Stephan Lachnit
946c75d14a
steamcompmgr: fix typo
2023-07-21 08:22:38 +02:00
Joshua Ashton
2dd8236c22
rendervulkan: Use native gamut wideness by default
2023-07-10 01:23:57 +01:00
Joshua Ashton
feb4451a20
steamcompmgr: Disable force composite when we would partial
2023-07-09 20:03:35 +01:00
Joshua Ashton
3712ecdb3d
steamcompmgr: Disable partial composition (for now until some critera are met)
2023-07-09 20:02:20 +01:00
Joshua Ashton
98335c8709
drm: Use 10-bit partial composite formats if possible
2023-07-09 20:02:20 +01:00
Joshua Ashton
1bc1e724dd
main: Fix CI
2023-07-09 20:02:20 +01:00
Joshua Ashton
5e99ecb46b
rendervulkan: Seamless full -> deferred composition switch
2023-07-09 20:02:20 +01:00
Joshua Ashton
31eefd41a0
rendervulkan: Move reset for commandbuffer to main thread for partial composition
2023-07-09 20:02:20 +01:00
Joshua Ashton
70626628f9
rendervulkan: Pick right first partial composite image
2023-07-09 20:02:20 +01:00
Joshua Ashton
6a6df4ea95
rendervulkan: Use same memory backing for partial and complete composition
...
Despite different formats, alias the memory backing to save space.
2023-07-09 20:02:20 +01:00
Joshua Ashton
bc3c4bc275
steamcompmgr, rendervulkan: Implement deferred partial composition
...
Use partial composition for overlays when we have too many layers.
2023-07-09 20:02:20 +01:00
Joshua Ashton
d5aec88630
drm: Fallback displayColorimetry for broken EDIDs
...
May fix : #864
2023-07-09 19:23:23 +01:00
Joshua Ashton
183792e2ec
drm: Free blob in fail path
2023-07-09 19:02:25 +01:00
Michal Pawlowski
1b9b736257
steamcompmgr: Fix enabling VRR from commandline
...
The --adaptive-sync flag is not used during vrr atom update
so it's value get's overwritten with 0 thus disabling the VRR
in the process.
2023-06-29 14:45:30 +01:00
Joshua Ashton
9b70b3b9e3
drm: Handle not having CRTC 3D LUT/Shaper
2023-06-23 04:32:02 +01:00
Joshua Ashton
789cfc9057
main, steamcompmgr: Add support for --headless
...
No window system, vr, drm, etc required.
Can be used to stream headlessly with Pipewire or screenshots, etc.
Can also just be used as a utility to run applications that need a GUI
or window envrionment despite just being an installer or something.
2023-06-16 17:51:24 +01:00
Fabian Arndt
7a1fe2def3
Added option to set upscaler filter
...
- Removed options to set filters explicitly (-n, -U, -Y)
- Changed scaler option from -s to -S
- Reordered usage slightly
2023-06-14 11:37:10 +01:00
Fabian Arndt
a7c60be193
Added option to set upscale scaler
...
Removed option to explicitly force integer scaler
2023-06-14 11:37:10 +01:00
Joshua Ashton
8866c02dc7
vr_session: Add vrsession_set_dashboard_visible
2023-06-06 22:58:38 +01:00
Joshua Ashton
98a0aab039
steamcompmgr, rendervulkan: Only capture baseplanes in screenshots
...
Also avoid performing color mgmt on screenshots (outside of HDR screenshot fallbacks)
2023-06-06 03:12:18 +01:00
Joshua Ashton
20ee2b5468
rendervulkan: Fix half-texel offset for blits
2023-06-06 02:08:08 +01:00
Joshua Ashton
f2d11727be
rendervulkan: Fix RGB blits using incorrect colorspace
2023-06-06 02:08:08 +01:00
Joshua Ashton
70c2e68d3d
rendervulkan: Mark screenshot textures as storage compatible
2023-06-06 01:58:15 +01:00
FlightlessMango
33fb485e7a
mangoapp: report output size to mangoapp
...
