Picom Enable Vsync to Fix Screen Tearing

- Enable vsync in picom configuration
- Toggle picom on and off with gaming launch & exit script
  rather than unredir-if-possible setting
This commit is contained in:
Sravan Balaji
2021-09-22 15:52:45 -04:00
parent 8585a60daf
commit cac0719d5f
4 changed files with 136 additions and 132 deletions

View File

@@ -292,12 +292,12 @@ backend = "glx";
# Enable/disable VSync.
# vsync = false
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
# 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
@@ -307,7 +307,7 @@ mark-wmwin-focused = true;
# mark-ovredir-focused = false
mark-ovredir-focused = true;
# Try to detect windows with rounded corners and don't consider them
# 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
@@ -319,88 +319,87 @@ detect-rounded-corners = true;
# detect-client-opacity = false
detect-client-opacity = true;
# Specify refresh rate of the screen. If not specified or 0, picom will
# 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
# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
# boost performance. This should not be used with
# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
# boost performance. This should not be used with
# vsync drm/opengl/opengl-oml
# as they essentially does sw-opti's job already,
# as they essentially does sw-opti's job already,
# unless you wish to specify a lower refresh rate than the actual value.
#
# sw-opti =
# sw-opti =
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
# 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
# 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 = false
unredir-if-possible = true;
# unredir-if-possible-exclude = [
# "class_g = 'looking-glass-client' && !focused"
# ]
unredir-if-possible = false
# 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 = []
# unredir-if-possible-exclude = [
# "class_g = 'looking-glass-client' && !focused"
# ]
# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
# 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
# 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).
# 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.
# 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.
# 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,
# 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.
# 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
@@ -410,31 +409,31 @@ detect-client-leader = true
#Changing use-damage to false fixes the problem
use-damage = false
# 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
# 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`
# 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
# 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.
# 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.
# 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
@@ -446,17 +445,17 @@ use-damage = 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
# 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.
# 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'
@@ -468,33 +467,33 @@ log-level = "info";
# 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",
#
# '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.
# 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
# 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
# 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,
# set, and doesn't want certain window to cause unnecessary screen redirection,
# you can set this to `true`.
#
wintypes:

View File

@@ -1,2 +1,3 @@
#!/bin/bash
/home/sravan/.scripts/deadd.sh --unpause
/home/sravan/.scripts/picom.sh --on

View File

@@ -1,2 +1,3 @@
#!/bin/bash
/home/sravan/.scripts/deadd.sh --pause
/home/sravan/.scripts/picom.sh --off

View File

@@ -2542,12 +2542,12 @@ backend = "glx";
# Enable/disable VSync.
# vsync = false
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
# 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
@@ -2557,7 +2557,7 @@ mark-wmwin-focused = true;
# mark-ovredir-focused = false
mark-ovredir-focused = true;
# Try to detect windows with rounded corners and don't consider them
# 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
@@ -2569,88 +2569,87 @@ detect-rounded-corners = true;
# detect-client-opacity = false
detect-client-opacity = true;
# Specify refresh rate of the screen. If not specified or 0, picom will
# 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
# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
# boost performance. This should not be used with
# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
# boost performance. This should not be used with
# vsync drm/opengl/opengl-oml
# as they essentially does sw-opti's job already,
# as they essentially does sw-opti's job already,
# unless you wish to specify a lower refresh rate than the actual value.
#
# sw-opti =
# sw-opti =
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
# 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
# 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 = false
unredir-if-possible = true;
# unredir-if-possible-exclude = [
# "class_g = 'looking-glass-client' && !focused"
# ]
unredir-if-possible = false
# 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 = []
# unredir-if-possible-exclude = [
# "class_g = 'looking-glass-client' && !focused"
# ]
# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
# 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
# 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).
# 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.
# 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.
# 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,
# 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.
# 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
@@ -2660,31 +2659,31 @@ detect-client-leader = true
#Changing use-damage to false fixes the problem
use-damage = false
# 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
# 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`
# 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
# 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.
# 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.
# 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
@@ -2696,17 +2695,17 @@ use-damage = 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
# 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.
# 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'
@@ -2718,33 +2717,33 @@ log-level = "info";
# 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",
#
# '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.
# 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
# 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
# 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,
# set, and doesn't want certain window to cause unnecessary screen redirection,
# you can set this to `true`.
#
wintypes:
@@ -6933,6 +6932,7 @@ ${font Montserrat Light:size=9}${color1}${top_mem name 10} ${color}${font} ${got
#+END_SRC
* Gaming
** Gamemode
*** General
@@ -7052,6 +7052,7 @@ inhibit_screensaver=1
; Timeout for scripts (seconds). Scripts will be killed if they do not complete within this time.
;script_timeout=10
#+END_SRC
** MangoHUD
#+BEGIN_SRC conf :tangle .config/MangoHud/MangoHud.conf
@@ -7850,6 +7851,7 @@ These are scripts that should be run from Lutris when launching or exiting a gam
#+BEGIN_SRC shell :shebang #!/bin/bash :tangle .scripts/game_launch.sh
/home/sravan/.scripts/deadd.sh --pause
/home/sravan/.scripts/picom.sh --off
#+END_SRC
*** Post-Exit Script
@@ -7858,6 +7860,7 @@ These are scripts that should be run from Lutris when launching or exiting a gam
#+BEGIN_SRC shell :shebang #!/bin/bash :tangle .scripts/game_exit.sh
/home/sravan/.scripts/deadd.sh --unpause
/home/sravan/.scripts/picom.sh --on
#+END_SRC
** Control Center