Merge pull request #206 from yshui/fix-blur-artifacts

Fix blur artifacts in experimental backends

Closes #194 #50
This commit is contained in:
yshui 2019-07-26 02:34:06 +01:00 committed by GitHub
commit 04ae6934e1
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8 changed files with 251 additions and 90 deletions

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@ -71,6 +71,32 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
static struct timespec last_paint = {0};
#endif
region_t reg_paint;
assert(ps->o.blur_method != BLUR_METHOD_INVALID);
if (ps->o.blur_method != BLUR_METHOD_NONE && ps->backend_data->ops->get_blur_size) {
int blur_width, blur_height;
ps->backend_data->ops->get_blur_size(ps->backend_blur_context,
&blur_width, &blur_height);
if (t) {
// The region of screen a given window influences will be smeared
// out by blur. With more windows on top of the given window, the
// influences region will be smeared out more.
//
// Instead of accurately calculate how much bigger the damage
// region will be because of blur, we assume the worst case here.
// That is, the damaged window is at the bottom of the stack, and
// all other windows have semi-transparent background
resize_region_in_place(&reg_damage, blur_width * t->stacking_rank,
blur_height * t->stacking_rank);
pixman_region32_intersect(&reg_damage, &reg_damage, &ps->screen_reg);
}
reg_paint = resize_region(&reg_damage, blur_width, blur_height);
pixman_region32_intersect(&reg_paint, &reg_paint, &ps->screen_reg);
} else {
pixman_region32_init(&reg_paint);
pixman_region32_copy(&reg_paint, &reg_damage);
}
// A hint to backend, the region that will be visible on screen
// backend can optimize based on this info
region_t reg_visible;
@ -85,12 +111,12 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
// TODO Bind root pixmap
if (ps->backend_data->ops->prepare) {
ps->backend_data->ops->prepare(ps->backend_data, &reg_damage);
ps->backend_data->ops->prepare(ps->backend_data, &reg_paint);
}
if (ps->root_image) {
ps->backend_data->ops->compose(ps->backend_data, ps->root_image, 0, 0,
&reg_damage, &reg_visible);
&reg_paint, &reg_visible);
}
// Windows are sorted from bottom to top
@ -109,9 +135,9 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
// Draw shadow on target
if (w->shadow) {
// Clip region for the shadow
// reg_shadow \in reg_damage
// reg_shadow \in reg_paint
auto reg_shadow = win_extents_by_val(w);
pixman_region32_intersect(&reg_shadow, &reg_shadow, &reg_damage);
pixman_region32_intersect(&reg_shadow, &reg_shadow, &reg_paint);
if (!ps->o.wintype_option[w->window_type].full_shadow) {
pixman_region32_subtract(&reg_shadow, &reg_shadow, &reg_bound);
}
@ -156,10 +182,10 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
}
// The clip region for the current window, in global/target coordinates
// reg_paint \in reg_damage
region_t reg_paint;
pixman_region32_init(&reg_paint);
pixman_region32_intersect(&reg_paint, &reg_bound, &reg_damage);
// reg_paint_in_bound \in reg_paint
region_t reg_paint_in_bound;
pixman_region32_init(&reg_paint_in_bound);
pixman_region32_intersect(&reg_paint_in_bound, &reg_bound, &reg_paint);
// Blur window background
// TODO since the background might change the content of the window (e.g.
