Commit Graph

168 Commits

Author SHA1 Message Date
Yuxuan Shui
5a72b5755d backends: add egl backend
This needs the EGL_KHR_image_pixmap and the GL_EXT_EGL_image_storage
extensions, which unfortunately aren't available on NVIDIA cards.

Don't add documentation for these, for now.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-09-29 08:03:12 +01:00
Yuxuan Shui
5ac8b7fc56 backend: gl: use gaussian blur for shadow
dual kawase is fast but its blur size is coarse grained, which sometimes
makes the shadow ugly.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-09-18 05:00:52 +01:00
Yuxuan Shui
5d2f8d7456 backend: gl: fix visible seam in shadow at edge of windows
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-31 07:00:58 +01:00
Yuxuan Shui
8c14d5354c backend: gl: fix mask being inverted
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-31 07:00:55 +01:00
Yuxuan Shui
a29caeaf3d ackend: gl: implement shadow_from_mask
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-31 07:00:41 +01:00
Yuxuan Shui
de209fd52c backend: gl: fix x_rect_to_coords when y_inverted is false
Since image_dst is in X coordinates, after flipping Y, we need to
subtract the height of the drawing area, to make it the bottom right
corner for OpenGL.

However, this breaks blur. Because we assumed the drawing area is the
same size as the texture, which is not the case for blur. So add the
height of the drawing area as another parameter.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-26 05:43:12 +01:00
Yuxuan Shui
84407099a9 backend: give backends more flexibility regarding shadow creation
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-26 05:42:51 +01:00
Yuxuan Shui
e942f253f7 backend: gl: make blur take a source texture and a target fbo
Instead of always using the back texture/fbo. Also use the size of the
source texture, instead of hard coded back buffer size.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 18:07:57 +01:00
Yuxuan Shui
e2d990dc3d backend: gl: split code into multiple files
gl_common.c is getting too big.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 13:31:54 +01:00
Yuxuan Shui
6b7a5dd6cf backend: gl: handle blur mask
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 03:47:15 +01:00
Yuxuan Shui
e680e8b30d backend: gl: clear up textures
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 02:59:06 +01:00
Yuxuan Shui
b9d4b8a851 backend: gl: factor out shader code for masking
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 02:59:05 +01:00
Yuxuan Shui
9e8373e3e0 backend: add mask parameter to blur
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 02:59:01 +01:00
Yuxuan Shui
56a733840c backend: glx: handle masks
Use masks in compose.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-24 08:39:26 +01:00
Yuxuan Shui
9b419504e8 backend: add the make_mask interface
This is used to create image masks that can be used to mask out
`compose` regions. For example, this can be used to mask out window body
so shadow won't be painted on them.

This could be more efficient than using rectangular regions for masking,
when there are a large number of rectangles; or more flexible, in the
case of window with rounded corners.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-24 08:39:21 +01:00
Yuxuan Shui
e0758eb5e5 backends: glx: fix apply alpha of non y inverted images
This does not ever happen in practice. But conceptually, the GL backend
holds 2 kinds of images: those in GL coordinate system, and those in X
coordinate system. They are differentiated by the `y_inverted` variable,
and applying alpha to them needs differs in whether y needs to be
inverted. Right now we never invert y, because we only ever call apply
alpha on images in the X coordinate system.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-23 10:06:27 +01:00
Yuxuan Shui
a252cbf028 clang-tidy: disable some noisy warnings
Also fix some of the warnings

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-23 05:19:06 +01:00
Yuxuan Shui
748cd665f4 backend: glx: fix glx vendor check
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-22 10:41:16 +01:00
Yuxuan Shui
83e1cd9a19 backend: add and implement get_shader_attributes
Used for passing back information about whether a shader needs to be
re-rendered every frame.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-11 04:53:14 +01:00
Yuxuan Shui
a1f4cafda4 backend: gl: improve error reporting when creating shaders
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-11 04:41:44 +01:00
Yuxuan Shui
eeabf5807e backend: gl: handle custom shader image property
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-11 04:41:20 +01:00
Bernd Busse
c95152e83e backend: gl_common: add time uniform to (custom) window shader 2022-08-11 04:41:17 +01:00
Yuxuan Shui
81768f4a11 backend: gl: implement create_shader/destroy_shader 2022-08-11 04:41:12 +01:00
Yuxuan Shui
f8914dda23 backend: gl: apply postprocessing to border_color
Previously postprocessing is omitted when estimating the color of the
border (e.g. dimming, opacity, inversion, etc.), causing the border to
be drawn with the wrong color.

