, 20px glow); (2) the scratch surface is `ARGB32` even though only its alpha is ever read, because cairo has no optimized compositing path for `A8` *destinations* and rendering the layers into one is ~6× slower; (3) the colorizing pass is clipped to the glow band, because `cairo_mask_surface` otherwise evaluates the gradient across the mask's full extents — the whole window — instead of the perimeter-deep sliver that is actually non-zero (~5ms vs ~25ms). That clip is bounded by `kGlowClipSlack` on *both* edges and must stay that way: a clip edge sitting exactly on the mask's own antialiased edge multiplies the two coverages together and darkens that boundary by up to a third (measured max alpha error 27/255 → 6/255 once slackened).
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Render-pass element (`src/ChromePassElement.hpp/.cpp`): an `EK_CUSTOM` pass element (`ChromePassElement::draw()`) that runs once per frame per window and:
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- Derives the corner chamfer live from the window's own `rounding()` (in device px, scaled by monitor scale) — so the border's cut corners track the window's rounding through config reloads, per-window rules, and animations.
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