Fork of junaburg's picom fork with a patch for rounded corners and shadows

Overview

picom

new! : You'll now also find tryone's dual_kawase blur for the new backend, as well as rounded corners from sdhand if they are so desired, merged from ibhagwan.

This is a forked version from Sandmark's picom branch, including Blackcapcoder's animation code inside. The animations here are further smoothed and time deltas reduced from 1ms to 40us for high refresh rates and buttery smooth transitions.

You'll need to run it with the experimental backend with: picom --experimental-backend

Your picom config can also now take advantage of some of the options that were previously implemented in blackcapcoder's compton version:

  • * transition-length length of animation in milliseconds (default: 300)
  • * transition-pow-x animation easing on the x-axis (default: 0.1)
  • * transition-pow-y animation easing on the y-axis (default: 0.1)
  • * transition-pow-w animation easing on the window width (default: 0.1)
  • * transition-pow-h animation easing on the window height (default: 0.1)
  • * size-transition whether to animate window size changes (default: true)
  • * spawn-center-screen whether to animate new windows from the center of the screen (default: false)
  • * spawn-center whether to animate new windows from their own center (default: true)
  • * no-scale-down Whether to animate down scaling (some programs handle this poorly) (default: false)

Installation of this fork

AUR package

OR

git clone https://github.com/jonaburg/picom
cd picom
meson --buildtype=release . build
ninja -C build
# To install the binaries in /usr/local/bin (optional)
sudo ninja -C build install

This is a development branch, bugs to be expected

This is forked from the original Compton because it seems to have become unmaintained.

The current battle plan of this fork is to refactor it to make the code possible to maintain, so potential contributors won't be scared away when they take a look at the code.

We also try to fix bugs.

The original README can be found here

Call for testers

--experimental-backends

This flag enables the refactored/partially rewritten backends.

Currently, new backends feature better vsync with the xrender backend and improved input lag with the glx backend (for non-NVIDIA users). The performance should be on par with the old backends.

New backend features will only be implemented on the new backends from now on, and the old backends will eventually be phased out after the new backends stabilize.

To test the new backends, add the --experimental-backends flag to the command you use to run picom. This flag is not available from the configuration file.

To report issues with the new backends, please state explicitly you are using the new backends in your report.

Rename

Rationale

Since the inception of this fork, the existence of two compton repositories has caused some number of confusions. Mainly, people will report issues of this fork to the original compton, or report issues of the original compton here. Later, when distros started packaging this fork of compton, some wanted to differentiate the newer compton from the older version. They found themselves having no choice but to invent a name for this fork. This is less than ideal since this has the potential to cause more confusions among users.

Therefore, we decided to move this fork to a new name. Personally, I consider this more than justified since this version of compton has gone through significant changes since it was forked.

The name

The criteria for a good name were

  1. Being short, so it's easy to remember.
  2. Pronounceability, again, helps memorability
  3. Searchability, so when people search the name, it's easy for them to find this repository.

Of course, choosing a name is never easy, and there is no apparent way to objectively evaluate the names. Yet, we have to solve the aforementioned problems as soon as possible.

In the end, we picked picom (a portmanteau of pico and composite) as our new name. This name might not be perfect, but is what we will move forward with unless there's a compelling reason not to.

Migration

Following the deprecation process, migration to the new name will be broken into 3 steps:

  1. All mentions of compton will be updated to picom in the code base. compton will still be installed, but only as a symlink to picom. When picom is launched via the symlink, a warning message is printed, alerting the user to migrate. Similarly, the old configuration file names and dbus interface names will still be accepted but warned.
  2. 3 major releases after step 1, the warning messages will be prompted to error messages and picom will not start when launched via the symlink.
  3. 3 major releases after step 2, the symlink will be removed.

The dbus interface and service names are unchanged, so no migration needed for that.

