Commit Graph

23 Commits

Author SHA1 Message Date
Geoffrey McRae
2f36aaff5c [client] egl: prepare for DXGI HDR10 support 2023-10-27 01:03:22 +11:00
Geoffrey McRae
78df2073ff [client] egl: make it possible to configure HDR to SDR mapping 2023-10-20 15:26:27 +11:00
Geoffrey McRae
ad43969c1a [client] egl: add support to map HDR to SDR 2023-04-26 16:26:54 +10:00
Geoffrey McRae
b4b4a37b2b [client] egl: switch to using GL_TEXTURE_EXTERNAL_OES for DMABUF
According to Erik @ NVidia the open source NVidia driver will not
create a EGLImage from a DMABUF if the target is not
GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture
from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a
global search & replace on fragment shaders as needed to remain
compatible, replacing `sampler2D` with `samplerExternalOES`.

Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
2023-03-09 09:20:01 +11:00
Geoffrey McRae
91b0cba145 [client] egl: switch from mediump to highp
This fixes a rounding issue on certain hardware (NVidia) which actually
implement mediump as half precision (16-bit) float. It's safe to assume
`highp` is available as if the GPU does not support it, then the shader
compiler will try to find a lower precision that is supported by the GPU
2023-03-05 14:10:21 +11:00
Geoffrey McRae
b0568ca404 [client] egl: use a sigmoid curve for nv 2022-01-26 23:03:35 +11:00
Geoffrey McRae
8167ef2c4a [client] egl: make use of glsl's textureSize function 2021-11-12 07:41:59 +11:00
Quantum
543c97987b [client] egl: remove needless precision quantifiers
We simply use precision mediump float; for everything. We don't actually
need highp anyways, and we don't use it for stuff like CAS or FSR.
2021-08-11 20:47:46 +10:00
Geoffrey McRae
dc0b3a8d45 [client] egl: rework post process filters and add AMD FXR 2021-08-10 13:46:48 +10:00
Quantum
9b1d03fcfe [client] egl: implement #include for shaders with awk 2021-08-09 22:04:07 +10:00
Geoffrey McRae
6882e5c59f [client] egl: provide the texture scale to the desktop shader
If the texture has a post-processing filter that has scaled the texture,
the desktop fragment shader needs to know this if it's doing linear
scaling.
2021-08-09 18:22:28 +10:00
Geoffrey McRae
86d6b67337 [client] egl: rework egl to accomodate post-processing filtering 2021-08-09 14:08:10 +10:00
Quantum
f9977332a6 [client] egl: convert desktop to use desktop_rects 2021-08-03 21:37:31 +10:00
Quantum
0512c88ea8 [client] egl: make scale algorithms toggleable
The $escape+S keybinding now cycles through the available scale algorithms.
This allows the user to switch between algorithms if the automatic detection
turns out to be problematic.

The algorithms are renumbered so that 0 can be LG_SCALE_AUTO.
2021-02-22 17:25:06 +11:00
Quantum
ba6f26393f [client] egl: add framework for multiple scaling algorithms
This commit fixes the issues with the meaning of useNearest being flipped
by removing the variable and use enumerations.

We define an enumeration EGL_DesktopScaleType to express the type of scaling
needed to be performed: no scaling, upscaling, or downscaling. This is
updated when either the frame size or the viewport size changes.
Previously, we only updated the useNearest when the frame size changes.

The desktop shader can now support an enumeration of scaling algorithms,
although only nearest and linear are currently implemented.

Like before, nearest is used when not scaling or upscaling, and linear is
used when downscaling.
2021-02-21 14:20:41 +11:00
Quantum
8559b354ae [client] egl: always render desktop texture as opaque
We ask for 32-bit colour buffer when creating the EGL context. On Wayland,
this sometimes give contexts with alpha channels, resulting in unwanted
transparency. So we clear the alpha channel in the desktop shader.

We also switch to using constant alpha for blending the splash, which
avoids more alpha issues.
2021-02-21 10:31:48 +11:00
Geoffrey McRae
733bbf5153 [client] app: rename up,right,down,left rotation to 0,90,180,270 2021-01-19 02:53:47 +11:00
Geoffrey McRae
72c86d7125 [client] all: add screen rotation support win:rotate
Currently only supports EGL, if there is enough demand for OpenGL
support this can be added later.

Closes #231
2021-01-15 12:42:16 +11:00
Geoffrey McRae
dd7e0ea8c6 [client] egl: added colorblind support (egl:cbMode=0/1/2/3)
Based on http://www.daltonize.org/search/label/Daltonize

0 = Off
1 = Protanope
2 = Deuteranope
3 = Tritanope
2020-11-09 07:08:15 +11:00
Geoffrey McRae
ba50fbdc3e [client] egl: implement pixel perfect upscaling 2019-04-19 11:23:51 +10:00
Geoffrey McRae
1fbba5cf2d [client] egl: make nightvision enhance luminosity before gain 2019-03-31 00:08:52 +11:00
Geoffrey McRae
c4001c727a [client] egl: added new super+N binding to increase image gain
This feture is to allow the use of the key combination <super>+N to
increase the brightness of the screen when using monitors with poor
backlighting. Can help in some games.

N = Night vision
2019-03-29 00:15:14 +11:00
Geoffrey McRae
3e021f3a6b [client] use cmake to generate renderers/fonts/clipboards headers/code
This is in preperation of cmake options to enable/disable various
functionallity.
2019-03-28 19:56:14 +11:00