Bug fix: GLX: ARGB texture too dark & Jitter when resize & others

- GLX backend: Fix a bug that ARGB windows / shadows are rendered too
  dark. Thanks to derhass in FreeNode/##opengl for help.

- GLX backend: Fix a problem that during window resize the content looks
  jittering, by letting compton fetch pixmap sizes with XGetGeometry()
  instead of relying on window width/height, which could be inaccurate
  during window resize. Negative effect on performance. Thanks to M4he
  for reporting. (#7)

- Add .desktop file. Thanks to quequotion for providing it. (#97)

- Avoid checking presence of window pixmap, because they may not exist
  with very old X Composite implementations.

- Add workaround for a strange window restack issue when compton
  receieves a ConfigureNotify with non-existent new above window.

- Add debugging function hexdump(). Extra sanity checks on various
  places.
pull/2/head
Richard Grenville 11 years ago
parent 17f7d31a52
commit 848103bc34

@ -297,9 +297,9 @@ struct _glx_texture {
GLuint texture;
GLXPixmap glpixmap;
Pixmap pixmap;
int width;
int height;
int depth;
unsigned width;
unsigned height;
unsigned depth;
bool y_inverted;
};
#endif
@ -1573,7 +1573,7 @@ glx_init_blur(session_t *ps);
bool
glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
int width, int height, int depth);
unsigned width, unsigned height, unsigned depth);
void
glx_release_pixmap(session_t *ps, glx_texture_t *ptex);
@ -1686,3 +1686,39 @@ c2_match(session_t *ps, win *w, const c2_lptr_t *condlst,
///@}
#endif
/**
* @brief Dump raw bytes in HEX format.
*
* @param data pointer to raw data
* @param len length of data
*/
static inline void
hexdump(const char *data, int len) {
static const int BYTE_PER_LN = 16;
if (len <= 0)
return;
// Print header
printf("%10s:", "Offset");
for (int i = 0; i < BYTE_PER_LN; ++i)
printf(" %2d", i);
putchar('\n');
// Dump content
for (int offset = 0; offset < len; ++offset) {
if (!(offset % BYTE_PER_LN))
printf("0x%08x:", offset);
printf(" %02hhx", data[offset]);
if ((BYTE_PER_LN - 1) == offset % BYTE_PER_LN)
putchar('\n');
}
if (len % BYTE_PER_LN)
putchar('\n');
fflush(stdout);
}

@ -474,6 +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, true);
XFreeGC(ps->dpy, gc);
@ -863,8 +864,7 @@ get_root_tile(session_t *ps) {
ps->root_tile_paint.pixmap = pixmap;
#ifdef CONFIG_VSYNC_OPENGL
if (BKEND_GLX == ps->o.backend)
return glx_bind_pixmap(ps, &ps->root_tile_paint.ptex, ps->root_tile_paint.pixmap,
ps->root_width, ps->root_height, ps->depth);
return glx_bind_pixmap(ps, &ps->root_tile_paint.ptex, ps->root_tile_paint.pixmap, 0, 0, 0);
#endif
return true;
@ -1437,8 +1437,10 @@ win_paint_win(session_t *ps, win *w, XserverRegion reg_paint) {
}
}
// GLX: Build texture
if (!paint_bind_tex(ps, &w->paint, w->widthb, w->heightb,
w->pictfmt->depth, w->pixmap_damaged)) {
// Let glx_bind_pixmap() determine pixmap size, because if the user
// is resizing windows, the width and height we get may not be up-to-date,
// causing the jittering issue M4he reported in #7.
if (!paint_bind_tex(ps, &w->paint, 0, 0, 0, w->pixmap_damaged)) {
printf_errf("(%#010lx): Failed to bind texture. Expect troubles.", w->id);
}
w->pixmap_damaged = false;
@ -2633,21 +2635,33 @@ restack_win(session_t *ps, win *w, Window new_above) {
}
if (old_above != new_above) {
win **prev;
win **prev = NULL, **prev_old = NULL;
/* unhook */
// unhook
for (prev = &ps->list; *prev; prev = &(*prev)->next) {
if ((*prev) == w) break;
}
*prev = w->next;
prev_old = prev;
bool found = false;
/* rehook */
// rehook
for (prev = &ps->list; *prev; prev = &(*prev)->next) {
if ((*prev)->id == new_above && !(*prev)->destroyed)
if ((*prev)->id == new_above && !(*prev)->destroyed) {
found = true;
break;
}
}
if (!found) {
printf_errf("(%#010lx, %#010lx): "
"Failed to found new above window.", w->id, new_above);
return;
}
*prev_old = w->next;
w->next = *prev;
*prev = w;
@ -2668,7 +2682,9 @@ restack_win(session_t *ps, win *w, Window new_above) {
desc = "";
if (c->destroyed) desc = "(D) ";
printf("%#010lx \"%s\" %s-> ", c->id, window_name, desc);
printf("%#010lx \"%s\" %s", c->id, window_name, desc);
if (c->next)
printf("-> ");
if (to_free) {
XFree(window_name);

