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White inner shadow caused by blur at the bottom edge of the screen #1126

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arielnmz opened this issue Sep 12, 2023 · 2 comments
Open

White inner shadow caused by blur at the bottom edge of the screen #1126

arielnmz opened this issue Sep 12, 2023 · 2 comments

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@arielnmz
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Platform

Fedora release 37 (Thirty Seven)

GPU, drivers, and screen setup

2f:00.0 VGA compatible controller [0300]: Advanced Micro Devices, Inc. [AMD/ATI] Navi 23 [Radeon RX 6600/6600 XT/6600M] [1002:73ff] (rev c1)
	Subsystem: Sapphire Technology Limited Device [1da2:e448]
	Kernel driver in use: amdgpu
	Kernel modules: amdgpu

Drivers: amd-gpu-firmware-20230804-153.fc37

name of display: :0
display: :0  screen: 0
direct rendering: Yes
Extended renderer info (GLX_MESA_query_renderer):
    Vendor: AMD (0x1002)
    Device: AMD Radeon RX 6600 XT (navi23, LLVM 15.0.7, DRM 3.52, 6.4.13-100.fc37.x86_64) (0x73ff)
    Version: 23.0.3
    Accelerated: yes
    Video memory: 8192MB
    Unified memory: no
    Preferred profile: core (0x1)
    Max core profile version: 4.6
    Max compat profile version: 4.6
    Max GLES1 profile version: 1.1
    Max GLES[23] profile version: 3.2
Memory info (GL_ATI_meminfo):
    VBO free memory - total: 7673 MB, largest block: 7673 MB
    VBO free aux. memory - total: 15943 MB, largest block: 15943 MB
    Texture free memory - total: 7673 MB, largest block: 7673 MB
    Texture free aux. memory - total: 15943 MB, largest block: 15943 MB
    Renderbuffer free memory - total: 7673 MB, largest block: 7673 MB
    Renderbuffer free aux. memory - total: 15943 MB, largest block: 15943 MB
Memory info (GL_NVX_gpu_memory_info):
    Dedicated video memory: 8192 MB
    Total available memory: 24190 MB
    Currently available dedicated video memory: 7673 MB
OpenGL vendor string: AMD
OpenGL renderer string: AMD Radeon RX 6600 XT (navi23, LLVM 15.0.7, DRM 3.52, 6.4.13-100.fc37.x86_64)
OpenGL core profile version string: 4.6 (Core Profile) Mesa 23.0.3
OpenGL core profile shading language version string: 4.60
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile

OpenGL version string: 4.6 (Compatibility Profile) Mesa 23.0.3
OpenGL shading language version string: 4.60
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile

OpenGL ES profile version string: OpenGL ES 3.2 Mesa 23.0.3
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20

xrandr config:

# Screen 1
xrandr \
  --output DisplayPort-0 \
  --mode 1920x1080 \
  --primary \
  --dpi 94
# Screen 2
xrandr \
  --output HDMI-A-0 \
  --dpi 94 \
  --right-of DisplayPort-0 \
  --rotation right
# Fix screen 2 position
xrandr \
  --output HDMI-A-0 \
  --pos 1920x-550

Environment

awesome v4.3 (Too long)
 • Compiled against Lua 5.4.4 (running with 0.9.2)
 • D-Bus support: ✔
 • execinfo support: ✔
 • xcb-randr version: 1.6
 • LGI version: /usr/share/lua/5.4/lgi/version.lua

picom version

vgit-b700a

Diagnostics

Version: vgit-b700a

Extensions:

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

Misc:

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

Drivers (inaccurate):

AMDGPU, Radeon

Backend: glx

  • Driver vendors:
  • GLX: Mesa Project and SGI
  • GL: AMD
  • GL renderer: AMD Radeon RX 6600 XT (navi23, LLVM 15.0.7, DRM 3.52, 6.4.13-100.fc37.x86_64)
  • Accelerated: 1

Backend: egl

  • Driver vendors:
  • EGL: Mesa Project
  • EGL driver: radeonsi
  • GL: AMD
  • GL renderer: AMD Radeon RX 6600 XT (navi23, LLVM 15.0.7, DRM 3.52, 6.4.13-100.fc37.x86_64)

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;

# The blur radius for shadows, in pixels. (defaults to 12)
# shadow-radius = 12
shadow-radius = 32;

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

# The left offset for shadows, in pixels. (defaults to -15)
# shadow-offset-x = -15
shadow-offset-x = -32;

# The top offset for shadows, in pixels. (defaults to -15)
# shadow-offset-y = -15
shadow-offset-y = -16;

# 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"
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 = [
  "_GTK_FRAME_EXTENTS@:c",
  "_NET_WM_STATE@[*]:a = '_NET_WM_STATE_MAXIMIZED_VERT' && _NET_WM_STATE@[*]:a = '_NET_WM_STATE_MAXIMIZED_HORZ'",
  "fullscreen",
  "_MOTIF_WM_HINTS@[2]:32r = 0",  # MwmHints.decorations == 0
];

