Bug 165868

Summary: blur on semi-transparent window doesn't work
Product: [Plasma] kwin Reporter: A.Roncal <aitor.roncal>
Component: compositingAssignee: KWin default assignee <kwin-bugs-null>
Status: RESOLVED DUPLICATE    
Severity: normal CC: mail, mboquien
Priority: NOR    
Version: unspecified   
Target Milestone: ---   
Platform: Ubuntu   
OS: Linux   
Latest Commit: Version Fixed In:
Attachments: Patch to fix the issue

Description A.Roncal 2008-07-06 16:55:09 UTC
Version:            (using KDE 4.0.83)
Installed from:    Ubuntu Packages
OS:                Linux

Using KDE 4.1 beta2 on Kubuntu 8.04.
Window effects work fine in general, but not the "blur" option on transparent windows; it just doesn't work on my computer.

Graphics: ATI RADEON X1550 PCIE 256MB, using fglrx driver (ati's xorg-driver-fglrx).

If more information is needed just ask for it.
Thanks to all for this awesome desktop!
Comment 1 Andreas Kuhl 2008-07-11 18:32:59 UTC
Does not work for me, too. Running openSUSE built fglrx 8.493 on a ATI MobilityRadeon X1800. Other composite effects work fine, blur does not.

Blur works with compiz but not with KWin4.
Comment 2 lucas 2008-09-04 17:37:35 UTC
Please run "glxinfo | grep shader" in a terminal and post the output here.
Comment 3 Andreas Kuhl 2008-09-04 17:48:51 UTC
ademmer@onyx:~> glxinfo | grep shader
    GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_half_float_pixel,
    GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ATI_fragment_shader, GL_ATI_meminfo, GL_ATI_separate_stencil,
Comment 4 A.Roncal 2008-09-09 12:58:53 UTC
@m27:~$ glxinfo | grep shader
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_imaging,
    GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements,
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,
Comment 5 Médéric Boquien 2008-10-26 04:49:16 UTC
I can confirm the problem on Opensuse 11.0, SVN trunk r875762 with a radeon HD4850 using the proprietary driver version 8.10.

glxinfo | grep shader
    GL_AMDX_vertex_shader_tessellator, GL_AMD_performance_monitor,
    GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shader_objects,
    GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shadow,
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,
    GL_ATI_draw_buffers, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader,
    GL_EXT_gpu_shader4, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,

Thanks
Comment 6 lucas 2008-10-29 13:51:56 UTC
Merging as it has the same fundamental problem.

*** This bug has been marked as a duplicate of bug 173556 ***
Comment 7 Andreas Kuhl 2008-10-29 14:20:34 UTC
@Lucas: Thanks for closing and marking as dupe of bug 173556. Looking at the SVN trunk of KWIN, I saw that Martin Gräßlin fixed the sphere and cylinder effects about half an hour ago while the blur.cpp file was last updated by yourself about 2 month ago. Are you sure that the fixes in sphere and cylinder do also appy to the blur effect? I feel a little bit confused...
Comment 8 Andreas Kuhl 2008-10-29 14:35:41 UTC
Created attachment 28219 [details]
Patch to fix the issue

The patch introduces the same fix as used in bug 173556:  Do not test for GLRenderTarget as it is not used.
Comment 9 lucas 2008-10-29 14:39:34 UTC
Have you tested the patch?
Comment 10 Andreas Kuhl 2008-10-29 14:53:44 UTC
The patch is untested, but it simply removes the check for GLRenderTarget. According to Martin Gräßling commit comment on the fixes for bug 173556, this check is unneccessairy on each kwin effect and causes the fglrx driver to fail.

To check this, I need to build a KDE from sources. Anyone, who can test my patch with little efforts?
Comment 11 Martin Flöser 2008-10-29 15:14:26 UTC
No, in blur it is needed as it uses RenderTargets IIRC. 

I removed it from Cylinder and Sphere as there GLRenderTarget is not needed. And in fact I don't know if the patch solves the problem. The code at that place was wrong even if it does not fix the problem.
Comment 12 Andreas Kuhl 2008-10-29 15:42:30 UTC
Ok, this means that my patch does not apply. But it also means, that this bug should be reopened if I am not mistaken.
Comment 13 lucas 2008-10-29 16:09:45 UTC
Both bugs have the same root cause, if one is fixed then so will the other. This means that they are duplicates of each other even if their descriptions sound slightly different.