picom/src/backend/backend.c

527 lines
19 KiB
C

// SPDX-License-Identifier: MPL-2.0
// Copyright (c) Yuxuan Shui <yshuiv7@gmail.com>
#include <xcb/sync.h>
#include <xcb/xcb.h>
#include "backend/backend.h"
#include "common.h"
#include "compiler.h"
#include "config.h"
#include "log.h"
#include "region.h"
#include "types.h"
#include "win.h"
#include "x.h"
extern struct backend_operations xrender_ops, dummy_ops;
#ifdef CONFIG_OPENGL
extern struct backend_operations glx_ops;
extern struct backend_operations egl_ops;
#endif
struct backend_operations *backend_list[NUM_BKEND] = {
[BKEND_XRENDER] = &xrender_ops,
[BKEND_DUMMY] = &dummy_ops,
#ifdef CONFIG_OPENGL
[BKEND_GLX] = &glx_ops,
[BKEND_EGL] = &egl_ops,
#endif
};
/**
* @param all_damage if true ignore damage and repaint the whole screen
*/
region_t get_damage(session_t *ps, bool all_damage) {
region_t region;
auto buffer_age_fn = ps->backend_data->ops->buffer_age;
int buffer_age = buffer_age_fn ? buffer_age_fn(ps->backend_data) : -1;
if (all_damage) {
buffer_age = -1;
}
pixman_region32_init(&region);
if (buffer_age == -1 || buffer_age > ps->ndamage) {
pixman_region32_copy(&region, &ps->screen_reg);
} else {
for (int i = 0; i < buffer_age; i++) {
auto curr = ((ps->damage - ps->damage_ring) + i) % ps->ndamage;
log_trace("damage index: %d, damage ring offset: %td", i, curr);
dump_region(&ps->damage_ring[curr]);
pixman_region32_union(&region, &region, &ps->damage_ring[curr]);
}
pixman_region32_intersect(&region, &region, &ps->screen_reg);
}
return region;
}
void handle_device_reset(session_t *ps) {
log_error("Device reset detected");
// Wait for reset to complete
// Although ideally the backend should return DEVICE_STATUS_NORMAL after a reset
// is completed, it's not always possible.
//
// According to ARB_robustness (emphasis mine):
//
// "If a reset status other than NO_ERROR is returned and subsequent
// calls return NO_ERROR, the context reset was encountered and
// completed. If a reset status is repeatedly returned, the context **may**
// be in the process of resetting."
//
// Which means it may also not be in the process of resetting. For example on
// AMDGPU devices, Mesa OpenGL always return CONTEXT_RESET after a reset has
// started, completed or not.
//
// So here we blindly wait 5 seconds and hope ourselves best of the luck.
sleep(5);
// Reset picom
log_info("Resetting picom after device reset");
ev_break(ps->loop, EVBREAK_ALL);
}
/// paint all windows
void paint_all_new(session_t *ps, struct managed_win *t, bool ignore_damage) {
if (ps->backend_data->ops->device_status &&
ps->backend_data->ops->device_status(ps->backend_data) != DEVICE_STATUS_NORMAL) {
return handle_device_reset(ps);
}
if (ps->o.xrender_sync_fence) {
if (ps->xsync_exists && !x_fence_sync(ps->c, ps->sync_fence)) {
log_error("x_fence_sync failed, xrender-sync-fence will be "
"disabled from now on.");
xcb_sync_destroy_fence(ps->c, ps->sync_fence);
ps->sync_fence = XCB_NONE;
ps->o.xrender_sync_fence = false;
ps->xsync_exists = false;
}
}
// All painting will be limited to the damage, if _some_ of
// the paints bleed out of the damage region, it will destroy
// part of the image we want to reuse
region_t reg_damage;
if (!ignore_damage) {
reg_damage = get_damage(ps, ps->o.monitor_repaint || !ps->o.use_damage);
} else {
pixman_region32_init(&reg_damage);
pixman_region32_copy(&reg_damage, &ps->screen_reg);
}
if (!pixman_region32_not_empty(&reg_damage)) {
pixman_region32_fini(&reg_damage);
return;
}
#ifdef DEBUG_REPAINT
static struct timespec last_paint = {0};
#endif
// <damage-note>
// If use_damage is enabled, we MUST make sure only the damaged regions of the
// screen are ever touched by the compositor. The reason is that at the beginning
// of each render, we clear the damaged regions with the wallpaper, and nothing
// else. If later during the render we changed anything outside the damaged
// region, that won't be cleared by the next render, and will thus accumulate.
