dccsillag / picom

A lightweight compositor for X11
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Graphical glitches from fast-moving windows #21

Closed Icelk closed 1 year ago

Icelk commented 3 years ago

Platform

GPU, drivers, and screen setup

Environment

picom version

The latest commit in this fork

Configuration:

Configuration file ``` animations = true animation-stiffness = 500 animation-dampening = 40 ################################# # 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 = 6 # Exclude conditions for rounded corners. rounded-corners-exclude = [ "window_type = 'dock'", "window_type = 'desktop'", ]; # Round borders round-borders = 1 round-borders-rule = [ # CORPL option dark # "2:class_g = 'Rofi'", # CORPL option light "0:class_g = 'Dunst'", "0:class_g = 'Rofi'", "2:window_type *= ''", # CORPL end ]; ################################# # 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; # The blur radius for shadows, in pixels. (defaults to 12) shadow-radius = 12 # The opacity of shadows. (0.0 - 1.0, defaults to 0.75) shadow-opacity = 0.5 # The left offset for shadows, in pixels. (defaults to -15) shadow-offset-x = -6 # The top offset for shadows, in pixels. (defaults to -15) shadow-offset-y = -6 # 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 = [] # 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 = true; # Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028) # fade-in-step = 0.028 fade-in-step = 0.025; # Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03) # fade-out-step = 0.03 fade-out-step = 0.15; # fade-out-step = 1.0; # The time between steps in fade step, in milliseconds. (> 0, defaults to 10) fade-delta = 8 # 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 # CORPL section inactive-opacity = # 0.9; # dark inactive-opacity = 0.8; # light # CORPL end # Default opacity for active windows. (0.0 - 1.0, defaults to 1.0) # active-opacity = 1.0 # CORPL option light active-opacity = 0.95; # CORPL end # Dim inactive windows. (0.0 - 1.0, defaults to 0.0) # inactive-dim = 0.0 # 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; # Specify a list of conditions of windows that should always be considered focused. # focus-exclude = [] # 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 = [ "20:class_g = 'i3lock'", "100:window_type = 'dock'", "100:name *?= 'Youtube'", "100:name *?= 'Netflix'", ]; ################################# # Background-Blurring # ################################# # Parameters for background blurring, see the *BLUR* section for more information. blur-method = "dual_kawase" blur-deviation = false # CORPL section blur-strength = # 2 # dark blur-strength = 4 # light # CORPL end # 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 = false # 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 = false # Use fixed blur strength rather than adjusting according to window opacity. # blur-background-fixed = false # 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: { # deviation = 1.0; background = false; background-frame = false; background-fixed = false; } # Exclude conditions for background blur. # blur-background-exclude = [] blur-background-exclude = [ # CORPL option dark # "window_type = 'dock'", # CORPL end "window_type = 'desktop'", "name *?= 'slop'", ]; ################################# # 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 = "xrender"; 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; # Specify refresh rate of the screen. If not specified or 0, picom will # try detecting this with X RandR extension. # # refresh-rate = 60 refresh-rate = 0; # 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 = true # 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 = [] # 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; # ↓↑: So two windows of same program get individually focused, while menues are part of parent. # 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 = true; detect-client-leader = false # 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 = true # 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. # This causes closing windows to output data from previous render buffers # glx-no-rebind-pixmap = true # 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 = true 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 = true # 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 come 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 = "info"; # 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 = true; shadow = true; opacity = 0.75; focus = true; full-shadow = false; }; dock = { shadow = false; } dnd = { shadow = false; } menu = { opacity = 0.8; } popup_menu = { opacity = 0.8; } dropdown_menu = { opacity = 0.8; fade = false } }; ```

Steps of reproduction

Enable fly-in animaiton for open window

Expected behavior

No left-overs on my screens

Current Behavior

Small artifacts from what looks like previous buffers, all over the screen. Can be cleared by moving another window over them.

dccsillag commented 2 years ago

I see. This looks like the pretty much the same artefacts as what was reported in https://github.com/dccsillag/picom/issues/18; however, for you, that happens on both the xrender and the glx backend.

Right now I have no idea why this happens. But it's good to know that it's not really particular to xrender, it's just that, for some reason, my glx is different and probably redraws everything all the time, even when it's not needed.

Icelk commented 2 years ago

I use Dunst, which moves to the screen I'm focused on. With this fork, it slides smoothly. When entering the other screen, it turns completely black. This does not happen with regular picom. It seems to be related.

I tried turning damage off. It did not help. I also fiddled around with several other settings, none resolved it.

dccsillag commented 2 years ago

Oh, interesting! This seems really close to what happens in https://github.com/dccsillag/picom/issues/18; it's good to see another person with a similar enough problem.

Don't know how related it is to this particular issue, but it's at least probably in the same part of the code (the changes to backend code).

I think I won't have time today, but I'll make a patch which reverts backend code to how regular picom does it; then, we can see if these issues still happen there (and thus start to isolate the problem).

Icelk commented 2 years ago

Thanks a lot. Just tell me if you need any more info 👍

dccsillag commented 2 years ago

This was/is probably fixed in https://github.com/dccsillag/picom/pull/22. Can you confirm?

Icelk commented 2 years ago

@dccsillag Will try when I come home to my multihead setup. Btw, great work on implementing this! It feels soo good 😃

Icelk commented 2 years ago

@dccsillag I now tried this, and the artefacts don't appear, but Dunst still appears black sometimes.

Here is a video showcasing the issue. This is using the latest commit in @pijulius fork.

dccsillag commented 2 years ago

Do you think this is an instance of https://github.com/dccsillag/picom/issues/13? In fact, you can now check, since @pijulius apparently was able to fix it just a bit ago (but after this last message of yours)!

Icelk commented 2 years ago

Will check when I come home today. The issues in #19 seems to be amplified with the latest changes, while testing on my laptop.

Icelk commented 2 years ago

The issue is resolved with @pijulius latest commit. Should we leave this open till his code is merged?

dccsillag commented 2 years ago

Great!

Yeah, we'll close this only when the code is merged.

Icelk commented 1 year ago

This is fixed now. Thanks!