Change Log

See Releases

Build

Dependencies

Assuming you already have all the usual building tools installed (e.g. gcc, python, meson, ninja, etc.), you still need:

  • libx11
  • libx11-xcb
  • libXext
  • xproto
  • xcb
  • xcb-damage
  • xcb-xfixes
  • xcb-shape
  • xcb-renderutil
  • xcb-render
  • xcb-randr
  • xcb-composite
  • xcb-image
  • xcb-present
  • xcb-xinerama
  • xcb-glx
  • pixman
  • libdbus (optional, disable with the -Ddbus=false meson configure flag)
  • libconfig (optional, disable with the -Dconfig_file=false meson configure flag)
  • libGL (optional, disable with the -Dopengl=false meson configure flag)
  • libpcre (optional, disable with the -Dregex=false meson configure flag)
  • libev
  • uthash

On Debian based distributions (e.g. Ubuntu), the list of needed packages are

libxext-dev libxcb1-dev libxcb-damage0-dev libxcb-xfixes0-dev libxcb-shape0-dev libxcb-render-util0-dev libxcb-render0-dev libxcb-randr0-dev libxcb-composite0-dev libxcb-image0-dev libxcb-present-dev libxcb-xinerama0-dev libxcb-glx0-dev libpixman-1-dev libdbus-1-dev libconfig-dev libgl1-mesa-dev  libpcre2-dev  libevdev-dev uthash-dev libev-dev libx11-xcb-dev

To build the documents, you need asciidoc

To build

$ git submodule update --init --recursive
$ meson --buildtype=release . build
$ ninja -C build

Built binary can be found in build/src

If you have libraries and/or headers installed at non-default location (e.g. under /usr/local/), you might need to tell meson about them, since meson doesn't look for dependencies there by default.

You can do that by setting the CPPFLAGS and LDFLAGS environment variables when running meson. Like this:

$ LDFLAGS="-L/path/to/libraries" CPPFLAGS="-I/path/to/headers" meson --buildtype=release . build

As an example, on FreeBSD, you might have to run meson with:

$ LDFLAGS="-L/usr/local/include" CPPFLAGS="-I/usr/local/include" meson --buildtype=release . build
$ ninja -C build

To install

$ ninja -C build install

Default install prefix is /usr/local, you can change it with meson configure -Dprefix= build

How to Contribute

Code

You can look at the Projects page, and see if there is anything that interests you. Or you can take a look at the Issues.

Non-code

Even if you don't want to contribute code, you can still contribute by compiling and running this branch, and report any issue you can find.

Contributions to the documents and wiki will also be appreciated.

Contributors

See CONTRIBUTORS

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Comments
  • Herbstluftwm still exhibits rounded corners + shadow bug.

    Herbstluftwm still exhibits rounded corners + shadow bug.

    Platform

    Endeavour OS

    GPU, drivers, and screen setup

    Nvidia GTX 1660, nvidia-dkms 515.48.07-2 from Arch's extra repo.

    From right to left: 21.5" 1080x1920@60hz (Rotate 90°; ForceCompositionPipeline=On), center is a 32" 2560x1440@144hz ("Gsync Compatible Mode enabled"; set as primary display in X11), finally another 24" 1080x1920@60hz (Rotate 90°; ForceCompositionPipeline=On).

    Environment

    WM = Herbstluftwm, DM = ly, DE is a splash of plasma with whatever I've found over the years to my preferences. Login Shell is bash, interactive shell used is Fish w/ Kitty terminal, Kitty has an option to set which shell it uses in it's config.

    picom version

    picom-jonaburg-fix vgit-f70d0, I've also tried your other fork: picom-arian8j2-git and it behaves similarly but I don't know if the shadow rounded corner patch is merged into that fork.

    Configuration:

    #{{{ Backends Settings
    experimental-backends = true;
    backend = "glx";
    
    # 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 = 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. paint-on-overlay may make the flickering less obvious.
    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
    
    # 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 = 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.
    #
    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
    #
    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 = "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 = '/home/neko/picom.log'
    