@ -162,7 +162,9 @@ free_wincondlst(c2_lptr_t **pcondlst) {
*/
static inline bool
paint_isvalid(session_t *ps, const paint_t *ppaint) {
if (!ppaint || !ppaint->pixmap)
// Don't check for presence of Pixmap here, because older X Composite doesn't
// provide it
if (!ppaint)
return false;
if (BKEND_XRENDER == ps->o.backend && !ppaint->pict)
@ -179,13 +181,15 @@ 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,
bool force) {
paint_bind_tex(session_t *ps, paint_t *ppaint,
unsigned wid, unsigned hei, unsigned depth, bool force) {
#ifdef CONFIG_VSYNC_OPENGL
// TODO: Make sure we have the same Pixmap binded?
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);
if (BKEND_GLX == ps->o.backend) {
if (!ppaint->pixmap)
return false;
if (force || !glx_tex_binded(ppaint->ptex, ppaint->pixmap))
return glx_bind_pixmap(ps, &ppaint->ptex, ppaint->pixmap, wid, hei, depth);
}
#endif

@ -107,7 +107,6 @@ glx_init(session_t *ps, bool need_render) {
// glEnable(GL_DEPTH_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
if (!ps->o.glx_no_stencil) {
@ -322,15 +321,10 @@ glx_cmp_fbconfig(session_t *ps,
*/
bool
glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
int width, int height, int depth) {
if (depth > OPENGL_MAX_DEPTH) {
printf_errf("(%d): Requested depth higher than %d.", depth,
OPENGL_MAX_DEPTH);
return false;
}
const glx_fbconfig_t *pcfg = ps->glx_fbconfigs[depth];
if (!pcfg) {
printf_errf("(%d): Couldn't find FBConfig with requested depth.", depth);
unsigned width, unsigned height, unsigned depth) {
if (!pixmap) {
printf_errf("(%#010lx): Binding to an empty pixmap. This can't work.",
pixmap);
return false;
}
@ -359,8 +353,7 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
glEnable(target);
// Release pixmap if parameters are inconsistent
if (ptex->texture && !(width == ptex->width && height == ptex->height
&& ptex->pixmap == pixmap && depth == ptex->depth)) {
if (ptex->texture && ptex->pixmap != pixmap) {
glx_release_pixmap(ps, ptex);
}
@ -380,7 +373,6 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
glBindTexture(target, 0);
ptex->texture = texture;
ptex->y_inverted = pcfg->y_inverted;
}
if (!ptex->texture) {
printf_errf("(): Failed to allocate texture.");
@ -393,6 +385,29 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
if (!ptex->glpixmap) {
need_release = false;
// Retrieve pixmap parameters, if they aren't provided
if (!(width && height && depth)) {
Window rroot = None;
int rx = 0, ry = 0;
unsigned rbdwid = 0;
if (!XGetGeometry(ps->dpy, pixmap, &rroot, &rx, &ry,
&width, &height, &rbdwid, &depth)) {
printf_errf("(%#010lx): Failed to query Pixmap info.", pixmap);
return false;
}
if (depth > OPENGL_MAX_DEPTH) {
printf_errf("(%d): Requested depth higher than %d.", depth,
OPENGL_MAX_DEPTH);
return false;
}
}
const glx_fbconfig_t *pcfg = ps->glx_fbconfigs[depth];
if (!pcfg) {
printf_errf("(%d): Couldn't find FBConfig with requested depth.", depth);
return false;
}
// Determine texture target, copied from compiz
GLint tex_tgt = 0;
if (GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts
@ -419,6 +434,11 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
};
ptex->glpixmap = glXCreatePixmap(ps->dpy, pcfg->cfg, pixmap, attrs);
ptex->pixmap = pixmap;
ptex->width = width;
ptex->height = height;
ptex->depth = depth;
ptex->y_inverted = pcfg->y_inverted;
}
if (!ptex->glpixmap) {
printf_errf("(): Failed to allocate GLX pixmap.");
@ -436,11 +456,6 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
glBindTexture(target, 0);
glDisable(target);
ptex->width = width;
ptex->height = height;
ptex->depth = depth;
ptex->pixmap = pixmap;
return true;
}
@ -493,7 +508,7 @@ glx_set_clip(session_t *ps, XserverRegion reg) {
GLint z = 0;
#ifdef DEBUG_GLX
printf_dbgf("(): Rect %d: %f, %f, %f, %f\n", i, rx, ry, rxe, rye);
printf_dbgf("(): Rect %d: %d, %d, %d, %d\n", i, rx, ry, rxe, rye);
#endif
glVertex3i(rx, ry, z);
@ -532,10 +547,14 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT ==
ps->glx_fbconfigs[ptex->depth]->texture_fmt) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Needed for handling opacity of ARGB texture
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(1.0f, 1.0f, 1.0f, opacity);
// This is all weird, but X Render is using a strange ARGB format, and
// we need to use those things to correct it. Thanks to derhass for help.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(opacity, opacity, opacity, opacity);
}
// Color negation

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