@ -176,10 +202,10 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
// TODO resize blur region to fix black line artifact
if (real_win_mode == WMODE_TRANS || ps->o.force_win_blend) {
// We need to blur the bounding shape of the window
// (reg_paint = reg_bound \cap reg_damage)
ps->backend_data->ops->blur(ps->backend_data, w->opacity,
ps->backend_blur_context,
&reg_paint, &reg_visible);
// (reg_paint_in_bound = reg_bound \cap reg_paint)
ps->backend_data->ops->blur(
ps->backend_data, w->opacity, ps->backend_blur_context,
&reg_paint_in_bound, &reg_visible);
} else {
// Window itself is solid, we only need to blur the frame
// region
@ -190,8 +216,8 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
auto reg_blur = win_get_region_frame_local_by_val(w);
pixman_region32_translate(&reg_blur, w->g.x, w->g.y);
// make sure reg_blur \in reg_damage
pixman_region32_intersect(&reg_blur, &reg_blur, &reg_damage);
// make sure reg_blur \in reg_paint
pixman_region32_intersect(&reg_blur, &reg_blur, &reg_paint);
ps->backend_data->ops->blur(ps->backend_data, w->opacity,
ps->backend_blur_context,
&reg_blur, &reg_visible);
@ -200,8 +226,9 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
}
// Draw window on target
if (!w->invert_color && !w->dim && w->frame_opacity == 1 && w->opacity == 1) {
ps->backend_data->ops->compose(ps->backend_data, w->win_image, w->g.x,
w->g.y, &reg_paint, &reg_visible);
ps->backend_data->ops->compose(ps->backend_data, w->win_image,
w->g.x, w->g.y,
&reg_paint_in_bound, &reg_visible);
} else {
// For window image processing, we don't need to limit the process
// region to damage, since the window image data is independent
@ -219,7 +246,7 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
// outside of the damage region won't be painted onto target
region_t reg_visible_local;
pixman_region32_init(&reg_visible_local);
pixman_region32_intersect(&reg_visible_local, &reg_visible, &reg_damage);
pixman_region32_intersect(&reg_visible_local, &reg_visible, &reg_paint);
pixman_region32_translate(&reg_visible_local, -w->g.x, -w->g.y);
// Data outside of the bounding shape won't be visible, but it is
// not necessary to limit the image operations to the bounding
@ -228,7 +255,6 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
pixman_region32_intersect(&reg_visible_local, &reg_visible_local,
&reg_bound_local);
// A region covers the entire window
auto new_img = ps->backend_data->ops->copy(
ps->backend_data, w->win_image, &reg_visible_local);
if (w->invert_color) {
@ -258,21 +284,22 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
NULL, &reg_visible_local, (double[]){w->opacity});
}
ps->backend_data->ops->compose(ps->backend_data, new_img, w->g.x,
w->g.y, &reg_paint, &reg_visible);
w->g.y, &reg_paint_in_bound,
&reg_visible);
ps->backend_data->ops->release_image(ps->backend_data, new_img);
pixman_region32_fini(&reg_visible_local);
pixman_region32_fini(&reg_bound_local);
}
pixman_region32_fini(&reg_bound);
pixman_region32_fini(&reg_paint);
pixman_region32_fini(&reg_paint_in_bound);
}
pixman_region32_fini(&reg_damage);
pixman_region32_fini(&reg_paint);
if (ps->o.monitor_repaint) {
reg_damage = get_damage(ps, false);
ps->backend_data->ops->fill(ps->backend_data,
(struct color){0.5, 0, 0, 0.5}, &reg_damage);
pixman_region32_fini(&reg_damage);
auto reg_damage_debug = get_damage(ps, false);
ps->backend_data->ops->fill(
ps->backend_data, (struct color){0.5, 0, 0, 0.5}, &reg_damage_debug);
pixman_region32_fini(&reg_damage_debug);
}
// Move the head of the damage ring
@ -285,9 +312,11 @@ void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
if (ps->backend_data->ops->present) {
// Present the rendered scene
// Vsync is done here
ps->backend_data->ops->present(ps->backend_data);
ps->backend_data->ops->present(ps->backend_data, &reg_damage);
}
pixman_region32_fini(&reg_damage);
#ifdef DEBUG_REPAINT
struct timespec now = get_time_timespec();
struct timespec diff = {0};

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@ -114,8 +114,7 @@ struct backend_operations {
void (*prepare)(backend_t *backend_data, const region_t *reg_damage);
/**
* Paint the content of an image onto the (possibly buffered)
* target picture.
* Paint the content of an image onto the back buffer
*
* @param backend_data the backend data
* @param image_data the image to paint
@ -134,10 +133,11 @@ struct backend_operations {
const region_t *reg_blur, const region_t *reg_visible)
attr_nonnull(1, 3, 4, 5);
/// Present the back buffer onto the screen.