This way mangoapp knows what resolution gamescope is running and can
adjust accordingly. This should resolve issues on various handhelds
where `--force-orientation left` caused incorrect rendering of mangoapp
2023-05-29 10:59:36 +01:00
Joshua Ashton
f673ddffd1
pipewire: Only create up to 8 buffers
...
This is how many we have to allocate.
Thanks to @Starsam80 for catching this
2023-05-28 19:39:07 +01:00
Joshua Ashton
05361b1f39
drm: Don't update internal screen orientation if we don't have one
...
Fixes : #889
2023-05-28 17:40:41 +01:00
Joshua Ashton
9282a715a1
wlserver: Disable trackpad on external screen by default
...
This was just an experiment of mine.
This does fix the rotation thing though.
2023-05-27 17:35:17 +01:00
Joshua Ashton
e8b60578b5
wlserver, drm: Make touchscreen function as trackpad when using external screen
2023-05-27 17:31:53 +01:00
Joshua Ashton
56f4263b3a
drm, wlserver: Always use internal screen rotation for touchscreen orientation
...
Lets you use Deck screen as touchpad type thing when docked.
2023-05-27 16:40:05 +01:00
Joshua Ashton
2f3029f5e0
rendervulkan: Fix screenshots since moving to 10-bit.
...
This dispatch was incorrect subgroup wise. IDK how this code ever worked.
2023-05-27 16:33:32 +01:00
Joshua Ashton
847da568df
steamcompmgr: Remake output images on res change
...
This got lost in the format stuff.
Closes : #883
2023-05-27 16:06:43 +01:00
Joshua Ashton
29710fb2ec
vr_session: Support for trackpad scrolling
2023-05-26 17:06:44 +01:00
Jeremy Selan
baea00fb15
[color_helpers]: cleanup tonemapping support
2023-05-25 13:16:08 -07:00
Joe Dight
73ce5a440a
Fallback to regular-priority queue when vkCreateDevice fails
2023-05-23 14:38:16 +02:00
Joshua Ashton
56a799827d
steamcompmgr: Fix FSR getting enabled accidentally
...
Fixes : #874
2023-05-19 00:25:10 +00:00
Joshua Ashton
b4ff0f62fa
drm, steamcompmgr: Implement edid patching for HDR for debugging
2023-05-18 22:46:18 +00:00
Joshua Ashton
bddf6fd79e
steamcompmgr: Disable EETF tonemapping by default
...
Hurts games that do stuff right.
2023-05-18 22:06:33 +00:00
Joshua Ashton
58a2912e11
steamcompmgr: Rename atom to GAMESCOPE_COLOR_MANAGEMENT_CHANGING_HINT
2023-05-17 00:32:43 +00:00
Joshua Ashton
a40549caa6
steamcompmgr: Add GAMESCOPE_COLOR_SLIDER_IN_USE
2023-05-17 00:27:51 +00:00
Joshua Ashton
bd96c4ce5d
Revert "rendervulkan: Don't use 10-bit format for VR session"
...
I fixed this in the next release of SteamVR.
1010102 formats are now supported on Linux + SteamVR.
This reverts commit 6586d5e009
.
2023-05-16 17:33:51 +00:00
Joshua Ashton
6586d5e009
rendervulkan: Don't use 10-bit format for VR session
...
OpenVR has a fit and displays it all whacky mode.
Come back to this later potentially.
2023-05-16 01:50:58 +00:00
Hans-Kristian Arntzen
61121e206b
Pass through duplicate commits if there are feedbacks.
...
Mutter and Weston behavior allows getting presentation feedbacks
for duplicate commits. This also allows gamescope to do the same.
2023-05-16 02:41:52 +01:00
Hans-Kristian Arntzen
072e31d007
Ensure forward progress on frame callback.
...
If the BUFFER flag is not set in a commit, it means
the buffer is inherited on the surface.
As this is equivalent to a commit with same buffer,
ensure forward progress is made on frame callbacks.
