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The shadows on the sides of the window look unsmooth #916

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Monsterovich opened this issue Nov 5, 2022 · 2 comments
Closed

The shadows on the sides of the window look unsmooth #916

Monsterovich opened this issue Nov 5, 2022 · 2 comments

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@Monsterovich
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This PR probably broke it #882.

Before:

Снимок экрана_2022-11-05_19-33-51
After:

Снимок экрана_2022-11-05_19-32-36

Platform

Linux Mint 20.3

GPU, drivers, and screen setup

OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 520.56.06
OpenGL core profile shading language version string: 4.60 NVIDIA

Environment

xfce4

picom version

vgit-d59ec

Configuration:

Configuration file
#################################
#             Shadows           #
#################################


# Enabled client-side shadows on windows. Note desktop windows
# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
# unless explicitly requested using the wintypes option.
#
# shadow = false
shadow = true;

full-shadow = true;

# The blur radius for shadows, in pixels. (defaults to 12)
# shadow-radius = 12
shadow-radius = 7;

# The opacity of shadows. (0.0 - 1.0, defaults to 0.75)
# shadow-opacity = .75

# The left offset for shadows, in pixels. (defaults to -15)
# shadow-offset-x = -15
shadow-offset-x = -7;

# The top offset for shadows, in pixels. (defaults to -15)
# shadow-offset-y = -15
shadow-offset-y = -7;

# Red color value of shadow (0.0 - 1.0, defaults to 0).
# shadow-red = 0

# Green color value of shadow (0.0 - 1.0, defaults to 0).
# shadow-green = 0

# Blue color value of shadow (0.0 - 1.0, defaults to 0).
# shadow-blue = 0

# Hex string color value of shadow (#000000 - #FFFFFF, defaults to #000000). This option will override options set shadow-(red/green/blue)
# shadow-color = "#000000"

# Specify a list of conditions of windows that should have no shadow.
#
# examples:
#   shadow-exclude = "n:e:Notification";
#
# shadow-exclude = []
shadow-exclude = [
    "! name~=''",
    "_GTK_FRAME_EXTENTS@:c",
    "override_redirect = 1 && !WM_CLASS@:s",
    "_NET_WM_STATE@[0]:a = '_NET_WM_STATE@_MAXIMIZED_VERT'",
    "_NET_WM_STATE@[0]:a = '_NET_WM_STATE@_MAXIMIZED_HORZ'",
    "name = 'Notification'",
    "name = 'plank'",
    "name = 'Docky'",
    "name = 'Kupfer'",
    "name = 'xfce4-screenshooter'",
    "name = 'xfce4-display-settings'",
    "name *= 'xfwm4'",
    "name *= 'VLC'",
    "name *= 'compton'",
    "name *= 'VirtualBox'",
#    "name *= 'Chromium'",
#    "name *= 'Chrome'",
    "(name *= 'Firefox' || name *= 'Thunderbird') && (window_type = 'utility' || window_type = 'popup_menu') && argb",
    "_NET_WM_WINDOW_TYPE:a *= '_KDE_NET_WM_WINDOW_TYPE_OVERRIDE'", # Telegram
    "name *= 'LibreOffice'",
    "name *= 'Wine'",
    "name *= 'SplashScreen'",
    "class_g = 'Kupfer'",
    "class_g = 'Synapse'",
    "class_g ?= 'Notify-osd'",
    "class_g ?= 'Cairo-dock'",
    "class_g ?= 'Xfce4-notifyd'",
    "class_g ?= 'conky'",
    "class_g ?= 'Xfce4-power-manager'"
];


# Specify a X geometry that describes the region in which shadow should not
# be painted in, such as a dock window region. Use
#    shadow-exclude-reg = "x10+0+0"
# for example, if the 10 pixels on the bottom of the screen should not have shadows painted on.
#
# shadow-exclude-reg = ""