    # Show all X errors (for debugging)
     show-all-xerrors = true
    
    # Write process ID to a file.
    # write-pid-path = '/path/to/your/log/file'
    #}}}
    #{{{ Animations
    ##################################
    #          Animations           #
    #################################
    # requires https://github.com/jonaburg/picom
    # (These are also the default values)
    transition-length = 300
    transition-pow-x = 0.1
    transition-pow-y = 0.1
    transition-pow-w = 0.1
    transition-pow-h = 0.1
    size-transition = true
    #}}}
    #{{{ Wintypes
    # 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:
    {
      normal = { shadow = true; }
      tooltip = { fade = false; shadow = true; opacity = 0.75; focus = true; full-shadow = false; };
      dock = { fade = false; shadow = true; }
      dnd = { shadow = false; }
      popup_menu = { opacity = 0.8; }
      dropdown_menu = { opacity = 0.8; }
    };
    #}}}
    #{{{ Rounded Corners
    #################################
    #        Rounded Corners        #
    #################################
    # requires: https://github.com/sdhand/compton or https://github.com/jonaburg/picom
    
    corner-radius = 14.0;
    rounded-corners-exclude = [
      #"window_type = 'normal'",
    #  "class_g = 'awesome'",
    #  "class_g = 'dmenu'",
    #  "class_g = 'dwm'",
    #  "class_g = 'URxvt'",
    #  "class_g = 'XTerm'",
    #  "class_g = 'kitty'",
    #  "class_g = 'Alacritty'",
      "class_g = 'Polybar'",
    #  "class_g = 'code-oss'",
    #  "class_g = 'xmobar'",
    #  "class_g = 'firefox'",
    #  "class_g = 'Thunderbird'"
    ];
    #round-borders = 1;
    round-borders-exclude = [
      "class_g = 'xmobar'",
      "class_g = 'polybar'",
    ];
    
    #}}}
    #{{{ Shadows
    #################################
    #             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
    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;
    
    # Avoid drawing shadows on dock/panel windows. This option is deprecated,
    # you should use the *wintypes* option in your config file instead.
    #
    # no-dock-shadow = false
    
    # Don't draw shadows on drag-and-drop windows. This option is deprecated, 
    # you should use the *wintypes* option in your config file instead.
    #
    # no-dnd-shadow = false
    
    # 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
    
    # Do not paint shadows on shaped windows. Note shaped windows 
    # here means windows setting its shape through X Shape extension. 
    # Those using ARGB background is beyond our control. 
    # Deprecated, use 
    #   shadow-exclude = 'bounding_shaped'
    # or 
    #   shadow-exclude = 'bounding_shaped && !rounded_corners'
    # instead.
    #
    # shadow-ignore-shaped = ''
    
    # Specify a list of conditions of windows that should have no shadow.
    #
    # examples:
    #   shadow-exclude = "n:e:Notification";
    #
    # shadow-exclude = []
    shadow-exclude = [
      "name = 'Notification'",
      "class_g = 'Conky'",
      "class_g ?= 'Notify-osd'",
      "class_g = 'Cairo-clock'",
      "class_g = 'slop'",
      "class_g = 'xmobar'",
      "class_g = 'Polybar'",
      "_GTK_FRAME_EXTENTS@:c"
    ];
    #}}}
    #{{{ Fading 
    #################################
    #           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 = 0.0;
    
    # Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
    #fade-out-step = 0.03
    fade-out-step = 0.0;
    
    # 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.
    # don't need this, we disable fading for all normal windows with wintypes: {}
    fade-exclude = [
      "class_g = 'slop'"   # maim
    ]
    
    # 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 {{{
    #################################
    #   Transparency / Opacity      #
    #################################
    
    
    # Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
    # inactive-opacity = 1
    inactive-opacity = 1;
    
    # Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default)
    # frame-opacity = 1.0
    frame-opacity = 0.85;
    
    # Default opacity for dropdown menus and popup menus. (0.0 - 1.0, defaults to 1.0)
    # menu-opacity = 1.0
    
    # 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'",
      "class_g = 'Bar'",                    # lemonbar
      "class_g = 'slop'",                   # maim
      "class_g = 'Steam'"                   # Steam (dropdown menus cause application to fade)
    ];
    
    # 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 = []
    opacity-rule = [
      "00:class_g    = '_HERBST_FRAME'",
      "85:class_g    = 'Rofi'",
      "100:class_g   = 'kitty'",
      "90:class_g    = 'Polybar'",
      "100:class_g   = 'firefox'",
      "100:class_g  *= 'FreeTube'",
      "100:class_g  *= 'discord'",
    	"100:class_g  ?= 'dolphin'"
    ];
    
    # }}}
    #{{{ Blur 
    blur:
    {
      method = "dual_kawase"; 
      strength = 5;
    }
    
    blur-background-exclude = [ "window_type = 'dock'", "window_type = 'desktop'", "class_g? = '_HERBST_FRAME'", "class_g ?= 'firefox'" ];
    #}}}
    

    Steps of reproduction

    1. Install herbstluftwm, picom, enable rounded corners + default shadow settings(I believe, or they were default when I first installed picom)
    2. See outline of a square frame with rounded corners enabled.

