| 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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Adds a new lua config manager, which will automatically be used if there is a lua config present.
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* opengl: explicitly set stencil mask
set stencil mask to 0xFF to allow writes, when done set it back to 0x00
to become readonly, avoids potential mishaps. also at the end set the
stencil op to GL_KEEP and it will certainly be read only until next time
its changed.
* opengl: use modern glClearBufferfv over glClear
use more modern glClearBufferfv instead, and also clear the entire
buffer if a clearpass has been added but no renderdamage exist.
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Improves the overlay's rendering:
- GPU accelerated
- supports gradients
- wraps
- cleaner code a bit
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Part 8 of Ujin's refactors.
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moves to notification/, and adds a new style manager getter.
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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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Or plugins can't build.
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Guard all m_blurFB dereferences against null. The blur framebuffer is reset during monitor disconnect but layer surface snapshots use a simple render path that skips framebuffer allocation.
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Part 1 of the renderer refactors
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Part 0 of renderer reworks.
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use sessions instead of pending frames
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Adds an ICC profile pipeline, loading via config and applying via 3D LUTs.
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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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add debug:gl_debugging so we can disable gl debugging entirerly,
both glGetError and enabling EGL_KHR_debug has its cost, we still have
EXT_create_context_robustness and glGetGraphicsResetStatus that should
catch context loss, and is generally cheap to call it only checks a flag
set.
glGetError might cause a implicit flush to get any pending calls sent to
the gpu.
however to get EGL_KHR_debug back enabled we now require a restart of
the compositor after changing debug:gl_debugging
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EGL_CONTEXT_RELEASE_BEHAVIOR_KHR determines what happends with implicit
flushes when context changes, on multigpu scenario we change context
frequently when blitting content. while we still rely on explicit sync
fences, the flush is destroying driver optimisations.
setting it to EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR essentially mean
just swap context and continue processing on the next context.
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* opengl: allow texture filter to be changed
* format
* correct filter
* Moved from OpenGL.hpp to Texture.hpp
* Shortened names
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* shader variant features
* getSurfaceShader variant with feats
* split surface shaders by features
* cleanup old shaders
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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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* shader: begin the shader refactor
make SShader a class and rename it to CShader, move createprogram,
compileshader, logshadererror to CShader.
* shader: move uniform creation to CShader
move uniform creation to CShader, reduces tons of duplicated effort,
however forcing uniform names to be same in all shaders.
* shader: move to array based frag handling
use an array with an enum so it gets easier dealing with multiple
shaders, move creating program to a for loop and array, reduces line of
code a lot.
* shader: use shared ptr for frags
with smart pointers we can now rename useProgram to useShader and return
the shader directly, means only place we have to decide the shader frag
is when calling useShader. easier for future shader splitting to reduce
branching.
* shader: move unneded public members to private
move structs and uniforms to private add a get/set for initialtime
and add a getUniformLocation to make the code tell what its doing,
instead of direct array getting when all we wanted to get was its value,
also limits the setting of uniformLocations to the createProgram as it should
be.
* shader: fix style nits
set first enum member to 0 , remove extra {}
* shader: dont show a failed notif on success
the logic got inverted in the refactor here.
* shader: split CM shader to rgba/rgbx variants
split shader to rgba/rgbx variants, use bool, and reduce branching.
* shader: split up blurprepare CM and non CM
split up blurprepare, remove skipcm, move gain to gain.glsl.
remove ternary operator and reduce branching by using step() and mix()
use vec3 for gain, make brightness a cheap mulitplication with max.
* shader: split up border to CM/noncm variants
splitup border shader to CM/noncm variant, move common used things to
border.glsl , there is room for optimisations here but its a complex
shader im putting it for future PR.
* shader: touchup blurfinish
make brightness a cheap multiplication instead of branching.
mod is redundant, fract in hash already returns a value in [0.0, 1.0]
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possible (#12848)
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ref #12666
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* fix named primaries
* default to gamma22
* mark mastering primaries as supported
* remove xx-cm and frog support
* immutable primaries and image descriptions
* clang-format
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fixes #12412
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