Commit Graph

124 Commits

Author SHA1 Message Date
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Removed the outdated ones, clarified some of them, and assigned them to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
Bernd Busse
4b0ff37b36 backend: gl_common: Use texture2D with filtering and clamping in blur
Create texture with GL_LINEAR filtering and GL_CLAMP_TO_EDGE wrapping. Change
`texelFetch()`-call in fragement shader to `texture2D()` to be taken into
account. This requires supplying the size of a pixel in normalized texture
coordinates via an additional uniform.

Fixes darkening at the screen edges with larger blur radii caused by
sampling coordinates being out of texture bounds. This is undefined behaviour
unless the context has set the flag *GL_ARB_robust_buffer_access_behaviour*,
in which case "zero"-pixels are returned (i.e. black). Current behaviour
seems to depend on the driver.
2020-06-08 20:31:32 +02:00
Yuxuan Shui
0b377537ec backend: gl_common: no need to store maximum viewport size
Just get it from GL_MAX_VIEWPORT_DIMS

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-04-24 19:14:35 +01:00
Bernd Busse
74094e3c04 gl_common: Remove superfluous calls to glViewport
Call `glViewport()` once when initializing the backend with the maximum
supported dimensions. Since all shaders are equipped with the
corresponding projection matrix, the viewport does not have to be
updated prior to each draw call.

Related: a7bd48f5ab
2020-04-24 14:40:24 +02:00
Bernd Busse
553783869a gl_common: Wrong viewport in gl_average_texture_color()
Set viewport in `gl_average_texture_color()` to global `vp_width` and
`vp_height` as the projection matrix has been initialized to these dimensions
as well.

Related: a7bd48f5ab
2020-04-24 14:40:04 +02:00
yshui
b94fe5271c Merge pull request #388 from tryone144/glviewport-max
gl_common: set `glViewport()` to maximum supported size
2020-04-23 20:31:31 +01:00
Bernd Busse
a7bd48f5ab gl_common: set glViewport() to maximum supported size
- Query maximum supported dimensions of `glViewport()` when initializing
so we don't have to worry about differently sized textures when
rendering (usually the same as the maximum supported texture size, but
dependend on the driver).
- Set projection matrix in all shaders at startup to queried viewport
dimensions. Allows using screen coordinates for all vertex positions
without having to keep track of framebuffer dimensions.
- Follow recommendations and set `glViewport()` to queried maximum dimensions
for each draw call (`glDraw*()`, `glClear()`).

Related: #349
2020-04-23 20:30:41 +01:00
Yuxuan Shui
0efdb6c2d9 backend: glx: tentatively enable glFinish for NVIDIA
We use the __GL_YIELD=usleep workaround when we detect the NVIDIA
driver, so we could use glFinish without the NVIDIA driver taking all
the CPU.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-04-22 18:05:04 +01:00
Yuxuan Shui
2372127c0f core: query glx extension in session_init
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-03-31 06:07:09 +01:00
Maxim Solovyov
421404693b gl_common: unify gd definition 2020-03-21 18:18:02 +03:00
Yuxuan Shui
cf3e95f0a4 gl_common: make viewport stateless
Also call glViewport before a draw call.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-03-17 18:02:53 +00:00
Yuxuan Shui
36e9ccd5be tmp 2020-03-15 20:24:30 +00:00
Yuxuan Shui
7de9494766 gl_common: apply alpha to the right target
In gl_image_apply_alpha, the call to _gl_fill uses 0 as the target
framebuffer, so the alpha is not applied to the target texture.

Fix that by using the correct framebuffer.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-03-15 20:08:27 +00:00
Yuxuan Shui
b3590f934f gl_common: reduce some code duplication
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-03-15 20:05:01 +00:00
Yuxuan Shui
0eca07d400 gl_common: zero initialize new image data in gl_image_decouple
Previously some fiedls of gl_texture allocated in gl_image_decouple are
not initialized.

This commit replaces cmalloc with ccalloc to make sure the allocated
gl_texture is zero initialized.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-03-15 19:55:16 +00:00
Yuxuan Shui
def63f9a56 glx: make sure the context is really destroyed
GLX context is released when it's no longer current in any threads, so
we have to release the context before destroy it.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-03-07 20:06:25 +00:00
Yuxuan Shui
c2938ad4d9 gl_common: no need to get "opacity" uniform for dummy shader
Prevent a useless error message from glGetUniformLocationChecked, as
"opacity" is not used by the dummy shader, we will fail to get its
location.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-03-07 17:31:46 +00:00
Yuxuan Shui
4247d4cf78 gl_common: demote uniform location get failure log
If the user is using custom shaders, picom will naturally fail to get
some uniform locations if the given uniform is not used in the shader.
So we really shouldn't report error for it.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-03-07 17:24:42 +00:00
Yuxuan Shui
6efd88b82f gl_common: use Rec. 709 for luminance calculation
This is however monitor dependent. But Rec. 709 is probably close to
what most people uses.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-11-10 03:37:11 +00:00
Yuxuan Shui
f6a51be234 gl_common: reuse texture for brightness estimation
Instead of allocating new textures everytime gl_average_texture_color is
called, we keep two textures per gl_image and reuse those.