/// Present part of the back buffer onto the screen.
///
/// Optional if the screen is not buffered
void (*present)(backend_t *backend_data) attr_nonnull(1);
/// @param region part of the screen that should be updated. if NULL, update the
/// whole screen
void (*present)(backend_t *backend_data, const region_t *region) attr_nonnull(1);
/**
* Bind a X pixmap to the backend's internal image data structure.

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@ -254,6 +254,8 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
// Cleanup
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
@ -276,16 +278,16 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
/// @param[in] nrects, rects rectangles
/// @param[in] dst_x, dst_y origin of the OpenGL texture, affect the calculated texture
/// coordinates
/// @param[in] width, height size of the OpenGL texture
/// @param[in] texture_height height of the OpenGL texture
/// @param[in] root_height height of the back buffer
/// @param[in] y_inverted whether the texture is y inverted
/// @param[out] coord, indices output
static void
x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int height,
x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int texture_height,
int root_height, bool y_inverted, GLint *coord, GLuint *indices) {
dst_y = root_height - dst_y;
if (y_inverted) {
dst_y -= height;
dst_y -= texture_height;
}
for (int i = 0; i < nrects; i++) {
@ -302,8 +304,8 @@ x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int heig
// X pixmaps might be Y inverted, invert the texture coordinates
if (y_inverted) {
texture_y1 = height - texture_y1;
texture_y2 = height - texture_y2;
texture_y1 = texture_height - texture_y1;
texture_y2 = texture_height - texture_y2;
}
// Vertex coordinates
@ -360,7 +362,7 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
auto indices = ccalloc(nrects * 6, GLuint);
x_rect_to_coords(nrects, rects, dst_x, dst_y, img->inner->height, gd->height,
img->inner->y_inverted, coord, indices);
_gl_compose(base, img, 0, coord, indices, nrects);
_gl_compose(base, img, gd->back_fbo, coord, indices, nrects);
free(indices);
free(coord);
@ -421,9 +423,7 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
resize_region(reg_blur, bctx->resize_width, bctx->resize_height);
const rect_t *extent = pixman_region32_extents((region_t *)reg_blur),
*extent_resized = pixman_region32_extents(&reg_blur_resized);
int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1,
width_resized = extent_resized->x2 - extent_resized->x1,
height_resized = extent_resized->y2 - extent_resized->y1;
int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1;
int dst_y_resized_screen_coord = gd->height - extent_resized->y2,
dst_y_resized_fb_coord = bctx->texture_height - extent_resized->y2;
if (width == 0 || height == 0) {
@ -483,22 +483,27 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
int curr = 0;
glReadBuffer(GL_BACK);
glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[0]);
// Copy the area to be blurred into tmp buffer
int copy_tex_xoffset = 0, copy_tex_yoffset = 0, copy_tex_x = extent_resized->x1,
copy_tex_y = dst_y_resized_screen_coord;
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, copy_tex_xoffset, copy_tex_yoffset,
copy_tex_x, copy_tex_y, width_resized, height_resized);
for (int i = 0; i < bctx->npasses; ++i) {
const gl_blur_shader_t *p = &bctx->blur_shader[i];
assert(p->prog);
assert(bctx->blur_texture[curr]);
glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[curr]);
// The origin to use when sampling from the source texture
GLint texorig_x, texorig_y;
GLuint src_texture;
if (i == 0) {
texorig_x = extent_resized->x1;
texorig_y = dst_y_resized_screen_coord;
src_texture = gd->back_texture;
} else {
texorig_x = 0;
texorig_y = 0;
src_texture = bctx->blur_texture[curr];
}
glBindTexture(GL_TEXTURE_2D, src_texture);
glUseProgram(p->prog);
if (i < bctx->npasses - 1) {
// not last pass, draw into framebuffer, with resized regions
@ -522,13 +527,13 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
// last pass, draw directly into the back buffer, with origin
// regions
glBindVertexArray(vao[0]);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);
glUniform1f(p->unifm_opacity, (float)opacity);