This behavior also matches Mutter and Weston based on tests.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2023-05-16 02:41:52 +01:00
Hans-Kristian Arntzen
a8ffc64f40
Ensure that duplicated commits have forward progress.
...
If the same buffer is attached in subsequent commits,
ensure frame callback is pumped.
This matches Mutter and Weston behavior based on tests.
2023-05-16 02:41:52 +01:00
Hans-Kristian Arntzen
72056a98b5
Send presentation after handling commits on XDG.
2023-05-16 02:41:52 +01:00
Hans-Kristian Arntzen
abd04f793e
Don't send frame callback before we have actually committed.
...
This avoids a problem where frame callback is reported before we have
actually committed to display a surface. This could lead to skipping
where application commits a new surface before the current surface will
be queued up for display. This breaks FIFO rules in e.g. Vulkan.
A scenario where this matters is when GPU is rendering slower than
refresh rate.
Also avoids a problem where the commit queue can grow large since
frame callbacks will be pumped faster than the GPU is able to process
the frames.
At least Mutter behavior is similar here, so I think this is the correct
interpretation.
Also fixes KHR_present_wait in Xwayland. Xwayland uses frame callback to
signal PRESENT_COMPLETE and this fixes that.
2023-05-16 02:41:52 +01:00
Joshua Ashton
f6d9ef465d
drm, rendervulkan: Pick a 10-bit format for composite buffer
...
1. Many game engines automatically render to 10-bit formats such as UE4 which means
that when we have to composite, we can keep the same HW dithering that we would get if
we just scanned them out directly.
2. When compositing HDR content as a fallback when we undock, it avoids introducing
a bunch of horrible banding when going to G2.2 curve.
It ensures that we can dither that.
2023-05-15 23:48:24 +00:00
Joshua Ashton
8bb7272a04
rendervulkan: Expose some more formats
2023-05-15 22:44:28 +00:00
Jeremy Selan
6531d9cdf9
color_helpers: added default tonemapping for PQ->G22
2023-05-12 16:09:25 -07:00
Jeremy Selan
941b22f68f
color_helpers: refactored eetf2390 tonemapping
2023-05-11 10:32:05 -07:00
Jeremy Selan
156660c72b
color_helpers: added eetf_2390 tonemapping operator (currently unused)
2023-05-10 17:32:25 -07:00
Jeremy Selan
3534657de6
heatmap: fix typo
2023-05-10 17:32:25 -07:00
Joshua Ashton
b778e53036
wlserver: Set seat keyboard on keyboard focus
...
Ensures we have keymap sent by wlroots when we send modifiers for the keyboard in notify_enter
2023-05-10 17:02:04 +00:00
Joshua Ashton
345ffef031
main: Fix output initialization for OpenVR
...
Regressed from the present queue stuff
2023-05-09 23:45:06 +00:00
Jeremy Selan
3e2e84422f
fix lut1d header definition
2023-05-09 16:26:37 -07:00
Jeremy Selan
f1ba09a0b0
dont assume shapers are analytically invertible (uses LUT inverse)
2023-05-09 16:23:11 -07:00
Joshua Ashton
c78294f2e5
main: Don't create SDL Vulkan surface if in a VRSession
...
Fixes a regression from the present queue stuff.
2023-05-09 23:15:23 +00:00
Jeremy Selan
19cac186e1
color_helper: actually store 1d luts in planar form to allow simpler inversion
2023-05-09 12:46:32 -07:00
Joshua Ashton
eec7f08c37
steamcompmgr: Add --framerate-limit
2023-05-09 18:12:28 +00:00
Jeremy Selan
db95bc30b1
color-helpers: all lut computation is in float; quantization is separate step
2023-05-09 10:50:25 -07:00
Joshua Ashton
1e1f5da6c3
build: Add glm dep to color microbench
2023-05-09 16:20:56 +00:00
Joshua Ashton
8597dff537
color_helpers: Encode source color EOTF edges once per-edge rather than per-element
2023-05-09 16:20:56 +00:00
Joshua Ashton
50237d4f11
color_bench: Add color mgmt microbenchmark
2023-05-09 16:20:56 +00:00
Joshua Ashton
f9e47a612f
color_helpers, steamcompmgr: Avoid allocation of LUTs every time we re-setup color mgmt
2023-05-09 16:20:56 +00:00
Joshua Ashton
36c120901a
steamcompmgr: Profile all of update_color_mgmt and not just calcColorTransform
2023-05-09 16:20:56 +00:00
Joshua Ashton
e0afde05fa
color_helpers: Apply shaper per-element of nested loop
...
