Commit Graph

263 Commits

Author SHA1 Message Date
Yuxuan Shui
ffe1b79881 backend: add new property: BORDER_COLOR
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2022-01-24 17:34:29 +00:00
ktprograms
4dfb979c52 Fix segfaults on 32bit arch with --log-level=debug
There were a few improper uses of %ld for 64 bit numbers, as well as
some other 32 bit related warnings that I've fixed.

Signed-off-by: ktprograms <ktprograms@gmail.com>
2021-11-25 10:52:31 +00:00
Yuxuan Shui
1c7a4ff5a3 backend: xrender: fix clone_image
We were using default_clone_image, but:

1) it's copying the wrong type, xrender_image has an extra member.
2) it doesn't clone the rounded corner cache properly, that has to be
   separately reference counted.

Reported-in: #728
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-11-20 01:27:24 +00:00
Yuxuan Shui
8eb5bb08f8 backend: explicitly initialize corner_radius
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-11-08 00:23:45 +00:00
Yuxuan Shui
ffb8bc5b29 backend: xrender: fix accidentally deleted refcount decrement
Thanks, @tryone144

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-11-08 00:23:36 +00:00
Yuxuan Shui
1dea294051 backend: xrender: cache rounded rectangle mask
xcb_render_triangle is slow because (at least for Glamor) it's
rasterizing the triangles on CPU.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-10-25 13:48:45 +01:00
Yuxuan Shui
76db8cca06 backend: xrender: handle corner radius
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-10-25 13:46:45 +01:00
Yuxuan Shui
d397b307dd backend: set corner radius property
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-10-23 12:53:17 +01:00
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
Yuxuan Shui
de31cd4096 backend: add new image property: corner radius
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-10-23 12:21:52 +01:00
Istvan Petres
de959f910b Fixed ugly dark shadows in case of smaller window than shadow radius. (#695) 2021-09-21 18:01:18 +02:00
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
Bernd Busse
4b5cc050d5 Add clip-shadow-above configuration and wintype option
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.
2021-07-14 14:43:28 +02:00
yshui
98fe8998c7 Merge pull request #657 from yshui/backend-improvements
Backend improvements
2021-07-14 10:46:52 +01:00
Yuxuan Shui
73c35c20f3 backend: remove unnecessary clone_image calls
No need to clone image to set_image_property, they are only needed for
image_op.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-07-13 22:14:30 +01:00
Daniel Kwan
976d0740fd Partially revert commit 0efdb6c; use glFinish only for non-NVIDIA 2021-07-10 18:14:20 -04:00
Daniel Kwan
e8147e0658 Set GL_MaxFramesAllowed=1 instead of GL_YIELD=usleep 2021-07-10 18:14:20 -04:00
Yuxuan Shui
d9836a6751 backend: fix NULL dereference when rendering inverted windows
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-07-09 19:15:16 +01:00
Yuxuan Shui
f44d6cd7c1 backend: remove a redundant if
set_image_property is a cheap operation.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-07-09 19:01:31 +01:00
yshui
049d347f52 Merge pull request #648 from tryone144/fix-pixmap-texture-nvidia
nvidia driver does not support attaching pixmap texture to fbo
2021-07-06 12:44:20 +01:00
Bernd Busse
0c7e237a75 backend: xrender: Force 32-bit ARGB visual for alpha target pixmaps
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
2021-06-24 21:49:38 +02:00
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
d9c9742132 backend: xrender: implement read_pixel
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-06-09 01:51:33 +01:00
Yuxuan Shui
1ada765436 backend: xrender: make backend functions static
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2021-06-09 01:36:09 +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
6faafa95bf backend: add new API: read_pixel
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>
2021-04-13 14:53:57 +01:00
Yuxuan Shui
d974367a04 backend: xrender: remove root_pict from _xrender_data
It's unused in the backend.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-12-26 07:53:03 +00:00
Yuxuan Shui
f5fb2648fd x: remove more of session_t parameters
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-12-26 07:51:03 +00:00
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
Yuxuan Shui
670b4abae7 backend/backend: add a TODO about image ops ordering 2020-09-05 18:55:23 +01:00
Yuxuan Shui
c5145479b0 Fix several memory leaks
* 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>
2020-09-05 16:45:21 +01:00
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
d45d0ca209 backend: create dual_kawase blur parameters from selected strength [WIP]
**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.
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
Yuxuan Shui
933f2cfe80 diagnostics: improve driver printing
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2020-08-25 06:54:10 +01:00
Bernd Busse
7cf13906ae backend: xrender: use correct REPEAT mode when creating blur textures
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
2020-06-08 20:40:02 +02:00
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