#################################### ####### BACK-END ######## #################################### # Backend to use: "xrender" or "glx". # GLX backend is typically much faster but depends on a sane driver. #backend = "glx"; backend = "xrender"; #################################### ####### GLX ######## #################################### #glx-no-stencil = true; # Recommended. # GLX backend: Copy unmodified regions from front buffer instead of redrawing them all. # My tests with nvidia-drivers show a 10% decrease in performance when the whole screen is modified, # but a 20% increase when only 1/4 is. # My tests on nouveau show terrible slowdown. # Useful with --glx-swap-method, as well. glx-copy-from-front = false; # GLX backend: Use MESA_copy_sub_buffer to do partial screen update. # My tests on nouveau shows a 200% performance boost when only 1/4 of the screen is updated. # May break VSync and is not available on some drivers. # Overrides --glx-copy-from-front. # glx-use-copysubbuffermesa = 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). # Recommended if it works. # glx-no-rebind-pixmap = true; # GLX backend: GLX buffer swap method we assume. # Could be undefined (0), copy (1), exchange (2), 3-6, or buffer-age (-1). # undefined is the slowest and the safest, and the default value. # copy is fastest, but may fail on some drivers, # 2-6 are gradually slower but safer (6 is still faster than 0). # Usually, double buffer means 2, triple buffer means 3. # buffer-age means auto-detect using GLX_EXT_buffer_age, supported by some drivers. # Useless with --glx-use-copysubbuffermesa. # Partially breaks --resize-damage. # Defaults to undefined. glx-swap-method = "undefined"; # glx-use-gpushader4 = true; # xrender-sync = true; # xrender-sync-fence = true; #################################### ####### Shadow ######## #################################### shadow = false; # Enabled client-side shadows on windows. no-dnd-shadow = true; # Don't draw shadows on DND windows. no-dock-shadow = true; # Avoid drawing shadows on dock/panel windows. clear-shadow = true; # Zero the part of the shadow's mask behind the # window. Fix some weirdness with ARGB windows. shadow-radius = 7; # The blur radius for shadows. (default 12) shadow-offset-x = -7; # The left offset for shadows. (default -15) shadow-offset-y = -7; # The top offset for shadows. (default -15) # shadow-opacity = 0.5; # The translucency for shadows. (default .75) # shadow-red = 0.0; # Red color value of shadow. (0.0 - 1.0, defaults to 0) # shadow-green = 0.0; # Green color value of shadow. (0.0 - 1.0, defaults to 0) # shadow-blue = 0.0; # Blue color value of shadow. (0.0 - 1.0, defaults to 0) # Exclude conditions for shadows. shadow-exclude = [ "name = 'Notification'", "class_g ?= 'Notify-osd'", "class_g = 'VirtualBox'", "class_g = 'Conky'", "_GTK_FRAME_EXTENTS@:c", "class_g = 'Cairo-clock'", "class_g = 'i3-frame'", "window_type *= 'normal' && ! name ~= ''" ]; # shadow-exclude-reg = "x10+0+0"; # xinerama-shadow-crop = true; shadow-ignore-shaped = true; # Avoid drawing shadow on all shaped windows # (see also: --detect-rounded-corners) #################################### ####### Opacity ######## #################################### #menu-opacity = 0.9; # The opacity for menus. (default 1.0) #inactive-opacity = 0.9; # Default opacity of inactive windows. (0.0 - 1.0) # active-opacity = 0.8; # Default opacity for active windows. (0.0 - 1.0) # frame-opacity = 0.9; # Opacity of window titlebars and borders. (0.1 - 1.0) # inactive-opacity-override = true; # Let inactive opacity set by 'inactive-opacity' overrides # value of _NET_WM_OPACITY. Bad choice. alpha-step = 0.06; # XRender backend: Step size for alpha pictures. Increasing # it may result in less X resource usage, # Yet fading may look bad. # inactive-dim = 0.2; # Dim inactive windows. (0.0 - 1.0) # inactive-dim-fixed = true; # Do not let dimness adjust based on window opacity. # blur-background = true; # Blur background of transparent windows. # Bad performance with X Render backend. # GLX backend is an alternative. # blur-background-frame = true; # Blur background of opaque windows with transparent # frames as well. blur-background-fixed = false; # Do not let blur radius adjust based on window opacity. #blur-kern = "3x3box"; # 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"; # Exclude conditions for background blur. # find the names with xwininfo blur-background-exclude = [ "window_type = 'dock'", "class_g = 'Peek'", "window_type = 'desktop'", "window_type = 'tooltip'", "_GTK_FRAME_EXTENTS@:c" ]; opacity-rule = [ "80:class_g = 'XTerm'" ]; #opacity-rule = [ "80:class_g = 'UXTerm'" ]; #opacity-rule = [ "99:class_g = 'VirtualBox'" ]; #################################### ####### Fading ######## #################################### #fading = true; # Fade windows during opacity changes. # fade-delta = 10; # The time between steps in a fade in milliseconds. (default 10). #fade-in-step = 0.03; # Opacity change between steps while fading in. (default 0.028). #fade-out-step = 0.03; # Opacity change between steps while fading out. (default 0.03). # no-fading-openclose = true; # Avoid fade windows in/out when opening/closing. # no-fading-destroyed-argb = true; focus-exclude = [ "class_g = 'Cairo-clock'", "name *?= 'Steam'", "class_g *?= 'Steam'", "class_g *?= 'Virtualbox'" ]; #################################### ####### Other ######## #################################### mark-wmwin-focused = true; # Try to detect WM windows and mark them as active. mark-ovredir-focused = true; # Mark all non-WM but override-redirect windows active (e.g. menus). use-ewmh-active-win = false; # Use EWMH _NET_WM_ACTIVE_WINDOW to determine which window is focused # instead of using FocusIn/Out events. Usually more reliable but # depends on a EWMH-compliant WM. detect-rounded-corners = true; # Detect rounded corners and treat them as rectangular when --shadow-ignore- shaped is on. detect-client-opacity = true; # Detect _NET_WM_OPACITY on client windows, useful for window # managers not passing _NET_WM_OPACITY of client windows to frame # windows. refresh-rate = 0; # For --sw-opti: Specify refresh rate of the screen. 0 for auto. vsync = "none"; # "none", "drm", "opengl", "opengl-oml", "opengl-swc", "opengl-mswc" # See man page for more details. dbe = false; # Enable DBE painting mode. Rarely needed. paint-on-overlay = false; # Painting on X Composite overlay window. Recommended. sw-opti = false; # Limit compton to repaint at most once every 1 / refresh_rate. # Incompatible with certain VSync methods. unredir-if-possible = false; # Unredirect all windows if a full-screen opaque window is # detected, to maximize performance for full-screen windows. # unredir-if-possible-delay = 5000; # unredir-if-possible-exclude = [ ]; detect-transient = true; # Use WM_TRANSIENT_FOR to group windows, and consider windows in # the same group focused at the same time. detect-client-leader = true; # Use WM_CLIENT_LEADER to group windows. invert-color-include = [ ]; # Conditions for windows to be painted with inverted color. # resize-damage = 1; #################################### ###### Window type settings ######## #################################### wintypes: { tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; }; # fade: Fade the particular type of windows. # shadow: Give those windows shadow # opacity: Default opacity for the type of windows. # focus: Whether to always consider windows of this type focused. };