    Jun29::141559 Jun29::141545 Jun29::140842

    log-file

    [ 06/29/2022 14:45:34.389 glx_has_extension INFO ] Found GLX extension GLX_SGI_video_sync.
    [ 06/29/2022 14:45:34.389 glx_has_extension INFO ] Found GLX extension GLX_SGI_swap_control.
    [ 06/29/2022 14:45:34.389 glx_has_extension INFO ] Missing GLX extension GLX_OML_sync_control.
    [ 06/29/2022 14:45:34.389 glx_has_extension INFO ] Missing GLX extension GLX_MESA_swap_control.
    [ 06/29/2022 14:45:34.389 glx_has_extension INFO ] Found GLX extension GLX_EXT_swap_control.
    [ 06/29/2022 14:45:34.389 glx_has_extension INFO ] Found GLX extension GLX_EXT_texture_from_pixmap.
    [ 06/29/2022 14:45:34.389 glx_has_extension INFO ] Found GLX extension GLX_ARB_create_context.
    [ 06/29/2022 14:45:34.389 glx_has_extension INFO ] Found GLX extension GLX_EXT_buffer_age.
    [ 06/29/2022 14:45:34.412 gl_has_extension INFO ] Missing GL extension GL_GREMEDY_string_marker.
    [ 06/29/2022 14:45:34.412 gl_init INFO ] GL vendor is NVIDIA, don't use glFinish
    [ 06/29/2022 14:45:34.413 generate_dual_kawase_params INFO ] blur-strength: 5 [.iter = 2, .offset = 4.250000]
    [ 06/29/2022 14:45:34.413 glGetUniformLocationChecked INFO ] Failed to get location of uniform 'opacity'. This is normal when using custom shaders.
    [ 06/29/2022 14:45:34.439 x_fence_sync ERROR ] Failed to trigger the fence (X error 136 XSyncBadFence request 134 minor 15 serial 1318)
    [ 06/29/2022 14:45:34.439 paint_all_new ERROR ] x_fence_sync failed, xrender-sync-fence will be disabled from now on.
    

    Other details

    I suspect this has to do with how herbstluft handles tiling with windows and frames. It resembles i3 quite a bit but without horizontal/vertical tabs in it's frames. You can cycle multiple windows so that they are split vertically, horizontally, only one window in the frame stack is visible, or you can split them into what would be considered the traditional type of tiling, separate frames.

    The picom-jonaburg-fix version acts even more bizare, where it sometimes appears to be casting shadows outwards from the rounded corners andat other times (after killing picom) simply clips the window border like picom's main fork is currently doing. I have tried setting _HERBST_FRAME to zero opacity/shadow-exclude but the bug still appears.

    opened by bndlfm 1
  • Blur not fading out with fade / transition (Video included)

    Blur not fading out with fade / transition (Video included)

    Platform

    Arch Linux x86_64 - 5.16.4

    GPU, drivers, and screen setup

    NVidia RTX 3070, nvidia-drivers 510.54, two monitors configured side-by-side with xrandr

    name of display: :0 display: :0 screen: 0 direct rendering: Yes Memory info (GL_NVX_gpu_memory_info): Dedicated video memory: 8192 MB Total available memory: 8192 MB Currently available dedicated video memory: 7097 MB OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: NVIDIA GeForce RTX 3070/PCIe/SSE2 OpenGL core profile version string: 4.6.0 NVIDIA 510.54 OpenGL core profile shading language version string: 4.60 NVIDIA OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile

    OpenGL version string: 4.6.0 NVIDIA 510.54 OpenGL shading language version string: 4.60 NVIDIA OpenGL context flags: (none) OpenGL profile mask: (none)

    OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 510.54 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20

    Environment

    i3-gaps-next-git

    picom version

    Version: vgit-31d25

    Extensions:

