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authorRichard Grenville <pyxlcy@gmail.com>2013-03-17 12:14:00 +0800
committerRichard Grenville <pyxlcy@gmail.com>2013-03-17 12:14:00 +0800
commit17f7d31a5282d55182aec8938d52e13379dcc2bb (patch)
treefd396115887adb289b7a763f38520b91cfbf6fdf
parent74792903de7a88eda20aad031ca1f36cb56e2c2b (diff)
downloadtdebase-17f7d31a.tar.gz
tdebase-17f7d31a.zip
Bug fix: GLX backend incompatibility with VirtualBox & others
- GLX backend: Fix a bug that window content does not get updated on VirtualBox, by rebinding texture when window content changes. This may have a negative effect on performance. - GLX backend: Add --glx-no-stencil to restore the old clipping method, just in case. - GLX backend: Apply stricter checks on texture-pixmap binding. - GLX backend: Fix a bug that glx_set_clip() behaves incorrectly when None is passed in. - GLX backend: Use glEnable()/glDisable() to toggle stencil tests, in hope to increase performance. - Move window pixmap/picture fetching to win_paint_win(), in hope to increase performance. - Intersect shadow painting region with its bounding rectangle, in hope to increase performance.
-rw-r--r--common.h12
-rw-r--r--compton.c85
-rw-r--r--compton.h8
-rw-r--r--opengl.c30
4 files changed, 89 insertions, 46 deletions
diff --git a/common.h b/common.h
index f36edf4ba..77aa582f6 100644
--- a/common.h
+++ b/common.h
@@ -339,6 +339,8 @@ typedef struct {
char *display;
/// The backend in use.
enum backend backend;
+ /// Whether to avoid using stencil buffer under GLX backend. Might be unsafe.
+ bool glx_no_stencil;
/// Whether to try to detect WM windows and mark them as focused.
bool mark_wmwin_focused;
/// Whether to mark override-redirect windows as focused.
@@ -724,6 +726,8 @@ typedef struct _win {
winmode_t mode;
/// Whether the window has been damaged at least once.
bool damaged;
+ /// Whether the window was damaged after last paint.
+ bool pixmap_damaged;
/// Damage of the window.
Damage damage;
/// Paint info of the window.
@@ -1574,9 +1578,13 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
void
glx_release_pixmap(session_t *ps, glx_texture_t *ptex);
+/**
+ * Check if a texture is binded, or is binded to the given pixmap.
+ */
static inline bool
-glx_tex_binded(const glx_texture_t *ptex) {
- return ptex && ptex->glpixmap && ptex->texture;
+glx_tex_binded(const glx_texture_t *ptex, Pixmap pixmap) {
+ return ptex && ptex->glpixmap && ptex->texture
+ && (!pixmap || pixmap == ptex->pixmap);
}
void
diff --git a/compton.c b/compton.c
index df39a36f4..591fc7043 100644
--- a/compton.c
+++ b/compton.c
@@ -474,7 +474,7 @@ win_build_shadow(session_t *ps, win *w, double opacity) {
w->shadow_paint.pixmap = shadow_pixmap_argb;
w->shadow_paint.pict = shadow_picture_argb;
- bool success = paint_bind_tex(ps, &w->shadow_paint, shadow_image->width, shadow_image->height, 32);
+ bool success = paint_bind_tex(ps, &w->shadow_paint, shadow_image->width, shadow_image->height, 32, true);
XFreeGC(ps->dpy, gc);
XDestroyImage(shadow_image);
@@ -1281,36 +1281,6 @@ paint_preprocess(session_t *ps, win *list) {
redir_start(ps);
}
- // Fetch pictures only if windows are redirected
- if (ps->redirected) {
- for (w = t; w; w = w->prev_trans) {
- // Fetch Pixmap
- if (!w->paint.pixmap && ps->has_name_pixmap) {
- set_ignore_next(ps);
- w->paint.pixmap = XCompositeNameWindowPixmap(ps->dpy, w->id);
- }
- // XRender: Build picture
- if (BKEND_XRENDER == ps->o.backend && !w->paint.pict) {
- Drawable draw = w->paint.pixmap;
- if (!draw)
- draw = w->id;
- {
- XRenderPictureAttributes pa = {
- .subwindow_mode = IncludeInferiors,
- };
-
- w->paint.pict = XRenderCreatePicture(ps->dpy, draw, w->pictfmt,
- CPSubwindowMode, &pa);
- }
- }
- // OpenGL: Build texture
- if (!paint_bind_tex(ps, &w->paint, w->widthb, w->heightb,
- w->pictfmt->depth)) {
- printf_errf("(%#010lx): Failed to bind texture. Expect troubles.", w->id);
- }
- }
- }
-