# Crop shadow of a window fully on a particular Xinerama screen to the screen.
# xinerama-shadow-crop = false


#################################
#           Fading              #
#################################


# Fade windows in/out when opening/closing and when opacity changes,
#  unless no-fading-openclose is used.
# fading = false
fading = false;

# Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028)
# fade-in-step = 0.028
fade-in-step = 0.06;

# Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
# fade-out-step = 0.03
fade-out-step = 0.06;

# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
# fade-delta = 10

# Specify a list of conditions of windows that should not be faded.
# fade-exclude = []

# Do not fade on window open/close.
# no-fading-openclose = false

# Do not fade destroyed ARGB windows with WM frame. Workaround of bugs in Openbox, Fluxbox, etc.
# no-fading-destroyed-argb = false


#################################
#   Transparency / Opacity      #
#################################


# Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
# inactive-opacity = 1
# inactive-opacity = 0.8;

# Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default)
# frame-opacity = 1.0
# frame-opacity = 0.7;

# Let inactive opacity set by -i override the '_NET_WM_OPACITY' values of windows.
# inactive-opacity-override = true
inactive-opacity-override = false;

# Default opacity for active windows. (0.0 - 1.0, defaults to 1.0)
# active-opacity = 1.0

# Dim inactive windows. (0.0 - 1.0, defaults to 0.0)
# inactive-dim = 0.0

# Specify a list of conditions of windows that should always be considered focused.
# focus-exclude = []
focus-exclude = [ "class_g = 'Cairo-clock'" ];

# Use fixed inactive dim value, instead of adjusting according to window opacity.
# inactive-dim-fixed = 1.0

# Specify a list of opacity rules, in the format `PERCENT:PATTERN`,
# like `50:name *= "Firefox"`. picom-trans is recommended over this.
# Note we don't make any guarantee about possible conflicts with other
# programs that set '_NET_WM_WINDOW_OPACITY' on frame or client windows.
# example:
#    opacity-rule = [ "80:class_g = 'URxvt'" ];
#
# opacity-rule = []


#################################
#           Corners             #
#################################

# Sets the radius of rounded window corners. When > 0, the compositor will
# round the corners of windows. Does not interact well with
# `transparent-clipping`.
corner-radius = 0

# Exclude conditions for rounded corners.
rounded-corners-exclude = [
  "window_type = 'dock'",
  "window_type = 'desktop'"
];


#################################
#     Background-Blurring       #
#################################


# Parameters for background blurring, see the *BLUR* section for more information.
# blur-method =
# blur-size = 12
#
# blur-deviation = false

blur-strength = 5

# blur-method = "";

# Blur background of semi-transparent / ARGB windows.
# Bad in performance, with driver-dependent behavior.
# The name of the switch may change without prior notifications.
#
#blur-background = true

# Blur background of windows when the window frame is not opaque.
# Implies:
#    blur-background
# Bad in performance, with driver-dependent behavior. The name may change.
#
blur-background-frame = true


# Use fixed blur strength rather than adjusting according to window opacity.
# blur-background-fixed = true


# Specify the blur convolution kernel, with the following format:
# example:
#   blur-kern = "5,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1";
#
# blur-kern = ""
blur-kern = "3x3box";


# Exclude conditions for background blur.
# blur-background-exclude = []
blur-background-exclude = [
	"_GTK_FRAME_EXTENTS@:c",
    "window_type = 'dock'",
    "window_type = 'desktop'",
    "name *= 'xfce4-notifyd'",
    "name *= 'xfce4-screenshooter'",
    "name *= 'xfwm4'",
    "name *= 'VirtualBox'",
    "name *= 'rect-overlay'", # Microsoft Teams (electron)
    "(name *= 'Firefox' || name *= 'Thunderbird') && (window_type = 'utility' || window_type = 'popup_menu') && argb",
    "window_type = 'tooltip'",
    "name *= 'Wine'",
    "class_g ?= 'conky'",
    "name *= 'SplashScreen'",
    "name *= 'compton'"
];