// (e.g. if shadow is drawn outside the damaged region, it will become thicker and
// thicker over time.)
/// The adjusted damaged regions
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);
// 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.
//
// Also, blurring requires data slightly outside the area that needs
// to be blurred. The more semi-transparent windows are stacked on top
// of each other, the larger the area will be.
//
// 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
//
// TODO(yshui): maybe we don't need to resize reg_damage, only reg_paint?
int resize_factor = 1;
if (t) {
resize_factor = t->stacking_rank;
}
resize_region_in_place(&reg_damage, blur_width * resize_factor,
blur_height * resize_factor);
reg_paint = resize_region(&reg_damage, blur_width * resize_factor,
blur_height * resize_factor);
pixman_region32_intersect(&reg_paint, &reg_paint, &ps->screen_reg);
pixman_region32_intersect(&reg_damage, &reg_damage, &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;
pixman_region32_init(&reg_visible);
pixman_region32_copy(&reg_visible, &ps->screen_reg);
if (t && !ps->o.transparent_clipping) {
// Calculate the region upon which the root window (wallpaper) is to be
// painted based on the ignore region of the lowest window, if available
//
// NOTE If transparent_clipping is enabled, transparent windows are
// included in the reg_ignore, but we still want to have the wallpaper
// beneath them, so we don't use reg_ignore for wallpaper in that case.
pixman_region32_subtract(&reg_visible, &reg_visible, t->reg_ignore);
}
// Region on screen we don't want any shadows on
region_t reg_shadow_clip;
pixman_region32_init(&reg_shadow_clip);
if (ps->backend_data->ops->prepare) {
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,
(coord_t){0}, NULL, (coord_t){0},
&reg_paint, &reg_visible);
} else {
ps->backend_data->ops->fill(ps->backend_data, (struct color){0, 0, 0, 1},
&reg_paint);
}
// Windows are sorted from bottom to top
// Each window has a reg_ignore, which is the region obscured by all the windows
// on top of that window. This is used to reduce the number of pixels painted.
//
// Whether this is beneficial is to be determined XXX
for (auto w = t; w; w = w->prev_trans) {
pixman_region32_subtract(&reg_visible, &ps->screen_reg, w->reg_ignore);
assert(!(w->flags & WIN_FLAGS_IMAGE_ERROR));
assert(!(w->flags & WIN_FLAGS_PIXMAP_STALE));
assert(!(w->flags & WIN_FLAGS_PIXMAP_NONE));
// The bounding shape of the window, in global/target coordinates
// reminder: bounding shape contains the WM frame
auto reg_bound = win_get_bounding_shape_global_by_val(w);
auto reg_bound_no_corner =
win_get_bounding_shape_global_without_corners_by_val(w);
if (!w->mask_image && (w->bounding_shaped || w->corner_radius != 0)) {
win_bind_mask(ps->backend_data, w);
}
// The clip region for the current window, in global/target coordinates
// 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);
if (ps->o.transparent_clipping) {
// <transparent-clipping-note>
// If transparent_clipping is enabled, we need to be SURE that
// things are not drawn inside reg_ignore, because otherwise they
// will appear underneath transparent windows.
// So here we have make sure reg_paint_in_bound \in reg_visible
// There are a few other places below where this is needed as
// well.
pixman_region32_intersect(&reg_paint_in_bound,
&reg_paint_in_bound, &reg_visible);
}
// Blur window background
/* TODO(yshui) since the backend might change the content of the window
* (e.g. with shaders), we should consult the backend whether the window
* is transparent or not. for now we will just rely on the force_win_blend
* option */
auto real_win_mode = w->mode;
coord_t window_coord = {.x = w->g.x, .y = w->g.y};
if (w->blur_background &&
(ps->o.force_win_blend || real_win_mode == WMODE_TRANS ||
(ps->o.blur_background_frame && real_win_mode == WMODE_FRAME_TRANS))) {
// Minimize the region we try to blur, if the window
// itself is not opaque, only the frame is.
double blur_opacity = 1;
if (w->opacity < (1.0 / MAX_ALPHA)) {
// Hide blur for fully transparent windows.
blur_opacity = 0;
} else if (w->state == WSTATE_MAPPING) {
// Gradually increase the blur intensity during
// fading in.