return t;
}
@@ -1447,6 +1417,32 @@ render(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
*/
static inline void
win_paint_win(session_t *ps, win *w, XserverRegion reg_paint) {
+ // Fetch Pixmap
+ if (!w->paint.pixmap && ps->has_name_pixmap) {
+ set_ignore_next(ps);
+ w->paint.pixmap = XCompositeNameWindowPixmap(ps->dpy, w->id);
+ }
+ // XRender: Build picture
+ if (BKEND_XRENDER == ps->o.backend && !w->paint.pict) {
+ Drawable draw = w->paint.pixmap;
+ if (!draw)
+ draw = w->id;
+ {
+ XRenderPictureAttributes pa = {
+ .subwindow_mode = IncludeInferiors,
+ };
+
+ w->paint.pict = XRenderCreatePicture(ps->dpy, draw, w->pictfmt,
+ CPSubwindowMode, &pa);
+ }
+ }
+ // GLX: Build texture
+ if (!paint_bind_tex(ps, &w->paint, w->widthb, w->heightb,
+ w->pictfmt->depth, w->pixmap_damaged)) {
+ printf_errf("(%#010lx): Failed to bind texture. Expect troubles.", w->id);
+ }
+ w->pixmap_damaged = false;
+
if (!paint_isvalid(ps, &w->paint)) {
printf_errf("(%#010lx): Missing painting data. This is a bad sign.", w->id);
return;
@@ -1664,6 +1660,21 @@ paint_all(session_t *ps, XserverRegion region, win *t) {
reg_paint = reg_tmp;
XFixesIntersectRegion(ps->dpy, reg_paint, region, w->extents);
}
+
+ // Might be worthwhile to crop the region to shadow border
+ {
+ XRectangle rec_shadow_border = {
+ .x = w->a.x + w->shadow_dx,
+ .y = w->a.y + w->shadow_dy,
+ .width = w->shadow_width,
+ .height = w->shadow_height
+ };
+ XserverRegion reg_shadow = XFixesCreateRegion(ps->dpy,
+ &rec_shadow_border, 1);
+ XFixesIntersectRegion(ps->dpy, reg_paint, reg_paint, reg_shadow);
+ free_region(ps, &reg_shadow);
+ }
+
// Clear the shadow here instead of in make_shadow() for saving GPU
// power and handling shaped windows
if (ps->o.clear_shadow && w->border_size)
@@ -1837,6 +1848,7 @@ repair_win(session_t *ps, win *w) {
add_damage(ps, parts);
w->damaged = true;
+ w->pixmap_damaged = true;
}
static wintype_t
@@ -2469,6 +2481,7 @@ add_win(session_t *ps, Window id, Window prev) {
.mode = WMODE_TRANS,
.damaged = false,
.damage = None,
+ .pixmap_damaged = false,
.paint = PAINT_INIT,
.border_size = None,
.extents = None,
@@ -4104,6 +4117,10 @@ usage(void) {
" inverted color. Resource-hogging, and is not well tested.\n"
"--backend backend\n"
" Choose backend. Possible choices are xrender and glx" WARNING ".\n"
+ "--glx-no-stencil\n"
+ " Avoid using stencil buffer under GLX backend. Might cause issues\n"
+ " when rendering transparent content, may have a positive or\n"
+ " negative effect on performance.\n"
#undef WARNING
#ifndef CONFIG_DBUS
#define WARNING WARNING_DISABLED
@@ -4560,6 +4577,7 @@ get_cfg(session_t *ps, int argc, char *const *argv, bool first_pass) {
{ "invert-color-include", required_argument, NULL, 288 },
{ "opengl", no_argument, NULL, 289 },
{ "backend", required_argument, NULL, 290 },
+ { "glx-no-stencil", no_argument, NULL, 291 },
// Must terminate with a NULL entry
{ NULL, 0, NULL, 0 },
};
@@ -4822,6 +4840,10 @@ get_cfg(session_t *ps, int argc, char *const *argv, bool first_pass) {
if (!parse_backend(ps, optarg))
exit(1);
break;
+ case 291:
+ // --glx-no-stencil
+ ps->o.glx_no_stencil = true;
+ break;
default:
usage();
break;
@@ -5619,6 +5641,7 @@ session_init(session_t *ps_old, int argc, char **argv) {
.config_file = NULL,
.display = NULL,
.backend = BKEND_XRENDER,
+ .glx_no_stencil = false,
.mark_wmwin_focused = false,
.mark_ovredir_focused = false,
.fork_after_register = false,
diff --git a/compton.h b/compton.h
index 49ffcb88f..9c4bd0a9f 100644
--- a/compton.h
+++ b/compton.h
@@ -169,7 +169,7 @@ paint_isvalid(session_t *ps, const paint_t *ppaint) {
return false;
#ifdef CONFIG_VSYNC_OPENGL
- if (BKEND_GLX == ps->o.backend && !glx_tex_binded(ppaint->ptex))
+ if (BKEND_GLX == ps->o.backend && !glx_tex_binded(ppaint->ptex, None))
return false;
#endif
@@ -179,10 +179,12 @@ paint_isvalid(session_t *ps, const paint_t *ppaint) {
* Bind texture in paint_t if we are using GLX backend.
