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
Added the new `clip-shadow-above` configuration and wintype option.
These allow the user to select windows to clip from the shadow region of
other windows, i.e. don't paint shadows on top of them.
This should provide a more useful and userfriendly alternative to the
deprecated `shadow-exclude-reg` option — especially for docks and bars.
Force a 32-bit ARGB visual when cloning pixmaps for
`IMAGE_OP_APPLY_ALPHA`.
Fixes non-transparent frames for 24-bit windows (without alpha-channel)
even when using `frame-opacity != 1`.
fixes: #342
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
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`.
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>
Potential use: to read the border color of a window, so we could draw
rounded border when we round the corners of the window.
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>
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.
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
- 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