assert(w->opacity <= w->opacity_target);
blur_opacity = w->opacity / w->opacity_target;
} else if (w->state == WSTATE_UNMAPPING ||
w->state == WSTATE_DESTROYING) {
// Gradually decrease the blur intensity during
// fading out.
assert(w->opacity <= w->opacity_target_old);
blur_opacity = w->opacity / w->opacity_target_old;
} else if (w->state == WSTATE_FADING) {
if (w->opacity < w->opacity_target &&
w->opacity_target_old < (1.0 / MAX_ALPHA)) {
// Gradually increase the blur intensity during
// fading in.
assert(w->opacity <= w->opacity_target);
blur_opacity = w->opacity / w->opacity_target;
} else if (w->opacity > w->opacity_target &&
w->opacity_target < (1.0 / MAX_ALPHA)) {
// Gradually decrease the blur intensity during
// fading out.
assert(w->opacity <= w->opacity_target_old);
blur_opacity = w->opacity / w->opacity_target_old;
}
}
assert(blur_opacity >= 0 && blur_opacity <= 1);
if (real_win_mode == WMODE_TRANS || ps->o.force_win_blend) {
// We need to blur the bounding shape of the window
// (reg_paint_in_bound = reg_bound \cap reg_paint)
ps->backend_data->ops->blur(
ps->backend_data, blur_opacity,
ps->backend_blur_context, w->mask_image, window_coord,
&reg_paint_in_bound, &reg_visible);
} else {
// Window itself is solid, we only need to blur the frame
// region
// Readability assertions
assert(ps->o.blur_background_frame);
assert(real_win_mode == WMODE_FRAME_TRANS);
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_paint
pixman_region32_intersect(&reg_blur, &reg_blur, &reg_paint);
if (ps->o.transparent_clipping) {
// ref: <transparent-clipping-note>
pixman_region32_intersect(&reg_blur, &reg_blur,
&reg_visible);
}
ps->backend_data->ops->blur(
ps->backend_data, blur_opacity, ps->backend_blur_context,
w->mask_image, window_coord, &reg_blur, &reg_visible);
pixman_region32_fini(&reg_blur);
}
}
// Draw shadow on target
if (w->shadow) {
assert(!(w->flags & WIN_FLAGS_SHADOW_NONE));
// Clip region for the shadow
// reg_shadow \in reg_paint
auto reg_shadow = win_extents_by_val(w);
pixman_region32_intersect(&reg_shadow, &reg_shadow, &reg_paint);
// Mask out the region we don't want shadow on
if (pixman_region32_not_empty(&ps->shadow_exclude_reg)) {
pixman_region32_subtract(&reg_shadow, &reg_shadow,
&ps->shadow_exclude_reg);
}
if (pixman_region32_not_empty(&reg_shadow_clip)) {
pixman_region32_subtract(&reg_shadow, &reg_shadow,
&reg_shadow_clip);
}
if (ps->o.crop_shadow_to_monitor && w->randr_monitor >= 0 &&
w->randr_monitor < ps->randr_nmonitors) {
// There can be a window where number of monitors is
// updated, but the monitor number attached to the window
// have not.
//
// Window monitor number will be updated eventually, so
// here we just check to make sure we don't access out of
// bounds.
pixman_region32_intersect(
&reg_shadow, &reg_shadow,
&ps->randr_monitor_regs[w->randr_monitor]);
}
if (ps->o.transparent_clipping) {
// ref: <transparent-clipping-note>
pixman_region32_intersect(&reg_shadow, &reg_shadow,
&reg_visible);
}
assert(w->shadow_image);
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_OPACITY, w->shadow_image,
&w->opacity);
coord_t shadow_coord = {.x = w->g.x + w->shadow_dx,
.y = w->g.y + w->shadow_dy};
auto inverted_mask = NULL;
if (!ps->o.wintype_option[w->window_type].full_shadow) {
pixman_region32_subtract(&reg_shadow, &reg_shadow,
&reg_bound_no_corner);
if (w->mask_image) {
inverted_mask = w->mask_image;
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_INVERTED,
inverted_mask, (bool[]){true});
}
}
ps->backend_data->ops->compose(
ps->backend_data, w->shadow_image, shadow_coord,
inverted_mask, window_coord, &reg_shadow, &reg_visible);
if (inverted_mask) {
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_INVERTED,
inverted_mask, (bool[]){false});
}
pixman_region32_fini(&reg_shadow);
}
// Update image properties
{
double dim_opacity = 0.0;
if (w->dim) {
dim_opacity = ps->o.inactive_dim;
if (!ps->o.inactive_dim_fixed) {
dim_opacity *= w->opacity;
}
}
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_MAX_BRIGHTNESS, w->win_image,
&ps->o.max_brightness);
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_INVERTED, w->win_image,
&w->invert_color);
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_DIM_LEVEL, w->win_image,
&dim_opacity);
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_OPACITY, w->win_image, &w->opacity);
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_CORNER_RADIUS, w->win_image,
(double[]){w->corner_radius});
if (w->corner_radius) {
int border_width = w->g.border_width;
if (border_width == 0) {
// Some WM has borders implemented as WM frames
border_width = min3(w->frame_extents.left,
w->frame_extents.right,
w->frame_extents.bottom);
}
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_BORDER_WIDTH,
w->win_image, &border_width);
}
ps->backend_data->ops->set_image_property(
ps->backend_data, IMAGE_PROPERTY_CUSTOM_SHADER, w->win_image,
w->fg_shader ? (void *)w->fg_shader->backend_shader : NULL);
}
if (w->opacity * MAX_ALPHA < 1) {
// We don't need to paint the window body itself if it's
// completely transparent.
