drm: Remove allowBlending

We didn't use this for anything really anyway...
This commit is contained in:
Joshua Ashton 2023-10-25 01:35:26 +01:00
parent 37c6e169a8
commit 01c1685883
3 changed files with 4 additions and 19 deletions

View file

@ -2393,24 +2393,14 @@ drm_prepare_liftoff( struct drm_t *drm, const struct FrameInfo_t *frameInfo, boo
}
}
if ( frameInfo->layers[i].allowBlending )
{
if ( drm_supports_color_mgmt( drm ) )
{
if (!g_bDisableBlendTF && !bSinglePlane)
liftoff_layer_set_property( drm->lo_layers[ i ], "VALVE1_PLANE_BLEND_TF", drm->pending.output_tf );
else
liftoff_layer_set_property( drm->lo_layers[ i ], "VALVE1_PLANE_BLEND_TF", 0 );
}
}
else
{
if ( drm_supports_color_mgmt( drm ) )
{
liftoff_layer_set_property( drm->lo_layers[ i ], "VALVE1_PLANE_BLEND_TF", DRM_VALVE1_TRANSFER_FUNCTION_DEFAULT );
}
}
}
else
{
liftoff_layer_set_property( drm->lo_layers[ i ], "FB_ID", 0 );

View file

@ -283,7 +283,6 @@ struct FrameInfo_t
bool blackBorder;
bool applyColorMgmt; // drm only
bool allowBlending; // drm only
GamescopeAppTextureColorspace colorspace;

View file

@ -1938,7 +1938,6 @@ void MouseCursor::paint(steamcompmgr_win_t *window, steamcompmgr_win_t *fit, str
layer->zpos = g_zposCursor; // cursor, on top of both bottom layers
layer->applyColorMgmt = false;
layer->allowBlending = g_ColorMgmt.pending.enabled;
layer->tex = m_texture;
layer->fbid = BIsNested() ? 0 : m_texture->fbid();
@ -2175,7 +2174,6 @@ paint_window(steamcompmgr_win_t *w, steamcompmgr_win_t *scaleW, struct FrameInfo
layer->blackBorder = flags & PaintWindowFlag::DrawBorders;
layer->applyColorMgmt = g_ColorMgmt.pending.enabled;
layer->allowBlending = g_ColorMgmt.pending.enabled;
layer->zpos = g_zposBase;
if ( w != scaleW )
@ -2675,7 +2673,6 @@ paint_all(bool async)
baseLayer->tex = vulkan_get_last_output_image( false, false );
baseLayer->fbid = baseLayer->tex->fbid();
baseLayer->applyColorMgmt = false;
baseLayer->allowBlending = false;
baseLayer->filter = GamescopeUpscaleFilter::NEAREST;
baseLayer->colorspace = g_bOutputHDREnabled ? GAMESCOPE_APP_TEXTURE_COLORSPACE_HDR10_PQ : GAMESCOPE_APP_TEXTURE_COLORSPACE_SRGB;
@ -2701,7 +2698,6 @@ paint_all(bool async)
overlayLayer->tex = vulkan_get_last_output_image( true, bDefer );
overlayLayer->fbid = overlayLayer->tex->fbid();
overlayLayer->applyColorMgmt = g_ColorMgmt.pending.enabled;
overlayLayer->allowBlending = g_ColorMgmt.pending.enabled;
overlayLayer->filter = GamescopeUpscaleFilter::NEAREST;
// Partial composition stuff has the same colorspace.