    • Shape: Yes
    • XRandR: Yes
    • Present: Present

    Misc:

    • Use Overlay: No (Another compositor is already running)
    • Config file used: /home/faaris/.config/picom.conf

    Drivers (inaccurate):

    NVIDIA

    Configuration:

    #################################
    #          Animations           #
    #################################
    # requires https://github.com/jonaburg/picom
    # (These are also the default values)
    transition-length = 300
    transition-pow-x = 0.1
    transition-pow-y = 0.1
    transition-pow-w = 0.1
    transition-pow-h = 0.1
    size-transition = true
    
    #################################
    #             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
    shadow-radius = 17;
    
    # The opacity of shadows. (0.0 - 1.0, defaults to 0.75)
    shadow-opacity = 0.75
    
    # The left offset for shadows, in pixels. (defaults to -15)
    # shadow-offset-x = -15
    shadow-offset-x = -17;
    
    # The top offset for shadows, in pixels. (defaults to -15)
    # shadow-offset-y = -15
    shadow-offset-y = -12;
    
    # 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 = 'Notification'",
      "class_g = 'Conky'",
      "class_g ?= 'Notify-osd'",
      "class_g = 'Cairo-clock'",
      "class_g ?= 'i3bar'",
      "_GTK_FRAME_EXTENTS@:c"
    ];
    
    # Specify a list of conditions of windows that should have no shadow painted over, such as a dock window.
    # clip-shadow-above = []
    
    # 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 = 0.028;
    
    # Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
    # fade-out-step = 0.03
    fade-out-step = 0.03;
    
    # The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
    # fade-delta = 3
    
    # 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 = true
    
    
    #################################
    #   Transparency / Opacity      #
    #################################
    
    
    # Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
    # inactive-opacity = 1
    inactive-opacity = 0.9;
    
    # 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 = 0.5
    
    # Specify a list of conditions of windows that should never 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 = []
    
    opacity-rule = [
      "85:class_g = 'Rofi'",
      "85:class_g = 'Nitrogen'",
      "90:class_g = 'discord'",
      "95:class_g = 'Notify-osd'",
      "75:class_g = 'Spotify'"
    ];
    
    #################################
    #           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'"
    ];
    
    
    #################################
    #     Background-Blurring       #
    #################################
    
    
    #Blur
    
    blur:
    {
      method = "dual_kawase";
      strength = 5;
    }
    
    
    # Parameters for background blurring, see the *BLUR* section for more information.
    # blur-method = dual_kawase
    # blur-size = 12
    #
    # blur-deviation = false
    #
    # blur-strength = 5
    
    # 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 = 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-kern = "3x3box";
    
    
    # Exclude conditions for background blur.
    # blur-background-exclude = []
    blur-background-exclude = [
      "window_type = 'dock'",
      "window_type = 'desktop'",
      "class_g = 'slop'",
      "_GTK_FRAME_EXTENTS@:c"
    ];
    
    #################################
    #       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 = "xrender";
    
    # Enable/disable VSync.
    # vsync = false
    vsync = false;
    
    # 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 = 0
    refresh-rate = 170;
    
    # 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 = []
    
    # 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. This usually means windows from the same application
    # will be considered focused or unfocused at the same time.
    # 'WM_TRANSIENT_FOR' has higher priority if detect-transient is enabled, too.
    #
    # 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.
    #
    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 = 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 = 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 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.
    #
    #   clip-shadow-above:::
    #     Controls wether shadows that would have been drawn above the window should
    #     be clipped. Useful for dock windows that should have no shadow painted on top.
    #
    #   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; clip-shadow-above = true; }
      dnd = { shadow = false;}
      popup_menu = { opacity = 0.8; }
      dropdown_menu = { opacity = 0.8; }
    };
    

    Steps of reproduction

    1. Enable Blur and fade out / transitions
    2. Enable experimental backends

    Expected behavior

    Blur fades out nicely with the fade / transition like with picom-ibhagwan

    Current Behavior

    Blur stays during transition then suddenly disappears. Very jarring. Here's a video. Link to MP4

    Other details

    experimental backends was used!

    opened by Fxzzi 1
Owner
Arian Rezazadeh
18 years old, telegram: @arianree
Arian Rezazadeh
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