goto skip;
}
if (w->clip_shadow_above) {
// Add window bounds to shadow-clip region
pixman_region32_union(&reg_shadow_clip, &reg_shadow_clip, &reg_bound);
} else {
// Remove overlapping window bounds from shadow-clip region
pixman_region32_subtract(&reg_shadow_clip, &reg_shadow_clip, &reg_bound);
}
// Draw window on target
if (w->frame_opacity == 1) {
ps->backend_data->ops->compose(ps->backend_data, w->win_image,
window_coord, NULL, window_coord,
&reg_paint_in_bound, &reg_visible);
} else {
// For window image processing, we don't have to limit the process
// region to damage for correctness. (see <damager-note> for
// details)
// The visible region, in window local coordinates Although we
// don't limit process region to damage, we provide that info in
// reg_visible as a hint. Since window image data outside of the
// damage region won't be painted onto target
region_t reg_visible_local;
region_t reg_bound_local;
{
// The bounding shape, in window local coordinates
pixman_region32_init(&reg_bound_local);
pixman_region32_copy(&reg_bound_local, &reg_bound);
pixman_region32_translate(&reg_bound_local, -w->g.x, -w->g.y);
pixman_region32_init(&reg_visible_local);
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 shape yet. So pass that as the visible
// region, not the clip region.
pixman_region32_intersect(
&reg_visible_local, &reg_visible_local, &reg_bound_local);
}
auto new_img = ps->backend_data->ops->clone_image(
ps->backend_data, w->win_image, &reg_visible_local);
auto reg_frame = win_get_region_frame_local_by_val(w);
ps->backend_data->ops->image_op(
ps->backend_data, IMAGE_OP_APPLY_ALPHA, new_img, &reg_frame,
&reg_visible_local, (double[]){w->frame_opacity});
pixman_region32_fini(&reg_frame);
ps->backend_data->ops->compose(ps->backend_data, new_img,
window_coord, NULL, window_coord,
&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);
}
skip:
pixman_region32_fini(&reg_bound);
pixman_region32_fini(&reg_bound_no_corner);
pixman_region32_fini(&reg_paint_in_bound);
}
pixman_region32_fini(&reg_paint);
pixman_region32_fini(&reg_shadow_clip);
if (ps->o.monitor_repaint) {
const struct color DEBUG_COLOR = {0.5, 0, 0, 0.5};
auto reg_damage_debug = get_damage(ps, false);
ps->backend_data->ops->fill(ps->backend_data, DEBUG_COLOR, &reg_damage_debug);
pixman_region32_fini(&reg_damage_debug);
}
// Move the head of the damage ring
ps->damage = ps->damage - 1;
if (ps->damage < ps->damage_ring) {
ps->damage = ps->damage_ring + ps->ndamage - 1;
}
pixman_region32_clear(ps->damage);
if (ps->backend_data->ops->present) {
// Present the rendered scene
// Vsync is done here
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};
timespec_subtract(&diff, &now, &last_paint);
log_trace("[ %5ld:%09ld ] ", diff.tv_sec, diff.tv_nsec);
last_paint = now;
log_trace("paint:");
for (win *w = t; w; w = w->prev_trans)
log_trace(" %#010lx", w->id);
#endif
}
// vim: set noet sw=8 ts=8 :