*/
static inline bool
-paint_bind_tex(session_t *ps, paint_t *ppaint, int wid, int hei, int depth) {
+paint_bind_tex(session_t *ps, paint_t *ppaint, int wid, int hei, int depth,
+ bool force) {
#ifdef CONFIG_VSYNC_OPENGL
// TODO: Make sure we have the same Pixmap binded?
- if (BKEND_GLX == ps->o.backend && !glx_tex_binded(ppaint->ptex)) {
+ if (BKEND_GLX == ps->o.backend
+ && (force || !glx_tex_binded(ppaint->ptex, ppaint->pixmap))) {
return glx_bind_pixmap(ps, &ppaint->ptex, ppaint->pixmap, wid, hei, depth);
}
#endif
diff --git a/opengl.c b/opengl.c
index 2ec0b3313..b32368e2f 100644
--- a/opengl.c
+++ b/opengl.c
@@ -71,7 +71,7 @@ glx_init(session_t *ps, bool need_render) {
// Ensure we have a stencil buffer. X Fixes does not guarantee rectangles
// in regions don't overlap, so we must use stencil buffer to make sure
// we don't paint a region for more than one time, I think?
- if (need_render) {
+ if (need_render && !ps->o.glx_no_stencil) {
GLint val = 0;
glGetIntegerv(GL_STENCIL_BITS, &val);
if (!val) {
@@ -110,11 +110,13 @@ glx_init(session_t *ps, bool need_render) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
- // Initialize stencil buffer
- glClear(GL_STENCIL_BUFFER_BIT);
- glEnable(GL_STENCIL_TEST);
- glStencilMask(0x1);
- glStencilFunc(GL_EQUAL, 0x1, 0x1);
+ if (!ps->o.glx_no_stencil) {
+ // Initialize stencil buffer
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glDisable(GL_STENCIL_TEST);
+ glStencilMask(0x1);
+ glStencilFunc(GL_EQUAL, 0x1, 0x1);
+ }
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
@@ -466,9 +468,14 @@ glx_release_pixmap(session_t *ps, glx_texture_t *ptex) {
*/
void
glx_set_clip(session_t *ps, XserverRegion reg) {
- glClear(GL_STENCIL_BUFFER_BIT);
+ // Quit if we aren't using stencils
+ if (ps->o.glx_no_stencil)
+ return;
if (reg) {
+ glEnable(GL_STENCIL_TEST);
+ glClear(GL_STENCIL_BUFFER_BIT);
+
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
@@ -504,6 +511,9 @@ glx_set_clip(session_t *ps, XserverRegion reg) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
}
+ else {
+ glDisable(GL_STENCIL_TEST);
+ }
}
/**
@@ -560,15 +570,15 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", x, y, width, height, dx, dy, ptex->width, ptex->height, z);
#endif
- /*
- if (reg_tgt) {
+ // On no-stencil mode, calculate painting region here instead of relying
+ // on stencil buffer
+ if (ps->o.glx_no_stencil && reg_tgt) {
reg_new = XFixesCreateRegion(ps->dpy, &rec_all, 1);
XFixesIntersectRegion(ps->dpy, reg_new, reg_new, reg_tgt);
nrects = 0;
rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects);
}
- */
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ptex->texture);