#################################
#       General Settings        #
#################################

# Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers.
daemon = false

# Specify the backend to use: `xrender`, `glx`, or `xr_glx_hybrid`.
# `xrender` is the default one.
#
# backend = "glx"
backend = "glx";

# Enable/disable VSync.
# vsync = false
vsync = true;

# Enable remote control via D-Bus. See the *D-BUS API* section below for more details.
# dbus = false

# Try to detect WM windows (a non-override-redirect window with no
# child that has 'WM_STATE') and mark them as active.
#
# mark-wmwin-focused = false
mark-wmwin-focused = true;

# Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused.
# mark-ovredir-focused = false
mark-ovredir-focused = true;

# Try to detect windows with rounded corners and don't consider them
# shaped windows. The accuracy is not very high, unfortunately.
#
# detect-rounded-corners = false
detect-rounded-corners = true;

# Detect '_NET_WM_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_OPACITY' of client windows to frame windows.
#
# detect-client-opacity = false
detect-client-opacity = true;

# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
# provided that the WM supports it.
#
# use-ewmh-active-win = false

# Unredirect all windows if a full-screen opaque window is detected,
# to maximize performance for full-screen windows. Known to cause flickering
# when redirecting/unredirecting windows.
#
unredir-if-possible = true

# Delay before unredirecting the window, in milliseconds. Defaults to 0.
# unredir-if-possible-delay = 0

# Conditions of windows that shouldn't be considered full-screen for unredirecting screen.
unredir-if-possible-exclude = [
    "name *= 'mpv'"
];

# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
# in the same group focused at the same time.
#
# detect-transient = false
detect-transient = true;

# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
# group focused at the same time. 'WM_TRANSIENT_FOR' has higher priority if
# detect-transient is enabled, too.
#
# detect-client-leader = false
detect-client-leader = true;

# Resize damaged region by a specific number of pixels.
# A positive value enlarges it while a negative one shrinks it.
# If the value is positive, those additional pixels will not be actually painted
# to screen, only used in blur calculation, and such. (Due to technical limitations,
# with use-damage, those pixels will still be incorrectly painted to screen.)
# Primarily used to fix the line corruption issues of blur,
# in which case you should use the blur radius value here
# (e.g. with a 3x3 kernel, you should use `--resize-damage 1`,
# with a 5x5 one you use `--resize-damage 2`, and so on).
# May or may not work with *--glx-no-stencil*. Shrinking doesn't function correctly.
#
# resize-damage = 1

# Specify a list of conditions of windows that should be painted with inverted color.
# Resource-hogging, and is not well tested.
#
# invert-color-include = []

# GLX backend: Avoid using stencil buffer, useful if you don't have a stencil buffer.
# Might cause incorrect opacity when rendering transparent content (but never
# practically happened) and may not work with blur-background.
# My tests show a 15% performance boost. Recommended.
#
glx-no-stencil = false

# GLX backend: Avoid rebinding pixmap on window damage.
# Probably could improve performance on rapid window content changes,
# but is known to break things on some drivers (LLVMpipe, xf86-video-intel, etc.).
# Recommended if it works.
#
# glx-no-rebind-pixmap = false

# Disable the use of damage information.
# This cause the whole screen to be redrawn everytime, instead of the part of the screen
# has actually changed. Potentially degrades the performance, but might fix some artifacts.
# The opposing option is use-damage
#
# no-use-damage = false
use-damage = true;

# Use X Sync fence to sync clients' draw calls, to make sure all draw
# calls are finished before picom starts drawing. Needed on nvidia-drivers
# with GLX backend for some users.
#
# xrender-sync-fence = false

# GLX backend: Use specified GLSL fragment shader for rendering window contents.
# See `compton-default-fshader-win.glsl` and `compton-fake-transparency-fshader-win.glsl`
# in the source tree for examples.
#
# glx-fshader-win = ""