Saves ~0.2ms
2023-05-09 16:20:56 +00:00
Joshua Ashton
171bfe9439
color_helpers: Inline some functions
...
Saves ~0.35ms
2023-05-09 16:20:56 +00:00
Joshua Ashton
eacb55f8fc
steamcompmgr: Color management microbenchmark
2023-05-09 16:20:56 +00:00
Joshua Ashton
9bac374ff7
color_helpers: Use rintf instead of roundf
...
Saves ~0.2ms
2023-05-09 16:20:56 +00:00
Joshua Ashton
580f9e05cb
color_helpers: Optimize pq_to_nits + nits_to_pq
...
Make these take in vector types, saves ~0.4ms
2023-05-09 16:20:56 +00:00
Joshua Ashton
799869e3c7
steamcompmgr: Always send frame callback for any current surface (not just main)
...
Fixes a stall with the WSI Layer in the Granite latency test
2023-05-05 20:30:06 +01:00
Joshua Ashton
dd7df68143
wlserver, steamcompmgr: Initial presentation time implementation
2023-05-05 20:30:06 +01:00
Joshua Ashton
23caed78f7
steamcompmgr: Move send_done to just before latest latch time
...
Makes more sense instead of sending done after we commit for page flip, otherwise the cadence can be slightly too ahead.
(Accounts for the bubble of time after latch -> commit being included in the time when we want to submit)
This also ensures that in the case where QueuePresent can stall on Wayland WSI (ew, gross!) that that stall will be finished before the next acquire.
2023-05-05 20:30:06 +01:00
Victoria Brekenfeld
ce95b0e81f
vulkan: Check if selected queue can be used
...
This is essentially a fix for src/rendervulkan.cpp:3075 (before this commit).
Instead of first selecting a queue and later failing, if the selected
queue can't be used for presenting, this patch considers the fact, *when*
selecting a queue.
As a result quite a bit of code had to be re-ordered to make sure the
surface already exists, when selecting the queue.
2023-05-05 18:07:30 +01:00
Joshua Ashton
1716555313
main: Expose sdr-gamut-wideness and hdr-sdr-content-nits as launch args
2023-04-30 01:59:05 +01:00
Jeremy Selan
279eb5e38c
fix build breakage
2023-04-28 19:24:25 -07:00
Jeremy Selan
b25da0adae
[color_helpers]: initial implementation of COLOR_LOOK atoms
2023-04-28 16:53:26 -07:00
Joshie
7f00114bd4
drm: Reset BLEND_TF + BLEND_LUT
2023-04-28 18:48:53 +01:00
Oliver Chang
5af321724c
Avoid out of bounds accesses in drm.cpp
...
On certain configurations the EDID retrieval and parsing seems to fail,
leading to create_patched_edid accessing out of bounds indexes on a zero
length vector.
2023-04-27 16:42:30 +01:00
Dlanis
e805c9c05d
Replace tabs with spaces in help
2023-04-24 19:54:56 +01:00
Joshie
50477dc028
sdlwindow: Gate SDL_GetWindowSizeInPixels behind version check
2023-04-24 19:21:21 +01:00
Jan Beich
d5440c6fca
drm: drop unused Linux-only header after a90e359fc4
...
src/drm.cpp:4:10: fatal error: 'linux/limits.h' file not found
#include <linux/limits.h>
^~~~~~~~~~~~~~~~
2023-04-23 19:09:04 +01:00
Joshua Ashton
5ffd51b391
steamcompmgr: Ensure members of steamcompmgr_win_t get initialized
...
