Commit graph

1704 commits

Author SHA1 Message Date
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
38e5b553fd vklayer: added HdrMetadata printing 2023-05-12 12:11:19 -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
47e40afc6c ci: Add benchmark as a dependency 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
f0a821e2c6 build: Enable -ffast-math
Saves ~0.4ms in total in our color mgmt LUT calculations.

We don't deal with floats + NaNs/INFs anywhere in our codebase.
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
acef4c24ed layer: Enable KHR_present_wait driconf in the layer 2023-05-05 20:30:06 +01:00
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
95368ea7ef protocol: Add presentation-time xml + build 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