# Force all windows to be painted with blending. Useful if you
# have a glx-fshader-win that could turn opaque pixels transparent.
#
# force-win-blend = false

# Do not use EWMH to detect fullscreen windows.
# Reverts to checking if a window is fullscreen based only on its size and coordinates.
#
# no-ewmh-fullscreen = false

# Dimming bright windows so their brightness doesn't exceed this set value.
# Brightness of a window is estimated by averaging all pixels in the window,
# so this could comes with a performance hit.
# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. (default: 1.0)
#
# max-brightness = 1.0

# Make transparent windows clip other windows like non-transparent windows do,
# instead of blending on top of them.
#
# transparent-clipping = false

# Set the log level. Possible values are:
#  "trace", "debug", "info", "warn", "error"
# in increasing level of importance. Case doesn't matter.
# If using the "TRACE" log level, it's better to log into a file
# using *--log-file*, since it can generate a huge stream of logs.
#
# log-level = "debug"
log-level = "warn";

# Set the log file.
# If *--log-file* is never specified, logs will be written to stderr.
# Otherwise, logs will to written to the given file, though some of the early
# logs might still be written to the stderr.
# When setting this option from the config file, it is recommended to use an absolute path.
#
# log-file = "/path/to/your/log/file"

# Show all X errors (for debugging)
# show-all-xerrors = false

# Write process ID to a file.
# write-pid-path = "/path/to/your/log/file"

# Window type settings
#
# 'WINDOW_TYPE' is one of the 15 window types defined in EWMH standard:
#     "unknown", "desktop", "dock", "toolbar", "menu", "utility",
#     "splash", "dialog", "normal", "dropdown_menu", "popup_menu",
#     "tooltip", "notification", "combo", and "dnd".
#
# Following per window-type options are available: ::
#
#   fade, shadow:::
#     Controls window-type-specific shadow and fade settings.
#
#   opacity:::
#     Controls default opacity of the window type.
#
#   focus:::
#     Controls whether the window of this type is to be always considered focused.
#     (By default, all window types except "normal" and "dialog" has this on.)
#
#   full-shadow:::
#     Controls whether shadow is drawn under the parts of the window that you
#     normally won't be able to see. Useful when the window has parts of it
#     transparent, and you want shadows in those areas.
#
#   redir-ignore:::
#     Controls whether this type of windows should cause screen to become
#     redirected again after been unredirected. If you have unredir-if-possible
#     set, and doesn't want certain window to cause unnecessary screen redirection,
#     you can set this to `true`.
#

wintypes:
{
    tooltip =
    {
        # fade: Fade the particular type of windows.
        fade = true;
        # shadow: Give those windows shadow
        shadow = false;
        # opacity: Default opacity for the type of windows.
        opacity = 0.85;
        # focus: Whether to always consider windows of this type focused.
        focus = true;
    };
};
@Monsterovich Monsterovich changed the title The shadows on the sides of the window look unsmooth. The shadows on the sides of the window look unsmooth Nov 5, 2022
@yshui
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yshui commented Nov 11, 2022

Looks like blur somehow lost precision, but only along the X axis. weird.
a

@yshui
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yshui commented Nov 11, 2022

I think I didn't set up the min filter properly, and since the vertical pass is performed from a different texture, it didn't have this problem.

@yshui yshui closed this as completed in 7d0d693 Nov 11, 2022
FT-Labs pushed a commit to FT-Labs/picom that referenced this issue Jan 23, 2023
The intermediate texture used for shadow from mask calculation did not
properly set the min/mag filter to linear, which is required by the blur
methods. Because they use texture interpolation to accelerate
the convolution calculation.

Fixes yshui#916

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
FT-Labs pushed a commit to FT-Labs/picom that referenced this issue Jan 23, 2023
The intermediate texture used for shadow from mask calculation did not
properly set the min/mag filter to linear, which is required by the blur
methods. Because they use texture interpolation to accelerate
the convolution calculation.

Fixes yshui#916

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This issue was closed.
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