Pierre-Loup A. Griffais
405f18b08d
sdlwindow: add alternate refresh rate option when out-of-focus.
2020-09-15 14:57:11 -07:00
Pierre-Loup A. Griffais
fd7a81547a
vblankmanager: obey nested refresh rate if set
2020-09-15 14:46:12 -07:00
Pierre-Loup A. Griffais
afccf2a4d1
steamcompmgr: still affect LD_PRELOAD if we strip everything from it
...
In cases where LD_PRELOAD only contained things we wanted to strip, we
weren't actually setting the result and stripping nothing.
2020-09-14 23:57:56 -07:00
Pierre-Loup A. Griffais
cdfe50d53b
steamcompmgr: unset ENABLE_VKBASALT for subcommands
...
We only want gamescope's outermost swapchain to get hooked, similar as the
Steam overlay.
2020-09-14 13:13:30 -07:00
Pierre-Loup A. Griffais
0619998a49
rendervulkan: fall back to compute+graphics if compute-only can't be found
...
Should let people run against Intel and other non-AMD Mesa GPUs.
Also force compute+graphics if vkBasalt is enabled, as it won't support
compute-only rings. Also always composite if vkBasalt is enabled, so it
applies always in embedded.
2020-09-13 15:10:23 -07:00
Pierre-Loup A. Griffais
ebdd156df6
steamcompmgr: gracefully exit stats thread if exists.
2020-09-13 00:34:36 -07:00
Pierre-Loup A. Griffais
bff790eccb
steamcompmgr: gracefully exit imageWaitThread and steamcompmgr loop.
2020-09-13 00:31:52 -07:00
Pierre-Loup A. Griffais
d7a85b00d9
sdlwindow: mimic window shown.
2020-09-13 00:19:02 -07:00
Simon Ser
0a5ecb45a9
Remove hack checking the window size
...
We now properly detect system tray icons, no need for this hack anymore.
2020-09-12 22:26:48 -07:00
Simon Ser
08e8b048e9
Add support for the system tray protocol
...
Blacklist system tray icons when deciding which window should have
focus.
Closes: https://github.com/Plagman/gamescope/issues/80
2020-09-12 22:26:48 -07:00
Joshua Ashton
9af5c3f254
Cleanup vblankmanager
...
Keep everything on the same timescale.
Avoid using floats here when we can just use integer maths.
Add demarcations.
Misc. cleanup.
2020-09-12 22:26:31 -07:00
Joshua Ashton
bb9d0cdf8f
Use nanoseconds for vblank timing
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Avoids locking on-vblank
STL's clock's accuracy can be funky also.
2020-09-12 22:26:31 -07:00
Joshua Ashton
325445a061
Add nano sleep helper functions
2020-09-12 22:26:31 -07:00
Joshua Ashton
50a508ae74
Encode vblank time in client message
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Eliminates the atomic hack here
2020-09-12 22:26:31 -07:00
Joshua Ashton
d49c95569b
Add get_time_in_nanos to header
2020-09-12 22:26:31 -07:00
Joshua Ashton
56442322cf
Move nLayerCount and bSwapLayers to spec constants
...
Eliminates these comparisons being done from the constant buffer.
2020-09-02 20:43:40 -07:00
Joshua Ashton
b247f9f164
Move layer info to CompositeData_t struct
...
Have a nice struct for us to copy into the constant buffer
once we eliminate nLayerCount and nSwapChannels.
2020-09-02 20:43:40 -07:00
Joshua Ashton
d9920c9087
Add to-do note for frame submission time
2020-09-02 20:41:38 -07:00
Joshua Ashton
62b0a46cf3
Add demarcations to large time values
...
Increases readability
2020-09-02 20:41:38 -07:00
Joshua Ashton
1b8ff8a512
Base get_time_in_milliseconds off get_time_in_nanos
...
Avoids NTP drift and ensures time is uniformly monotonic.
No need to implement differently, this will overflow every 500-ish years.
2020-09-02 20:41:38 -07:00
Joshua Ashton
c57eb1bf28
Use MONOTONIC_RAW clock for vblank timing
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``gettimeofday`` is expensive and suffers from NTP drift which means
we could miss vblank on time updates.