Supercedes: #851
2023-04-23 17:33:26 +01:00
Joshua Ashton
7ef68ce050
main, steamcompmgr, shaders: Handle lack of LUTs + add debug for disabling color mgmt
2023-04-23 17:09:40 +01:00
Joshua Ashton
8608821414
drm: Fix drm_supports_color_mgmt checks
2023-04-23 16:53:25 +01:00
Joshua Ashton
50925d9a11
shaders: Fix RCAS colorspace
...
Closes : #850
2023-04-22 02:46:29 +01:00
Jeremy Selan
64ae944203
updated heatmap_hard appearance
2023-04-21 11:46:43 -07:00
Jeremy Selan
c6d3ac7c05
added Hard heatmap mode
...
also fixed the heatmap atom parsing
2023-04-20 18:20:58 -07:00
Joshua Ashton
4acf360cc8
drm: Disable BLEND_TF + REGAMMA_TF if single plane
...
BLEND_TF with de-pq currently introduces very slight banding on bright highlights of PQ content (eg. sun in Ori and the Will of the Wisps)
As a workaround, let's disable BLEND_TF + REGAMMA_TF if we are doing single plane.
Disabling un-necessary blocks is probably a good thing in the long run anyway for multiple reasons.
2023-04-21 01:44:06 +01:00
Joshua Ashton
ff3e3b188c
drm: Add some chicken bits for color pipeline
2023-04-21 00:06:58 +01:00
Joshua Ashton
7e37ab2ff6
color_helpers: Remove spaceship operator usage
...
Isn't liked on clang, simply do == and != =default.
2023-04-20 23:03:17 +01:00
Joshua Ashton
1a7fcf892e
docs: Add Steam Deck Display Pipeline graph
2023-04-20 23:03:17 +01:00
Joshua Ashton
57482080e7
steamcompmgr: Track needed XFlush across all change properties events
...
Then flush at the end of each frame if we need to do an XFlush
2023-04-20 23:03:17 +01:00
Joshua Ashton
c83a36cdaa
steamcompmgr: Expose HDR metadata by feedback atom
...
Also do more robust flushing for any feedback atoms, which should fix some wonkiness.
2023-04-20 23:03:17 +01:00
Jeremy Selan
cfcea1433e
steamcompmgr, color_helpers: Added atoms for color gains
...
GAMESCOPE_HDR_INPUT_GAIN
GAMESCOPE_SDR_INPUT_GAIN
2023-04-20 23:03:17 +01:00
Jeremy Selan
378cfa5b7b
properly map g22 -> g22 luminance when forceHDR is enabled
2023-04-20 23:03:17 +01:00
Joshua Ashton
06f00661ac
rendervulkan: Fix HDR blur intensity
...
I really need to change setTextureSrgb true == linear. It's so damn confusing!
2023-04-20 23:03:17 +01:00
Joshua Ashton
2da271d515
shaders: Fix horizontal blur output colorspace
2023-04-20 23:03:17 +01:00
Joshua Ashton
092fccf9a6
rendervulkan: Fix race when updating LUTs
2023-04-20 23:03:17 +01:00
Joshua Ashton
2ad6b0320c
shader: Get blur stuff working with HDR and color mgmt
2023-04-20 23:03:17 +01:00
Joshua Ashton
fcc7b7aea3
shaders, rendervulkan: Hook up FSR for HDR
2023-04-20 23:03:17 +01:00
Joshua Ashton
1dd05cf14b
shaders: Fix scRGBEncodingToPQ
...