Related: #770

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-02-13 13:54:25 +00:00
Yuxuan Shui
e63ec3fd16 backend: gl: fix corner being drawn with wrong color
The outer pixels of the corner are drawn with antialiasing, but it color
used for antialiasing is wrong. The estimated border color is used when
there is actually no border.

Related: #770

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-02-13 13:49:45 +00:00
Yuxuan Shui
ea2ba58efd backend: gl: don't fill window with big border_width
If a window's border_width is bigger than its corner_radius, the inner
radius of the border become less than 0, causing the entire window to be
filled.

Fixes #778

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-02-10 07:47:48 +00:00
Yuxuan Shui
a383dc1cdd backend: add new optional API: device_status
This is meant to be used to detect GPU resets.

Implemented in the glx backend using the GL_ARB_robustness extension.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-02-08 10:31:41 +00:00
Yuxuan Shui
e50be3173f backend: remove the read_pixel interface.
Sample the border color in the shader instead.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-01-24 17:34:38 +00:00
Yuxuan Shui
ef73668eb9 backend: gl: fix read_pixel
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-01-24 17:34:37 +00:00
Yuxuan Shui
4aac801a12 backend: gl: draw border for rounded windows
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-01-24 17:34:36 +00:00
Yuxuan Shui
b6c14989e1 backend: gl: trivial refactoring
* unifm -> uniform
* add macro for storing uniform locations

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-01-24 17:34:34 +00:00
Yuxuan Shui
1fec938740 backend: gl_common: handle corner radius property
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-10-23 12:22:29 +01:00
Bernd Busse
1dbffec3ae backend: gl: do not use larger-than-screen textures for blur buffers
Blur-texture sampling has been changed to `CLAMP_TO_EDGE` in commit
4b0ff37b36 and to using the buffer
textures at screen position instead of texture origin in commit
89c18afac6.

When using the above approach, expanding the buffer textures by the same
amount as the damage region is not needed anymore, as we cannot render
more than the screen region anyways. Having larger-than-screen buffer
textures might lead to a slight darkening at the upper and right edges
since we don't necessarily trigger the `CLAMP_TO_EDGE` condition in the
intermediate steps. This becomes apparent when using dual-kawase at large
blur-strengths with light backgrounds.

These changes do not affect the general approach of rendering a
larger-than-window region with the blur to accommodate the necessary
increase in damage region.

Related: 6d646b543f
2021-08-16 17:34:19 +02:00
Daniel Kwan
976d0740fd Partially revert commit 0efdb6c; use glFinish only for non-NVIDIA 2021-07-10 18:14:20 -04:00
Bernd Busse
bf79653fa2 backend: gl_common: Copy texture by explict rendering to framebuffer
At least on nvidia, binding the textures from a glx pixmap to a
framebuffer results in `GL_FRAMEBUFFER_UNSUPPORTED`. Instead of using
binding the source texture to a framebuffer and using `glCopyTexImage2D()`
to copy into a new texture, explicitly render the source texture to the
new texture attached to a framebuffer.

Fixes black/invisible windows on nvidia with `frame-opacity != 1`.

see: #647

related: 2a60836a9b
2021-06-24 18:59:34 +02:00
Bernd Busse
f11710a885 backend: gl_common: Add descriptive checks for framebuffer-completeness
Added more descriptive checks for framebuffer-completeness after adding
attaching textures (for the first time).
Also check for GL errors after `IMAGE_OP_APPLY_ALPHA`.
2021-06-24 18:59:24 +02:00
Bernd Busse
e09679c7cf backend: glx: Fix texture access in max-brightness calculation
Correctly unpack the inner `gl_texture` from the backend image.

related: 2a60836a9b
2021-06-22 22:00:23 +02:00
Yuxuan Shui
710e5fd7a0 backend: remove image operation BAKE
It's not used.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-06-20 06:59:55 +01:00
Yuxuan Shui
2a60836a9b backend: split image_op into image_op and set_image_property
Currently there is some inconsistency in how image_op is implemented
across backends. The glx backend applies some of the image operations
lazily, and not always in the order the operations were made; while the
xrender backend applies the operations eagerly. This can lead to
different render result in some cases.

