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Adopt CSS-style drop shadow mask #146
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No issues found across 7 files
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| /* Clear stale shadow pixels before repainting the mask. */ | ||
| if (shadow->window->shadow_x > 0) { | ||
| for (twin_coord_t y = 0; y < shadow->height; y++) { |
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This line can be changed to for (twin_coord_t y = 0; y < win_height; y++) {
This is because the next part, if (shadow->window->shadow_y > 0), handles the area between win_height and shadow->height.
src/draw-common.c
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| twin_pointer_t clear = twin_pixmap_pointer(shadow, 0, y); | ||
| if (is_argb32) { | ||
| memset(clear.argb32, 0, | ||
| (size_t) win_width * sizeof(*clear.argb32)); |
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(size_t) shadow->width * sizeof(*clear.argb32));
This change allows it to handle the bottom-right corner. However, I don’t observe any difference after applying it.
| const twin_coord_t fade_tail = CONFIG_SHADOW_FADE_TAIL; | ||
| const twin_coord_t lut_x_len = x_offset + fade_tail; | ||
| const twin_coord_t lut_y_len = y_offset + fade_tail; | ||
| twin_coord_t right_extent = shadow->width - win_width; |
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twin_coord_t win_width = shadow->width - shadow->window->shadow_x;
Therefore, right_extent is equal to shadow->window->shadow_x.
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twin_coord_t right_extent = shadow->window->shadow_x;
| const twin_coord_t lut_x_len = x_offset + fade_tail; | ||
| const twin_coord_t lut_y_len = y_offset + fade_tail; | ||
| twin_coord_t right_extent = shadow->width - win_width; | ||
| twin_coord_t bottom_extent = shadow->height - win_height; |
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twin_coord_t win_height = shadow->height - shadow->window->shadow_y;
Therefore, bottom_extent is equal to shadow->window->shadow_y.
| #define SHADOW_LUT_Y_LEN (CONFIG_VERTICAL_OFFSET + CONFIG_SHADOW_FADE_TAIL) | ||
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| /* Fast lookup: 17-entry approximation of (1 - t^2)^2 * 0.92 + 0.08. */ | ||
| static inline twin_fixed_t shadow_gaussian_weight(twin_fixed_t t) |
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It seems that the shadow_gaussian_weight() function has the same effect as twin_stack_blur(). Removing the call to twin_stack_blur() still produces a gradient color effect.
src/draw-common.c
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| if (alpha_bottom) { | ||
| for (twin_coord_t x = 0; x < bottom_width; x++) { | ||
| twin_a8_t alpha = (alpha_y * alpha_bottom[x]) >> 8; |
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This commit generates shadow_gaussian lookup table during the build, so the renderer stops depending on runtime math. It replaces the stack-blur border writes with a lookup-table renderer that matches CSS behavior and stays efficient. For performance considerations, it caches the vertical and bottom falloff tables and rely on memset() or pointer writes to trim per-frame work. It exposes a small configurable fade tail and update defaults plus the API, so it aligns with CSS box-shadow semantics.
| const twin_coord_t fade_tail = CONFIG_SHADOW_FADE_TAIL; | ||
| const twin_coord_t lut_x_len = x_offset + fade_tail; | ||
| const twin_coord_t lut_y_len = y_offset + fade_tail; | ||
| twin_coord_t right_extent = shadow->width - win_width; |
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twin_coord_t right_extent = shadow->window->shadow_x;
| twin_coord_t bottom_start = win_height; | ||
| if (bottom_start < 0) | ||
| bottom_start = 0; | ||
| twin_coord_t bottom_end = win_height + bottom_extent; |
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twin_coord_t win_height = shadow->height - shadow->window->shadow_y;
twin_coord_t bottom_extent = shadow->height - win_height;
Therefore, bottom_end == shadow->height
| if (bottom_start < 0) | ||
| bottom_start = 0; | ||
| twin_coord_t bottom_end = win_height + bottom_extent; | ||
| if (bottom_end > shadow->height) |
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There is no need to compare.
| if (bottom_width <= 0) | ||
| continue; | ||
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| twin_coord_t dist_y = y - win_height; |
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twin_coord_t dist_y = y - bottom_start; this is clearer.
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Only need to keep one variable for the same function. |


This commit generates shadow_gaussian lookup table during the build, so the renderer stops depending on runtime math. It replaces the stack-blur border writes with a lookup-table renderer that matches CSS behavior and stays efficient.
For performance considerations, it caches the vertical and bottom falloff tables and rely on memset() or pointer writes to trim per-frame work. It exposes a small configurable fade tail and update defaults plus the API, so it aligns with CSS box-shadow semantics.
Summary by cubic
Switches drop shadow rendering to a CSS-style box-shadow mask using a precomputed Gaussian LUT. Improves visual match and speeds up rendering while simplifying the shadow API.
New Features
Migration