Commit Graph

1230 Commits

Author SHA1 Message Date
Yuxuan Shui
fbe7ed5699 options: improve usage message printing
Laying the usage message out by hand is tedious, also error prone
because the option names are duplicated at 2 places and have to be
consistent.

Create a struct to hold the option names and help messages, and
do layout programmatically.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2023-01-23 07:34:35 +03:00
Yuxuan Shui
0004173ecd Rename COMPTON_VERSION to PICOM_VERSION
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2023-01-23 07:34:35 +03:00
Stefan Radziuk
1e5de4067b picom upto date sync with yshui, full anim support 2023-01-23 07:34:35 +03:00
Yuxuan Shui
04b80760d8 win: fix leak in win_bind_mask
Related: #905

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2023-01-23 07:33:56 +03:00
Arda Atci
f6b0b04f5b picom upto date sync with yshui, full anim support 2022-10-04 00:24:05 +03:00
Yuxuan Shui
c1dc11f59c backend: egl: fix resource leak
Destroy context and surface as well in egl_deinit.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-09-29 19:09:59 +01:00
Yuxuan Shui
b71a8420ca options: add warning for using the egl backend 2022-09-29 08:03:21 +01:00
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
483aa4347c backend: allocate mask only when necessary
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-31 07:00:59 +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
9ac046c2ba backend, win: create shadows with shadow_from_mask
Do this for shaped, and rounded windows.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-26 05:43:19 +01:00
Yuxuan Shui
a9ec614286 backend: add shadow_from_mask based implementation of render_shadow
If the backend implements shadow_from_mask then it doesn't need to
implement render_shadow.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-26 05:43:17 +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
94e3d4d483 kernel: be more conservative when estimating deviation
Using integral to estimate the sum of the kernel will overestimate a
little bit.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-26 05:42:58 +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
137a47261c backend: xrender: handle blur mask
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 03:47:22 +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
e4221e0787 backend: don't clip corners when painting shadow
When removing shadow behind a window with rounded corners, keep the
corner part - those parts will be removed using the mask instead.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 02:51:03 +01:00
Yuxuan Shui
4bf7669ec3 backend: xrender: handle masks
There are some complications, when sampling pixels outside a
xrender picture, xrender doesn't support a behaviour similar to OpenGL's
clamp to border. So we give the masks an extra 1-pixel outer rim, so
we can control what color the outside pixels would be, by using the
"Pad" repeat mode.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-25 02:50:57 +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
7e607bfe81 Make experimental backends the new default
Experimental no longer.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-21 06:09:27 +01:00
Yuxuan Shui
19c852b3ae options: mention the "default" shader
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-21 05:22:15 +01:00
Yuxuan Shui
32478df27c core: force redraw if animated shader is in-use
I also noticed there is an opportunity to unify fades, animated shaders,
and the benchmark mode. We should be able to get rid of the fade timer.
A TODO for the future.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-12 13:45:30 +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
eb54974ac0 core: init/deinit shaders when init/deinit-ing the backend
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-11 04:41:47 +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
947077f329 backend: add custom shader image property
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-11 04:40:43 +01:00
Yuxuan Shui
f5b40ba10e backend: add shader related APIs
Current this API can only create shader from a single source file. This
could be changed in the future.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-11 04:29:50 +01:00
Bernd Busse
5577363aaf win: keep track of window specific shader in managed_win 2022-08-11 04:29:47 +01:00
Yuxuan Shui
654772b8cf config: add options window-shader-fg and window-shader-fg-rules
Used for setting custom window shaders and rules for choosing custom
window shaders.

Added a "c2_userdata_free" parameter to c2_list_free, so allocated userdata
stored in nodes can be freed.

Signed-off-by: Bernd Busse <bernd@busse-net.de>
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-08-11 04:28:48 +01:00
Yuxuan Shui
db6f11624b c2: fix typo
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-07-17 18:15:09 +01:00
Yuxuan Shui
5d79da6387 c2: return if foreach function returned early
Useful for error handling.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-07-17 18:09:20 +01:00
Yuxuan Shui
23c56ab328 c2: add list iterating functions
Also renames free_wincondlst to c2_list_free and move it to c2.h.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-07-17 17:48:13 +01:00
Yuxuan Shui
7e833744b7 string_utils: add trim_both
trim_both removes whitespaces from both side of a string.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-07-17 15:43:47 +01:00
Yuxuan Shui
8c3ba22ae0 c2: deprecate raw string pattern
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-07-17 14:08:44 +01:00