nitsToPq vs pqToNits, oops! Was passing some insane values here. :-)
2023-04-20 23:03:17 +01:00
Joshua Ashton
e9127576d7
steamcompmgr: Fix crash on override LUT
2023-04-20 23:03:17 +01:00
Joshua Ashton
aaaff2cb16
shaders: Tetrahedral 3D LUT implementation
2023-04-20 23:03:17 +01:00
Joshua Ashton
e806d790f0
drm, steamcompmgr: Don't apply color mgmt twice if compositing
2023-04-20 23:03:17 +01:00
Joshua Ashton
0c980fbb0e
color, shaders: Use color mgmt LUT path in shader compute path
2023-04-20 23:03:17 +01:00
Joshua Ashton
c6e232ea8c
color_helpers: Clean up EOTF definition
2023-04-20 23:03:17 +01:00
Joshua Ashton
4f9319401b
drm: Fix scRGB handling
2023-04-20 23:03:17 +01:00
Joshua Ashton
975c5f4de5
drm: Always use scale_tf
2023-04-20 23:03:17 +01:00
Joshua Ashton
a90e359fc4
drm, steamcompmgr: Initial EDID patching stuff
...
Initially, patch out rotations atm. We want to do more here and fix up other blocks eventually though.
2023-04-20 23:03:17 +01:00
Jeremy Selan
11bb9f03b9
steamcompmgr: Fix bug where internaldisplaybrightness was not updating when the atom was set
2023-04-20 23:03:17 +01:00
Joshua Ashton
5af08640a7
steamcompmgr: Fix HDR feedback only updating on mode change
2023-04-20 23:03:17 +01:00
Jeremy Selan
359817db3a
steamcompmgr: Minor ITM changes
2023-04-20 23:03:17 +01:00
Jeremy Selan
977e06f721
steamcompmgr: Delete GAMESCOPE_DISPLAY_HDR_FORCE_WIDE_GAMMUT_FOR_SDR
2023-04-20 23:03:17 +01:00
Jeremy Selan
5815dc3fb4
steamcompmgr: GAMESCOPE_SDR_ON_HDR_CONTENT_BRIGHTNESS atom should be float, not int
2023-04-20 23:03:17 +01:00
Jeremy Selan
482cc2c874
steamcompmgr: Renamed GAMESCOPE_HDR_SDR_CONTENT_BRIGHTNESS -> GAMESCOPE_SDR_ON_HDR_CONTENT_BRIGHTNESS
2023-04-20 23:03:17 +01:00
Joshua Ashton
b529bba53a
steamcompmgr: Add GAMESCOPE_COLOR_APP_WANTS_HDR_FEEDBACK
...
Tell Steam whether this app is wanting HDR or not.
(Whether it's submitting HDR buffers)
2023-04-20 23:03:17 +01:00
Jeremy Selan
77095cb553
color_helpers: Refined sdr gamut generation on wide gamut displays
2023-04-20 23:03:17 +01:00
Jeremy Selan
4b4f85f4d1
drm: Added envvar to override internal display colorimetry
...
GAMESCOPE_INTERNAL_COLORIMETRY_OVERRIDE
2023-04-20 23:03:17 +01:00
Jeremy Selan
60fb2711e1
drm: Additional edid logging
2023-04-20 23:03:17 +01:00
Jeremy Selan
a8a660f7d0
color_helpers, drm: separated eotf from the colorimetry definition
2023-04-20 23:03:17 +01:00
Jeremy Selan
48bd08be88
color_helpers: fix brightness mapping for sdr -> sdr
2023-04-20 23:03:17 +01:00
Joshua Ashton
54486ac5de
drm: Fix disabling HDR on an external HDR display since new color toys
2023-04-20 23:03:17 +01:00
Jeremy Selan
c6ce0599f3
color_helpers: Alternate (preferred) check for c++ 2020
2023-04-20 23:03:17 +01:00
Jeremy Selan
039c3228aa
steamcompmgr: Use proper EOTF enums for the 3dlut overrides
2023-04-20 23:03:17 +01:00
Joshua Ashton
005bec4495
steamcompmgr: Use index 0 for lut overrides
...
No more linear now.
