| Commit message (Collapse) | Author | Age | Files | Lines |
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* fix fp16 blur with invalidation
* restore tonemap code
* fix fade outs
* add sdr compat for unaware surfaces
* use a better work space, not linear, only for sdr
* fix hl tf -> wp tf
* cache workbuffer descriptions
* linear not normalised WIP
* clear offload fb
* CM math
* fix includes
* use precalculated cm for shadows
* inner glow cm
* quad cm
* fix unmodified copy
* codegen
* cache color CM
* mark blur dirty when CM/DS changes
* avoid icc workbuffer
* fp16 blur finish hack
* fix output hdr luminances
* use srgb for mirroring/sharing with fp16
* defaults people
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Co-authored-by: Vaxry <vaxry@vaxry.net>
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Makes scroll handle fullscreen by itself, allowing for fs scrolls.
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ref https://github.com/hyprwm/Hyprland/discussions/14224
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* xdg-foreign-v2: validate toplevel surfaces correctly before exporting or parenting
* xdg-foreign-v2: Keep invalid imported objects alive
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Adds a new lua config manager, which will automatically be used if there is a lua config present.
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ref #14105
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Part 8 of Ujin's refactors.
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use the hyprgraphics helpers instead.
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(#13996)
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ptr could expire
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Part 7 of ujin's refactors
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Co-authored-by: Vaxry <vaxry@vaxry.net>
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* render: add EGL error details to dmabuf query failures
* linux-dmabuf: tighten plane modifier checks and feedback safety
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Massively refactors the config infrastructure, sorely
needed and will be req'd for the lua stuff
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Hopefully for the last time in a while. Also a lot easier to add in new
static types with the recheck done in window map instead of the rule.
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errors (#13706)
* protocols: send image-copy-capture stopped instead of destroy
Fixes a protocol error where the resource was destroyed instead of
sending stopped() to the client.
* protocols: don't send protocol errors in image-copy-capture for server errors
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creation
Move monitor signal listener registration inside the existing null guard, and validate output resource and monitor in onGetLockSurface.
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Part 1 of the renderer refactors
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Adds an ICC profile pipeline, loading via config and applying via 3D LUTs.
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this could've been used to exec additional commands with hyprpm
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Refactors the old HookSystem into a typed event bus with clear
separation,
discovery and types.
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Implements the new screencopy protocols
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Rewrites layouts to be much smaller, and deal with much less annoying
BS. Improves the overall architecture, unifies handling of pseudotiling,
and various other improvements.
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(#13315)
ref https://github.com/hyprwm/Hyprland/discussions/13301
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we cant unlock all states on empty commits, at best tryProcess them.
for example if a state is locked and waiting for a fence to become readable,
and another commit comes in we cant unlock it until the fence has actually signaled.
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* move commit timing fields to surface state
* fix toTimespec init
* update sendQueued api
* update onPresented api
* set zero copy flag
* send clock id
* move presented calcs inside condition
* use only CLOCK_MONOTONIC for commit/presentation timings
* fix setSetTimestamp
* do not wait for commit timing while tearing
* proto config
* fix config defaults
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* LOGM: clang-tidy fix
* fix fifo state and scheduling
* disable fifo_pending_workaround by default
* fix tearing
* fix "empty" commit skipping
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add missing move constructor and operator, a lot of churn was done on
always copying CHLBufferReference, also add a self copy check.
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* fix commit timing timer
* fix surface state lock/unlock
* debug state sync todos
* debug solitary vrr
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(#12992)
* shader: split CM rgba/rgbx into discard ones
make it branchless if we have no discards.
* shader: ensure we dont stall on vbo uv buffer
if we render a new texture before the previous was done gpu wise its
going to stall until done, call glBufferData to orphan the data.
this allows the driver to return a new memory block immediately
if the GPU is still reading from the previous one
* protocols: ensure we reset GL_PACK_ALIGNMENT
reset GL_PACK_ALIGNMENT back to the default initial value of 4
* shader: use unsigned short in VAO
loose a tiny bit of precision but gain massive bandwidth reductions.
use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV
for uint16_t in customUv.
* shader: interleave vertex buffers
use std::array for fullverts, use a single interleaved buffer for
position and uv, should in theory improve cache locality. and also remove
the need to have two buffers around.
* shader: revert precision drop
we need the float precision because we might have 1.01 or similiar
floats entering CM shader maths, and rounding/clamping those means the
maths turns out wrong. so revert back to float, sadly higher bandwidth
usage.
* update doColorManagement api
* convert primaries to XYZ on cpu
* remove unused primaries uniform
---------
Co-authored-by: UjinT34 <ujint34@mail.ru>
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* fix image description info events
* always send some target primaries
* set edid values as target primaries and luminances
* init monitor image description
* set default luminances for tf
* fix BT1886 luminances
* fix mastering values and overrides
* set maxCLL & maxFALL
* typo
* add FALL & CLL to preferred HDR image description
* fix ref luminances
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conversions (#12879)
* format: add internal formats for drm formats
cross referenced with weston and added internal formats and types for a
lot of missing ones. also added a isFormatYUV helper.
* framebuffer: ensure we use right internalformat
ensure we use the right internal format to avoid internal driver
blitting, also since we only attach the GL_STENCIL_ATTACHMENT we might
just aswell only use the GL_STENCIL_INDEX8 to not confuse drivers that
we want a depth aswell.
* texture: use external on yuv or non linear mods
using external makes us use the gpu's internal detiler.
and this is makes intel a lot happier then having to format convert it
to a linear format internally.
* shaders: add external support to CM frag
add external support to CM frag, and correct ext.frag typo.
* formats: remove duplicates and fix a typo in cm.frag
remove duplicate formats and a typo in cm.frag
* formats: add swizzle logic to all formats
add swizzle logic from weston for all formats and use it in shm texture
paths.
* format: more format changes
use monitor drm format instead of forcing something different.
* shader: remove external from cm.frag
drivers want this resolved at compiletime cant use both
samplerExternalOES and sampler2d and then runtime branch it.
* screencopy: swizzle textures in screencopy
swizzle textures in screencopy, to get the right colors when copying.
* screencopy: restore old behaviour
try restore old behaviour before the gles3 format changes.
glReadPixels had the wrong format, so i went to far trying to mitigate
it. should be like before now.
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