Instead of trying to preserving the order of operations, which would be
unnecessary, we re-model the API to better reflect the implementation.
We make it clear that setting the property doesn't change the image
data, and properties are only applied during composition and in a
specific order.

This makes sure the render result looks consistent across backends.
Should also improve the performance of the xrender backend, even if only
slightly.

Also distill out the property management code so they can be shared.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-06-20 06:49:38 +01:00
Yuxuan Shui
21dfe20794 backend: rename copy -> clone_image
This feels more appropriate as this operation doesn't necessarily copy
data.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-06-14 01:58:30 +01:00
Yuxuan Shui
7ba87598c1 backend: gl_common: implement read_pixel
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-04-13 14:58:48 +01:00
Yuxuan Shui
1df3360989 diagnostic: warn the user if they are using a software GL renderer
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-12-23 03:11:25 +00:00
nia
8f78b9b631 Fix the build when memcpy is defined as a macro. (#501)
Parentheses are required around macro argument containing braced
initializer list.

memcpy(3) is a macro when using e.g. -D_FORTIFY_SOURCE=2.
2020-10-22 02:25:19 +01:00
Bernd Busse
aef1b856a6 backend: gl_common: render correct number of elements in blur
Keep track of the number of elements/indices for the normal blur rects
as well as the resized ones and use the correct number when drawing.
The number of rects can change if resized rects overlap and are reduced
into a single rect.

Fixes #440
2020-09-11 20:11:11 +02:00
Bernd Busse
5e0215abab backend: gl_common: implement dual-filter kawase blur method
Implement the dual-filter kawase blur algorithm for the new OpenGL backend
as seen in kwin [1]. Use with `--blur-method dual_kawase` and set the
desired strength with `--blur-strength level` (1-20).

The dual-filter kawase algorithm produces results close to a traditional
gaussian blur with higher performace, especially at high blur radii. The
supported strength levels provide an effect similar to gauss-radii between
4 and 500 pixels.

As this algorithm relies heavily on the texture-filtering units of a
GPU, there is no support for the xrender backend — at least for now.

[1](https://kwin.kde.narkive.com/aSqRYYw7/d9848-updated-the-blur-method-to-use-the-more-efficient-dual-kawase-blur-algorithm)
2020-08-31 14:06:45 +02:00
Bernd Busse
89c18afac6 backend: gl_common: split kernel-blur code from general init/blur code [WIP]
**Work-in-Progress**

Split-off kernel-blur specific initialization and rendering from common
OpenGL setup. Add stub functions for dual_kawase-blur initialization and
rendering.
2020-08-31 14:06:18 +02:00
Bernd Busse
33c5a5a36b Add support for new blur method dual_kawase [WIP]
**Work-in-Progress**

Add `dual_kawase` to configuration and argument parsing. Allow `kawase`
for backward compatibility. Add `--blur-strength` parameter for
blur-method `dual_kawase`.

Update documentation to reflect the new blur-method and parameters.
2020-08-31 14:06:17 +02:00
Bernd Busse
0000cc1d98 backend: gl_common: support arbitrary number of aux. blur textures/fbos
Support an arbitrary number of auxiliary textures and framebuffers for
blur. Preparation for the dual-filter kawase algorithm.
2020-08-31 14:06:17 +02:00
Yuxuan Shui
8c1b0657ff Refresh the TODO comments
Removed the outdated ones, clarified some of them, and assigned them to
me.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-08-30 15:25:58 +01:00
Bernd Busse
88b1638487 backend: gl_common: Use linear interpolation on GPU for blur kernels.
Make use of hardware linear interpolation in a GPU to sample 2 pixels
with a single texture access inside the blur shaders by sampling between
both pixels based on their relative weight.

This is significantly easier for a single dimension as 2D bilinear
filtering would raise additional constraints on the kernels (not single
zero-entries, no zero-diagonals, ...) which require additional checks
with limited improvements. Therfore, only use interpolation along the
larger dimension should be a sufficient improvement.

Using this will effectively half the number of texture accesses and
additions needed for a kernel. E.g. a 1D-pass of the gaussian blur
with radius 15 will only need 16 samples instead of 31.
2020-06-08 20:32:46 +02:00