- Fix non-critical memory-leak in `picom.c` and `options.c` where we
don't free all allocated memory before dieing.
- Explicitly allocate new branch in `c2.c` to silence false-positive
memory-leak.
Downstream code expect wid_get_text_prop to return at least 1 string.
However wid_get_text_prop would return 0 strings when the property is
set to an empty string.
Fixes: dc37370a66
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
Clear both STALE flags (`IMAGES_STALE = PIXMAP_STALE | SHADOW_STALE`)
when destroying windows (see f493447b33).
Clearing `SHADOW_STALE` as well should eliminate the recreation of a shadow
image for a window currently being destroyed which will cause the
rendering to fail because we can't properly update the flags anymore.
Should fix: #394
Of course, we still use GLX, so we can't completely remove Xlib yet. But
this removes all Xlib uses outside of the backends.
This drops support for COMPOUND_TEXT Xorg strings, so people how wants
multilingual support has to use UTF8, which should be fine since most of
the applications support that.
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
If a window receives multiple configure notifies in between 2 frames, we
add all the in between positions into damage, when we really just need
the starting and the end position.
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
So we don't need to call c2_match every frame something is fading. Also
saves us from some out-of-critical-section X server queries.
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
Previously, when some explicitly checked property (e.g.
_NET_WM_WINDOW_OPACITY) changed, it won't trigger a
win_on_factor_change, and the rules will not be re-evaluated. Because
that property stale flag will be cleared after we explicitly check the
property, so it won't be detected as a tracked property change.
Here, we instead set WIN_FLAGS_FACTOR_CHANGED directly when a tracked
property changed.
Fixes: f3ff7eff8c
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
Part of the configure notify handling which requires querying the X
server, has been moved into the X critical section.
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
Rename `popcountl` to `popcntul` to avoid name conflicts with NetBSD
system headers.
Remove the unused `popcount` function.
Closes#502
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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
* src/event.c: expose_root: region is not freed
* backend/xrender/xrender.c:
* bind_pixmap: the reply `r` is not freed
* blur: reg_op_resized is not freed
Spotted-by: Samuel Hand <samuel.d.hand@gmail.com>
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
Partially revert 32754b0262.
We start with mapping the window (`win_process_update_flags()`). Then check
if focus has changed and process focus updates. Finally refresh stale images
(`win_process_image_flags`) because rules based on focus may have invalidated
them or require them to be created.
Fixes#465 with the following rule:
```
shadow-exclude = [
"focused" != 1"
]
```
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)
**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.
**Work-in-Progress**
Generate suitable parameters for dual-filter kawase blur based on the
selected `blur-strength` or approximate a gauss blur with the selected
`blur-size` and std-deviation.
**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.
All names start with underscore are reserved in C.
Also just testing out the language server's renaming feature.
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This is a workaround for #301. This doesn't fix the bug, but by
allocating X resources much less frequently, this should make the
bug almost never happen.
Also, it might generally be a good idea to not create/destroy X
resources so often. (XFixes Region accounts for >99% of the resource
creations/destructions)
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
Create pictures used for bluring with REPEAT attribute set to PAD (same logic
as GL_CLAMP_TO_EDGE in OpenGL). Fixes darkening at the screen edges with
larger blur radii caused by sampling out of texture bounds.
Related: 4b0ff37b36
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.
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.
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
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