2020-09-02 20:41:38 -07:00
Oschowa
5954361cc3
Add an option to start in fullscreen if nested
2020-09-02 23:59:52 +02:00
Simon Ser
f268c17fb1
Setup an X IO error handler
...
The default erro handler calls exit(), which doesn't work well when
multiple threads are involved.
Closes: https://github.com/Plagman/gamescope/issues/46
2020-09-02 12:44:57 -07:00
Oschowa
9d6b37ee22
steamcompmgr: don't use 'd' suffix on float constant.
...
Fixes clang build error.
2020-09-02 11:15:02 -07:00
Oschowa
1ecb8d3b46
rendervulkan: don't mix designated and non-designated initializers
2020-09-02 11:15:02 -07:00
Pierre-Loup A. Griffais
e1d4937310
Different method of bumping priority.
...
Calling nice() in the very beginning ensures that Mesa worker threads in
gamescope and Xwayland can properly reduce their priority without us stomping
it later.
Move away from posix_spawn, since there's no easy way (that seems to work)
to keep priority normal for the spawned process and get the right behaviour
for gamescope and Xwayland.
The intermediate fork() lets us simplify the logic for LD_PRELOAD rewriting.
2020-09-02 11:06:30 -07:00
Simon Ser
f70308a36f
Exit with status 1 on error
2020-09-02 11:45:29 +02:00
Pierre-Loup A. Griffais
60ecb0f1f8
steamcompmgr: also set thread priorities for ourselves and Xwayland.
...
Avoid setting it for our children processes, by spawning them in a new
thread group and setting group-wide priority, which also conveniently
gets Xwayland.
2020-09-02 00:27:18 -07:00
Pierre-Loup A. Griffais
79d85ed532
steamcompmgr: better error handling for Vulkan device create failure.
...
alarm!!!
2020-09-01 23:29:49 -07:00
Pierre-Loup A. Griffais
22f20882b9
rendervulkan: use realtime priority async compute if CAP_SYS_NICE is set.
...
Fixes: https://github.com/Plagman/gamescope/issues/20 .
2020-09-01 23:25:53 -07:00
Pierre-Loup A. Griffais
79cb130dcc
sdlwindow: put all the SDL I/O code in the same spot.
2020-09-01 23:00:06 -07:00
Pierre-Loup A. Griffais
81b8e8c33c
steamcompmgr: ignore vblank messages if we get them too late.
2020-09-01 22:59:44 -07:00
Pierre-Loup A. Griffais
b196cd063b
steamcompmgr: show which window we're pushing commit waits for.
2020-09-01 18:03:09 -07:00
Pierre-Loup A. Griffais
8854cd8bd6
steamcompmgr: add 100ms timeout for commit wait thread.
...
poll() inexplicably blocks forever for some commits right now, this helps
a bit while we understand why.
2020-09-01 17:51:11 -07:00
Pierre-Loup A. Griffais
9f183ae76c
drm: add gpuvis error spew when failing a legacy flip.
2020-09-01 16:16:45 -07:00
Pierre-Loup A. Griffais
11dd8014ad
main: set R600_DEBUG=nodcc ourselves if we have a sub-command.
...
We know it's strictly better than not having it in the current state,
so might as well, if we know it'll apply to clients as well.
2020-09-01 16:01:20 -07:00
Simon Ser
aac57e7c75
Hold client buffers till KMS stops using them
2020-09-01 12:36:35 -07:00
Simon Ser
31a0713455
Copy commit queue in check_new_wayland_res
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This will allow us to call wlr_buffer_lock/unlock in import_commit without
causing a deadlock.
2020-09-01 12:36:35 -07:00
Simon Ser
d88cfec0c2
Add wlr_buffer to commit queue
...
This lets us keep the buffers for pending commits locked.
2020-09-01 12:36:35 -07:00
Simon Ser
c2d9b23d08
Hold buffers till steamcompmgr processes them
2020-09-01 12:36:35 -07:00
Pierre-Loup A. Griffais
2a98d2b85a
wlserver: use gamescope-N wayland display name.
...
