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Pierre-Loup A. Griffais 4079d0c785 steamcompmgr: rework a couple of things to plan for decoupling paints
- Add a commit wait thread that just waits for the work associated with
   an in-bound dma-buff is done. We'd like to be getting a fence directly
   from Wayland, but in the absence of that we'll make our own by tapping
   into implicit-sync, DX11-style. gpuvis logging of the outcome of the
   waits in the thread are consistent with the end of GPU work.

 - Rework wayland commit handoff between wlserver and steamcompmgr to let
   steamcompmgr have full access to the commit queue, letting it remove
   elements in the middle and still keep going, compared to the previous
   interface. This lets steamcompmgr get one commit per window per loop,
   for now. We should be able to kick off waits and ref/unref resources
   for all pending commits soon, with some work on the accounting first.

This should also fix an issue introduced recently where the overlay
could get really starved in embedded mode, as we were just getting
the first commit in the queue for a single frame.
2020-01-23 00:52:17 -08:00
src steamcompmgr: rework a couple of things to plan for decoupling paints 2020-01-23 00:52:17 -08:00
subprojects DRM: multi-plane support via libliftoff. 2020-01-05 22:19:04 -08:00
.gitmodules DRM: multi-plane support via libliftoff. 2020-01-05 22:19:04 -08:00
LICENSE docs: add back license file 2020-01-01 15:30:38 +09:00
meson.build steamcompmgr.cpp: rise 2020-01-22 21:50:01 -08:00
README.md README: document shortcuts. 2020-01-20 02:10:36 -08:00

gamescope: the micro-compositor formerly known as steamcompmgr

In an embedded session usecase, gamescope does the same thing as steamcompmgr, but with less extra copies and latency:

  • It's getting game frames through Wayland by way of Xwayland, so there's no copy within X itself before it gets the frame.
  • It can use DRM/KMS to directly flip game frames to the screen, even when stretching or when notifications are up, removing another copy.
  • When it does need to composite with the GPU, it does so with async Vulkan compute, meaning you get to see your frame quick even if the game already has the GPU busy with the next frame.

It also runs on top of a regular desktop, the 'nested' usecase steamcompmgr didn't support.

  • Because the game is running in its own personal Xwayland sandbox desktop, it can't interfere with your desktop and your desktop can't interfere with it.
  • You can spoof a virtual screen with a desired resolution and refresh rate as the only thing the game sees, and control/resize the output as needed. This can be useful in exotic display configurations like ultrawide or multi-monitor setups that involve rotation.

It runs on Mesa+AMDGPU, and could be made to run on other Mesa/DRM drivers with minimal work. Can support NVIDIA if/when they support accelerated Xwayland.

If running RadeonSI clients, currently have to set R600_DEBUG=nodcc, or corruption will be observed until the stack picks up DRM modifiers support.

Keyboard shortcuts

Meta + F : Toggle fullscreen Meta + N : Toggle integer scaling

Examples

On any X11 or Wayland desktop running Mesa with commit 3746ee91, you can set the Steam launch arguments of your game as follows:

// Upscale a 720p game to 1080p with integer scaling
gamescope -w 1280 -h 720 -W 1920 -H 1080 -- %command%
// Limit a vsynced game to 30 FPS:
gamescope -r 30 -- %command%
// Run the game at 1080p, but scale output to a fullscreen 3440×1440 pillarboxed ultrawide window
gamescope -w 1920 -h 1080 -W 3440 -H 1440 -b -- %command%