Doing this significantly improves CPU usage on AMDGPU driver for some
reason. But in general, less texture allocation is always better.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-11-10 02:50:14 +00:00
Rytis Karpuska
ec76c5f286 parameterize max brightness limit 2019-11-09 17:56:38 +02:00
Rytis Karpuska
e510814b7c implement bright window dimming 2019-11-09 17:54:57 +02:00
Rytis Karpuska
310b66d519 remove dual_texture from gl_compose as it is just unconditionally set to false. 2019-11-06 01:34:41 +02:00
Yuxuan Shui
8ddbebb5d1 rename: replace "compton" in the codebase
leftovers:

1) config file path. Has to implement compatibility functionalities before
  we can change it.

2) links in man pages. Has to migrate the repo first.

3) _COMPTON_SHADOW, it has become a defacto standard, so we have to keep
   supporting it.

4) dbus names, undecided whether we should/could change it.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-10-23 20:24:20 +01:00
Yuxuan Shui
0c7a19fda6 backend: glx: add support for setting vsync
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-09-25 23:20:48 +01:00
Yuxuan Shui
04520368f6 glx: clarify a comment
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-08-11 03:24:02 +01:00
Yuxuan Shui
0ba7761bd5 Untangle headers
Thanks, clang -fmodules.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-08-10 00:56:26 +01:00
Yuxuan Shui
0109fe181e gl_common: fix memory leak in _gl_fill
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-26 03:53:24 +01:00
Yuxuan Shui
5a861d5d6a gl_common, new glx: implement partial updates
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-26 02:22:05 +01:00
Yuxuan Shui
f86d6b7cbd backend: update present interface for partial updates
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-26 02:05:00 +01:00
Yuxuan Shui
bc3ca92e04 gl common: render into a texture
Instead of rendering into the back buffer, render into a intermediate
texture.

This is a preparation for partial screen updating, which is necessary to
eliminate artifacts visible when using blur and use-damage together.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-26 01:20:11 +01:00
Yuxuan Shui
3d84f3f92a gl_common: fix type mismatch when calling glVertexAttribPointer
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-26 01:19:55 +01:00
Yuxuan Shui
bb756b2238 Fix compiler warning about unused parameters
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-25 02:27:02 +01:00
Yuxuan Shui
62878d7c57 gl_common: use a dummy pass to unify blur code paths
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-25 00:36:42 +01:00
Yuxuan Shui
4c9ded837f new backend: add interface for query blur size
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-24 23:27:51 +01:00
Yuxuan Shui
ad30b4f826 gl_common: use texelFetch
This relieves us from the need to normalize texture coordinates.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-14 16:21:22 +01:00
Yuxuan Shui
8a794e0ce1 Improve the compatibility of gl_has_extension
Fix infinite loop when running under RenderDoc

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-13 19:30:26 +01:00
Yuxuan Shui
e62971a0c3 gl common: fix memory leak
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-07 19:09:15 +01:00
Yuxuan Shui
6d646b543f new glx: fix black border around blurred areas
This is done by extending the blur area internally when process
blurring.

Ping: #50, cause this fixes that problem but only when using the
experiemental backends.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-07 18:39:46 +01:00
Yuxuan Shui
0b0d896ffe Add debug mode
When enabled, the result will be redirected to a window, and compton
won't take over the screen.

Makes debugging easier.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-07-07 16:20:00 +01:00
Yuxuan Shui
a52f95acd7 gl_common: fix misunderstanding of VAO
GL_ARRAY_BUFFER is not part of VAO state.

This shouldn't affect compton's behaviour at all, though.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-06-24 01:51:50 +01:00
Yuxuan Shui
85abdef765 gl_common: use explicit vertex attrib loction
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-06-24 01:34:12 +01:00
Yuxuan Shui
67f0ec773a new backends: blur interface update
To prepare for different blur methods, the blur interface of backends
has been splitted into two parts.

Now to use blur, a blur context must be created first; then, the blur
method should be called with the blur context created.

Updated the existing backends to the new interface. Also implemented
handling of the new blur options.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-06-09 19:26:41 +01:00
Yuxuan Shui
1da726047a new backend: don't assume center of blur kernel is 1
Also fill the center of parsed kernel with 1. This shouldn't change the
behavior of the old backends since they will modify the center of the
kernels.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-06-09 01:03:37 +01:00
Yuxuan Shui
fa8faaf91d Remember the number of blur kernels
Don't count the number of blur kernels everytime.

Fixes #188

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2019-06-07 22:21:06 +01:00