2023-04-20 23:03:17 +01:00
Joshua Ashton
38d2f04ba9
steamcompmgr: Fix lut3d output override check
2023-04-20 23:03:17 +01:00
Joshua Ashton
e810317e95
steamcompmgr, drm: Add support for disjoint content and output encoding colorspaces
2023-04-20 23:03:17 +01:00
Joshua Ashton
88f91ab68f
color_helpers: Fix undefined EOTF for result
2023-04-20 23:03:17 +01:00
Joshua Ashton
c3feda285b
color_helpers: Don't lerp EOTF
2023-04-20 23:03:17 +01:00
Joshua Ashton
be27c87627
color_helpers: Fix EOTF of displaycolorimetry_widegamutgeneric_gamma22
2023-04-20 23:03:17 +01:00
Joshua Ashton
ef7642faae
drm: Don't use DEGAMMA_TF + SHAPER_TF when we don't need scaling
...
Introduces weird banding artifacts rn, ugh.
2023-04-20 23:03:17 +01:00
Joshua Ashton
8a39621d3a
drm: Hook up BLEND_TF and stuff for proper space for degamma
2023-04-20 23:03:17 +01:00
Jeremy Selan
2e42bbfa08
color_helpers: WIP on making calcColorTransform PQ aware
2023-04-20 23:03:17 +01:00
Joshua Ashton
90de845cfc
steamcompmgr: Fix setting lut override multiple times
2023-04-20 23:03:17 +01:00
Joshua Ashton
15014f401e
drm: Fix override LUTs
2023-04-20 23:03:17 +01:00
Joshua Ashton
fc1c9900e1
color_helpers: Fix scaling SDR content, bodge for PQ + 3D LUT for now
2023-04-20 23:03:17 +01:00
Joshua Ashton
a5d00f436c
drm, steamcompmgr: Move color mgmt state out of DRM
...
Want to use this in composite too
2023-04-20 23:03:17 +01:00
Joshua Ashton
a980d912aa
drm, color_helpers: Initial support for mixed HDR + SDR planes on both external HDR and fallback SDR when undocked
2023-04-20 23:03:17 +01:00
Joshua Ashton
0f323d63d7
color_helpers: Add pq EOTF math
2023-04-20 23:03:17 +01:00
Joshua Ashton
faee3be9de
drm: Move to per-plane 3D LUT + Shaper
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Need to do some cleanup here and version checks before merging.
2023-04-20 23:03:17 +01:00
Jeremy Selan
ef41d9f672
color_helpers: Update color math
2023-04-20 23:03:17 +01:00
Jeremy Selan
5ce316fa57
subprojects: Added glm dependency
2023-04-20 23:03:17 +01:00
Joshua Ashton
dc60eba246
color, drm: Initial work on new color mgmt system
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Deprecates all other color properties for new color mgmt system using 3D LUTs
2023-04-20 23:03:17 +01:00
Benjamin Cheng
1310315c95
sdlwindow: set icon_surface to nullptr after free
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Prevents a double free that might occur if icon_surface is not allocated
in the conditional following the free.
2023-04-07 09:41:00 +02:00
Benjamin Cheng
7d255f1dba
sdlwindow: fix HiDPI handling
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SDL_GetWindowSize() gives width and height in screen coordinates which
should be used for scaling mouse movements. The output size we should be
rendering should be in pixels which is given by
SDL_GetWindowSizeInPixels().
Fixes #796 .
2023-04-07 06:03:50 +02:00
Joshua Ashton
5d9ecd462e
drm: Fix issue on kernels without VALVE1_ HDR extensions
2023-03-22 01:21:23 +00:00
Joshua Ashton
f891e3dc4c
drm: Add g_bForceDisableTransferFunctions debug switch
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Can quickly toggle in GDB for debugging AMDGPU display out
2023-03-19 00:20:41 +00:00
Joshua Ashton
9b5f5f907c
shaders: Make blur conditional more obvious
2023-03-18 15:12:29 +00:00
Joshua Ashton
30937177fa
rendervulkan: Fix blur with HDR content
2023-03-18 15:11:45 +00:00