glUniform2f(p->orig_loc, 0, 0);
glViewport(0, 0, gd->width, gd->height);
}
glUniform2f(p->texorig_loc, (GLfloat)texorig_x, (GLfloat)texorig_y);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
// XXX use multiple draw calls is probably going to be slow than
@ -562,12 +567,13 @@ end:
const char *vertex_shader = GLSL(330,
uniform mat4 projection;
uniform vec2 orig;
uniform vec2 texorig;
layout(location = 0) in vec2 coord;
layout(location = 1) in vec2 in_texcoord;
out vec2 texcoord;
void main() {
gl_Position = projection * vec4(coord + orig, 0, 1);
texcoord = in_texcoord;
texcoord = in_texcoord + texorig;
}
);
// clang-format on
@ -623,6 +629,14 @@ void gl_resize(struct gl_data *gd, int width, int height) {
pml = glGetUniformLocationChecked(gd->fill_shader.prog, "projection");
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
glUseProgram(gd->present_prog);
pml = glGetUniformLocationChecked(gd->present_prog, "projection");
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
glBindTexture(GL_TEXTURE_2D, gd->back_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_BGR,
GL_UNSIGNED_BYTE, NULL);
gl_check_err();
}
@ -653,8 +667,8 @@ static const char fill_vert[] = GLSL(330,
/// Fill a given region in bound framebuffer.
/// @param[in] y_inverted whether the y coordinates in `clip` should be inverted
static void
_gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool y_inverted) {
static void _gl_fill(backend_t *base, struct color c, const region_t *clip, GLuint target,
int height, bool y_inverted) {
static const GLuint fill_vert_in_coord_loc = 0;
int nrects;
const rect_t *rect = pixman_region32_rectangles((region_t *)clip, &nrects);
@ -695,7 +709,9 @@ _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool
glVertexAttribPointer(fill_vert_in_coord_loc, 2, GL_INT, GL_FALSE,
sizeof(*coord) * 2, (void *)0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(fill_vert_in_coord_loc);
@ -707,7 +723,7 @@ _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool
void gl_fill(backend_t *base, struct color c, const region_t *clip) {
struct gl_data *gd = (void *)base;
return _gl_fill(base, c, clip, gd->height, true);
return _gl_fill(base, c, clip, gd->back_fbo, gd->height, true);
}
void gl_release_image(backend_t *base, void *image_data) {
@ -870,6 +886,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
// Get uniform addresses
pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig");
pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
ctx->resize_width += kern->w / 2;
ctx->resize_height += kern->h / 2;
}
@ -881,6 +898,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
pass->prog = gl_create_program_from_str(vertex_shader, dummy_frag);
pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig");
pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
ctx->npasses = 2;
} else {
ctx->npasses = nkernels;
@ -948,6 +966,16 @@ const char *win_shader_glsl = GLSL(330,
gl_FragColor = c;
}
);
const char *present_vertex_shader = GLSL(330,
uniform mat4 projection;
layout(location = 0) in vec2 coord;
out vec2 texcoord;
void main() {
gl_Position = projection * vec4(coord, 0, 1);
texcoord = coord;
}
);
// clang-format on
bool gl_init(struct gl_data *gd, session_t *ps) {
@ -969,14 +997,41 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glGenFramebuffers(1, &gd->back_fbo);
glGenTextures(1, &gd->back_texture);
if (!gd->back_fbo || !gd->back_texture) {
log_error("Failed to generate a framebuffer object");
return false;
}
glBindTexture(GL_TEXTURE_2D, gd->back_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
gl_win_shader_from_string(vertex_shader, win_shader_glsl, &gd->win_shader);
gd->fill_shader.prog = gl_create_program_from_str(fill_vert, fill_frag);
gd->fill_shader.color_loc = glGetUniformLocation(gd->fill_shader.prog, "color");
gd->present_prog = gl_create_program_from_str(present_vertex_shader, dummy_frag);
if (!gd->present_prog) {
log_error("Failed to create the present shader");
return false;
}
glUseProgram(gd->present_prog);
glUniform1i(glGetUniformLocationChecked(gd->present_prog, "tex"), 0);
glUseProgram(0);
// Set up the size of the viewport. We do this last because it expects the blur
// textures are already set up.