# 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 = 0.1;

# Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
# fade-out-step = 0.03
fade-out-step = 0.1;

# 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 = [ "class_g = 'xsecurelock'" ];

# 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

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

# Let inactive opacity set by -i override the '_NET_WM_WINDOW_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 never 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 = []


#################################
#           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 = 15
corner-radius = 8;

# Exclude conditions for rounded corners.
rounded-corners-exclude = [
  "window_type = 'dock'",
  "window_type = 'desktop'",
  "fullscreen",
  "_NET_WM_STATE@[*]:a = '_NET_WM_STATE_MAXIMIZED_VERT' && _NET_WM_STATE@[*]:a = '_NET_WM_STATE_MAXIMIZED_HORZ'"
];


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


# Parameters for background blurring, see the *BLUR* section for more information.
# blur-method =
# blur-size = 12
#
# blur-deviation = false
#
blur-method = "dual_kawase"
blur-strength = 7

# 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 = 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
blur-background-frame = false

# 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 = [
  "_GTK_FRAME_EXTENTS@:c",
  "fullscreen",
  "window_type = 'normal' && _MOTIF_WM_HINTS@[2]:32r = 0",  # Raw window hint match
];

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

# Enable remote control via D-Bus. See the man page for more details.
# dbus = true

# 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;

# 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 = false;

# Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_WINDOW_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
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 = false

# 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 = 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 every time, 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. Read the man page for a detailed explanation of the interface.
#
# window-shader-fg = "default"

# Use rules to set per-window shaders. Syntax is SHADER_PATH:PATTERN, similar
# to opacity-rule. SHADER_PATH can be "default". This overrides window-shader-fg.
#
# window-shader-fg-rule = [
#   "my_shader.frag:window_type != 'dock'"
# ]

# 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

# Specify a list of conditions of windows that should never have transparent
# clipping applied. Useful for screenshot tools, where you need to be able to
# see through transparent parts of the window.
#
# transparent-clipping-exclude = []

# 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 whether 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; blur = true; }
  dock = { shadow = false; clip-shadow-above = true; }
  dnd = { shadow = false; }
  popup_menu = { opacity = 0.8; }
  dropdown_menu = { opacity = 0.8; }
  desktop = { shadow = false; blur = false; }
};

Steps of reproduction

  1. Enable dual_kawase blur
  2. Anything placed at the bottom border of the first screen will have a weird white inner shadow

Expected behavior

Some way to set the base color?

Current Behavior

It assumes any empty space is white

Stack trace

OpenGL trace

Other details

desktop_2023-09-12_08-09 YzqoTHichD

@yshui
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yshui commented Dec 22, 2023

cc @tryone144

@arielnmz
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After some tries over the weeks (it is not often that I do a full power off) I discovered that this happens after logging in using lightdm. It goes away if I re-run the screen setup script that I use:

#!/bin/sh
# https://bbs.archlinux.org/viewtopic.php?id=263249
# When you rotate or scale outputs, editing multiple outputs in one randr call has a history of just failing.
# Reset
xrandr -s 0
# Screen 1
xrandr \
  --output DisplayPort-0 \
  --primary \
  --dpi 94 \
  --auto
# Screen 2
xrandr \
  --output HDMI-A-0 \
  --dpi 94 \
  --right-of DisplayPort-0 \
  --auto
xrandr \
  --output HDMI-A-0 \
  --rotation right
# Fix screen 2 position
xrandr \
  --output HDMI-A-0 \
  --pos 1920x-550

The reset xrandr -s 0 there at the top makes it so the screens are forcefully re-setup. It only works correctly if ran a few seconds AFTER logging in, calling it immediately e.g. during awesome startup or in xprofile for example does NOT fix it. Running picom before or after setting up the screen and initializing the WM does not change anything, white glow still appears.

The normal screen-setup-login process looks like this:

  1. Lightdm calls the setup_monitors.sh script (pasted above) (from /etc/lightdm)
  2. I log in
  3. xprofile script calls setup_monitors.sh again (from my user dir)
  4. Picom is started
  5. AwesomeWM is started
  6. Visible white glow at the bottom
  7. After the screen is visible call setup_monitors.sh once again, the glow is now gone

If I skip step 3, the screens stay as I want them because Xorg was already configured by lightdm (probably) but I still get the glow, step 7 still fixes it.

I can delay de call to setup_monitors.sh until step 5 and have awesomeWM run it, but the white glow will still be visible.

This is what a full-desktop screencap looks like after step 7:

desktop_2023-12-22_08-12 C9QEswDLGe

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