Letting wayland use the default makes random things connect to us, which we
don't want.
Fixes https://github.com/Plagman/gamescope/issues/96 .
Related to the va-api problem, but most likely not the only fix:
https://github.com/Plagman/gamescope/issues/23
2020-09-01 11:52:55 -07:00
Simon Ser
d36a11d39f
Remove whitespace at the end of rendervulkan.cpp
2020-08-31 19:23:45 +02:00
Simon Ser
9a78452a41
Read window title
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Prefer _NET_WM_NAME since it's UTF-8. Fallback to WM_NAME if the client
doesn't support it.
Closes: https://github.com/Plagman/gamescope/issues/89
2020-08-31 14:59:51 +02:00
Simon Ser
5076ec1586
Fix buffer overflow when reading WM_NAME
...
XTextProperty doesn't guarantee the string will be null-terminated.
2020-08-31 14:33:25 +02:00
Simon Ser
6eb108d3bc
Extract client message event handling in function
...
No logic changes, just shuffling code around.
2020-08-31 13:53:41 +02:00
Simon Ser
0a1bf2e81f
Extract PropertyNotify event handling in function
...
No logic changes, just shuffling code around for better readability.
2020-08-31 13:48:21 +02:00
Simon Ser
3096c1e9cf
Fix alloc-dealloc-mismatch in vecNewEnviron
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==2654441==ERROR: AddressSanitizer: alloc-dealloc-mismatch (operator new [] vs operator delete) on 0x6020000c0330
#0 0x7f264e95e009 in operator delete(void*, unsigned long) /build/gcc/src/gcc/libsanitizer/asan/asan_new_delete.cpp:172
#1 0x5645ddfcef1e in steamcompmgr_main(int, char**) ../src/steamcompmgr.cpp:2602
Running Steam on arch rolling 64-bit
#2 0x5645de0020e6 in steamCompMgrThreadRun() ../src/main.cpp:126
#3 0x5645de001a2f in void std::__invoke_impl<void, void (*)()>(std::__invoke_other, void (*&&)()) /usr/include/c++/10.2.0/bits/invoke.h:60
#4 0x5645de001899 in std::__invoke_result<void (*)()>::type std::__invoke<void (*)()>(void (*&&)()) /usr/include/c++/10.2.0/bits/invoke.h:95
#5 0x5645de001757 in void std:🧵 :_Invoker<std::tuple<void (*)()> >::_M_invoke<0ul>(std::_Index_tuple<0ul>) /usr/include/c++/10.2.0/thread:264
#6 0x5645de00161a in std:🧵 :_Invoker<std::tuple<void (*)()> >::operator()() /usr/include/c++/10.2.0/thread:271
#7 0x5645de000d98 in std:🧵 :_State_impl<std:🧵 :_Invoker<std::tuple<void (*)()> > >::_M_run() /usr/include/c++/10.2.0/thread:215
STEAM_RUNTIME is enabled automatically
#8 0x7f264e143c23 in execute_native_thread_routine /build/gcc/src/gcc/libstdc++-v3/src/c++11/thread.cc:80
#9 0x7f264d58b3e8 in start_thread (/usr/lib/libpthread.so.0+0x93e8)
#10 0x7f264d4b9292 in __GI___clone (/usr/lib/libc.so.6+0x100292)
Fixes: 4a5cd5d2bd
("steamcompmgr: disable Steam overlay for sub-command")
2020-08-31 12:18:47 +02:00
Pierre-Loup A. Griffais
6dd7f60540
Switch commit waiting over to polling the DMA-BUF fd.
...
Remove the implicit sync Vulkan fence hack, it took us 0.2ms of GPU time
to prepare the 1x1 copy to wait on.
2020-08-30 13:26:46 -07:00
Pierre-Loup A. Griffais
165946fad9
rendervulkan: fix typo and some easy validation errors.
...
Needs more correctness around layout transitions still.
2020-08-29 21:44:47 -07:00
Pierre-Loup A. Griffais
df38bea747
Implement screenshot support.
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Mostly in rendervulkan. Super+S or SIGUSR2.
2020-08-29 21:33:14 -07:00