gl_resize(gd, ps->root_width, ps->root_height);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->back_fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
gd->back_texture, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
gd->logger = gl_string_marker_logger_new();
if (gd->logger) {
log_add_target_tls(gd->logger);
@ -1098,12 +1153,64 @@ static void gl_image_apply_alpha(backend_t *base, struct gl_image *img,
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
img->inner->texture, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
_gl_fill(base, (struct color){0, 0, 0, 0}, reg_op, 0, false);
_gl_fill(base, (struct color){0, 0, 0, 0}, reg_op, 0, 0, false);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
}
void gl_present(backend_t *base, const region_t *region) {
auto gd = (struct gl_data *)base;
int nrects;
const rect_t *rect = pixman_region32_rectangles((region_t *)region, &nrects);
auto coord = ccalloc(nrects * 8, GLint);
auto indices = ccalloc(nrects * 6, GLuint);
for (int i = 0; i < nrects; i++) {
// clang-format off
memcpy(&coord[i * 8],
(GLint[]){rect[i].x1, gd->height - rect[i].y2,
rect[i].x2, gd->height - rect[i].y2,
rect[i].x2, gd->height - rect[i].y1,
rect[i].x1, gd->height - rect[i].y1},
sizeof(GLint) * 8);
// clang-format on
GLuint u = (GLuint)(i * 4);
memcpy(&indices[i * 6], (GLuint[]){u + 0, u + 1, u + 2, u + 2, u + 3, u + 0},
sizeof(GLuint) * 6);
}
glUseProgram(gd->present_prog);
glBindTexture(GL_TEXTURE_2D, gd->back_texture);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint bo[2];
glGenBuffers(2, bo);
glEnableVertexAttribArray(vert_coord_loc);
glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
glBufferData(GL_ARRAY_BUFFER, (long)sizeof(GLint) * nrects * 8, coord, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(GLuint) * nrects * 6, indices,
GL_STREAM_DRAW);
glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE,
sizeof(GLint) * 2, NULL);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDeleteBuffers(2, bo);
glDeleteVertexArrays(1, &vao);
free(coord);
free(indices);
}
/// stub for backend_operations::image_op
bool gl_image_op(backend_t *base, enum image_operations op, void *image_data,
const region_t *reg_op, const region_t *reg_visible attr_unused, void *arg) {

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@ -28,6 +28,7 @@ typedef struct {
GLuint prog;
GLint unifm_opacity;
GLint orig_loc;
GLint texorig_loc;
} gl_blur_shader_t;
typedef struct {
@ -61,6 +62,8 @@ struct gl_data {
int height, width;
gl_win_shader_t win_shader;
gl_fill_shader_t fill_shader;
GLuint back_texture, back_fbo;
GLuint present_prog;
/// Called when an gl_texture is decoupled from the texture it refers. Returns
/// the decoupled user_data
@ -110,6 +113,8 @@ void gl_get_blur_size(void *blur_context, int *width, int *height);
bool gl_is_image_transparent(backend_t *base, void *image_data);
void gl_fill(backend_t *base, struct color, const region_t *clip);
void gl_present(backend_t *base, const region_t *);
static inline void gl_delete_texture(GLuint texture) {
glDeleteTextures(1, &texture);
}

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@ -436,8 +436,9 @@ err:
return NULL;
}
static void glx_present(backend_t *base) {
static void glx_present(backend_t *base, const region_t *region attr_unused) {
struct _glx_data *gd = (void *)base;
gl_present(base, region);
glXSwapBuffers(gd->display, gd->target_win);
// XXX there should be no need to block compton will wait for render to finish
if (!gd->gl.is_nvidia) {

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@ -28,15 +28,14 @@ typedef struct _xrender_data {
/// If vsync is enabled and supported by the current system
bool vsync;
xcb_visualid_t default_visual;
/// The idle fence for the present extension
xcb_sync_fence_t idle_fence;
/// The target window
/// Target window
xcb_window_t target_win;
/// The painting target, it is either the root or the overlay
/// Painting target, it is either the root or the overlay
xcb_render_picture_t target;
/// A back buffer
xcb_render_picture_t back[2];
/// Age of each back buffer
/// Back buffers. Double buffer, with 1 for temporary render use
xcb_render_picture_t back[3];
/// The back buffer that is for temporary use
/// Age of each back buffer.
