drm: Remove allowBlending
We didn't use this for anything really anyway...
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parent
37c6e169a8
commit
01c1685883
3 changed files with 4 additions and 19 deletions
18
src/drm.cpp
18
src/drm.cpp
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@ -2393,22 +2393,12 @@ drm_prepare_liftoff( struct drm_t *drm, const struct FrameInfo_t *frameInfo, boo
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}
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}
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if ( frameInfo->layers[i].allowBlending )
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if ( drm_supports_color_mgmt( drm ) )
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{
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if ( drm_supports_color_mgmt( drm ) )
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{
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if (!g_bDisableBlendTF && !bSinglePlane)
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liftoff_layer_set_property( drm->lo_layers[ i ], "VALVE1_PLANE_BLEND_TF", drm->pending.output_tf );
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else
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liftoff_layer_set_property( drm->lo_layers[ i ], "VALVE1_PLANE_BLEND_TF", 0 );
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}
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}
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else
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{
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if ( drm_supports_color_mgmt( drm ) )
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{
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if (!g_bDisableBlendTF && !bSinglePlane)
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liftoff_layer_set_property( drm->lo_layers[ i ], "VALVE1_PLANE_BLEND_TF", drm->pending.output_tf );
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else
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liftoff_layer_set_property( drm->lo_layers[ i ], "VALVE1_PLANE_BLEND_TF", DRM_VALVE1_TRANSFER_FUNCTION_DEFAULT );
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}
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}
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}
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else
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@ -283,7 +283,6 @@ struct FrameInfo_t
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bool blackBorder;
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bool applyColorMgmt; // drm only
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bool allowBlending; // drm only
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GamescopeAppTextureColorspace colorspace;
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@ -1938,7 +1938,6 @@ void MouseCursor::paint(steamcompmgr_win_t *window, steamcompmgr_win_t *fit, str
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layer->zpos = g_zposCursor; // cursor, on top of both bottom layers
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layer->applyColorMgmt = false;
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layer->allowBlending = g_ColorMgmt.pending.enabled;
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layer->tex = m_texture;
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layer->fbid = BIsNested() ? 0 : m_texture->fbid();
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@ -2175,7 +2174,6 @@ paint_window(steamcompmgr_win_t *w, steamcompmgr_win_t *scaleW, struct FrameInfo
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layer->blackBorder = flags & PaintWindowFlag::DrawBorders;
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layer->applyColorMgmt = g_ColorMgmt.pending.enabled;
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layer->allowBlending = g_ColorMgmt.pending.enabled;
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layer->zpos = g_zposBase;
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if ( w != scaleW )
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@ -2675,7 +2673,6 @@ paint_all(bool async)
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baseLayer->tex = vulkan_get_last_output_image( false, false );
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baseLayer->fbid = baseLayer->tex->fbid();
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baseLayer->applyColorMgmt = false;
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baseLayer->allowBlending = false;
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baseLayer->filter = GamescopeUpscaleFilter::NEAREST;
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baseLayer->colorspace = g_bOutputHDREnabled ? GAMESCOPE_APP_TEXTURE_COLORSPACE_HDR10_PQ : GAMESCOPE_APP_TEXTURE_COLORSPACE_SRGB;
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@ -2701,7 +2698,6 @@ paint_all(bool async)
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overlayLayer->tex = vulkan_get_last_output_image( true, bDefer );
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overlayLayer->fbid = overlayLayer->tex->fbid();
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overlayLayer->applyColorMgmt = g_ColorMgmt.pending.enabled;
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overlayLayer->allowBlending = g_ColorMgmt.pending.enabled;
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overlayLayer->filter = GamescopeUpscaleFilter::NEAREST;
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// Partial composition stuff has the same colorspace.
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