int buffer_age[2];
/// The back buffer we should be painting into
int curr_back;
@ -104,9 +103,9 @@ static void compose(backend_t *base, void *img_data, int dst_x, int dst_y,
// sure we get everything into the buffer
x_clear_picture_clip_region(base->c, img->pict);
x_set_picture_clip_region(base->c, xd->back[xd->curr_back], 0, 0, &reg);
xcb_render_composite(base->c, op, img->pict, alpha_pict, xd->back[xd->curr_back],
0, 0, 0, 0, to_i16_checked(dst_x), to_i16_checked(dst_y),
x_set_picture_clip_region(base->c, xd->back[2], 0, 0, &reg);
xcb_render_composite(base->c, op, img->pict, alpha_pict, xd->back[2], 0, 0, 0, 0,
to_i16_checked(dst_x), to_i16_checked(dst_y),
to_u16_checked(img->ewidth), to_u16_checked(img->eheight));
pixman_region32_fini(&reg);
}
@ -114,10 +113,10 @@ static void compose(backend_t *base, void *img_data, int dst_x, int dst_y,
static void fill(backend_t *base, struct color c, const region_t *clip) {
struct _xrender_data *xd = (void *)base;
const rect_t *extent = pixman_region32_extents((region_t *)clip);
x_set_picture_clip_region(base->c, xd->back[xd->curr_back], 0, 0, clip);
x_set_picture_clip_region(base->c, xd->back[2], 0, 0, clip);
// color is in X fixed point representation
xcb_render_fill_rectangles(
base->c, XCB_RENDER_PICT_OP_OVER, xd->back[xd->curr_back],
base->c, XCB_RENDER_PICT_OP_OVER, xd->back[2],
(xcb_render_color_t){.red = (uint16_t)(c.red * 0xffff),
.green = (uint16_t)(c.green * 0xffff),
.blue = (uint16_t)(c.blue * 0xffff),
@ -177,7 +176,7 @@ static bool blur(backend_t *backend_data, double opacity, void *ctx_,
x_set_picture_clip_region(c, tmp_picture[1], 0, 0, &clip);
pixman_region32_fini(&clip);
xcb_render_picture_t src_pict = xd->back[xd->curr_back], dst_pict = tmp_picture[0];
xcb_render_picture_t src_pict = xd->back[2], dst_pict = tmp_picture[0];
auto alpha_pict = xd->alpha_pict[(int)(opacity * MAX_ALPHA)];
int current = 0;
x_set_picture_clip_region(c, src_pict, 0, 0, &reg_op_resized);
@ -212,11 +211,11 @@ static bool blur(backend_t *backend_data, double opacity, void *ctx_,
XCB_NONE, dst_pict, 0, 0, 0, 0, 0, 0,
width_resized, height_resized);
} else {
x_set_picture_clip_region(c, xd->back[xd->curr_back], 0, 0, &reg_op);
x_set_picture_clip_region(c, xd->back[2], 0, 0, &reg_op);
// This is the last pass, and we are doing more than 1 pass
xcb_render_composite(c, XCB_RENDER_PICT_OP_OVER, src_pict,
alpha_pict, xd->back[xd->curr_back], 0, 0, 0,
0, to_i16_checked(extent_resized->x1),
alpha_pict, xd->back[2], 0, 0, 0, 0,
to_i16_checked(extent_resized->x1),
to_i16_checked(extent_resized->y1),
width_resized, height_resized);
}
@ -232,10 +231,10 @@ static bool blur(backend_t *backend_data, double opacity, void *ctx_,
// There is only 1 pass
if (i == 1) {
x_set_picture_clip_region(c, xd->back[xd->curr_back], 0, 0, &reg_op);
x_set_picture_clip_region(c, xd->back[2], 0, 0, &reg_op);
xcb_render_composite(
c, XCB_RENDER_PICT_OP_OVER, src_pict, alpha_pict,
xd->back[xd->curr_back], 0, 0, 0, 0, to_i16_checked(extent_resized->x1),
c, XCB_RENDER_PICT_OP_OVER, src_pict, alpha_pict, xd->back[2], 0, 0,
0, 0, to_i16_checked(extent_resized->x1),
to_i16_checked(extent_resized->y1), width_resized, height_resized);
}
@ -301,10 +300,25 @@ static void deinit(backend_t *backend_data) {
free(xd);
}
static void present(backend_t *base) {
static void present(backend_t *base, const region_t *region) {
struct _xrender_data *xd = (void *)base;
const rect_t *extent = pixman_region32_extents((region_t *)region);
int16_t orig_x = to_i16_checked(extent->x1), orig_y = to_i16_checked(extent->y1);
uint16_t region_width = to_u16_checked(extent->x2 - extent->x1),
region_height = to_u16_checked(extent->y2 - extent->y1);
// compose() sets clip region on the back buffer, so clear it first
x_clear_picture_clip_region(base->c, xd->back[xd->curr_back]);
// limit the region of update
x_set_picture_clip_region(base->c, xd->back[2], 0, 0, region);
if (xd->vsync) {
// Update the back buffer first, then present
xcb_render_composite(base->c, XCB_RENDER_PICT_OP_SRC, xd->back[2],
XCB_NONE, xd->back[xd->curr_back], orig_x, orig_y, 0,
0, orig_x, orig_y, region_width, region_height);
// Make sure we got reply from PresentPixmap before waiting for events,
// to avoid deadlock
auto e = xcb_request_check(
@ -342,16 +356,13 @@ static void present(backend_t *base) {
}
free(pev);
} else {
// compose() sets clip region, so clear it first to make
// sure we update the whole screen.
x_clear_picture_clip_region(xd->base.c, xd->back[xd->curr_back]);
// No vsync needed, draw into the target picture directly
xcb_render_composite(base->c, XCB_RENDER_PICT_OP_SRC, xd->back[2],
XCB_NONE, xd->target, orig_x, orig_y, 0, 0, orig_x,
orig_y, region_width, region_height);
// TODO buffer-age-like optimization might be possible here.
// but that will require a different backend API
xcb_render_composite(base->c, XCB_RENDER_PICT_OP_SRC,
xd->back[xd->curr_back], XCB_NONE, xd->target, 0, 0,
0, 0, 0, 0, to_u16_checked(xd->target_width),
to_u16_checked(xd->target_height));
// Only the target picture really holds the screen content, and its
// content is always up to date. So buffer age is always 1.
xd->buffer_age[xd->curr_back] = 1;
}
}
@ -589,9 +600,10 @@ backend_t *backend_xrender_init(session_t *ps) {
xd->vsync = false;
}
// We might need to do double buffering for vsync
int pixmap_needed = xd->vsync ? 2 : 1;
for (int i = 0; i < pixmap_needed; i++) {
// We might need to do double buffering for vsync, and buffer 0 and 1 are for
// double buffering.
int first_buffer_index = xd->vsync ? 0 : 2;
for (int i = first_buffer_index; i < 3; i++) {
xd->back_pixmap[i] = x_create_pixmap(ps->c, pictfmt->depth, ps->root,
to_u16_checked(ps->root_width),
to_u16_checked(ps->root_height));

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@ -575,6 +575,11 @@ static struct managed_win *paint_preprocess(session_t *ps, bool *fade_running) {
}
w->prev_trans = bottom;
if (bottom) {
w->stacking_rank = bottom->stacking_rank + 1;
} else {
w->stacking_rank = 0;
}
bottom = w;
// If the screen is not redirected and the window has redir_ignore set,

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@ -169,6 +169,8 @@ struct managed_win {
void *shadow_image;
/// Pointer to the next higher window to paint.
struct managed_win *prev_trans;
/// Number of windows above this window
int stacking_rank;
// TODO rethink reg_ignore
// Core members