Cameron Gutman
232ff0b3c6
Revert "Remove opt-out of blocking swap buffers logic for KMSDRM"
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This significantly hurts performance on slower GPUs by preventing
the pipelining required when frametimes exceed the video frame
interval.
This reverts commit c26e437f40 .
2025-12-30 15:39:47 -06:00
Cameron Gutman
c26e437f40
Remove opt-out of blocking swap buffers logic for KMSDRM
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We don't set SDL_HINT_VIDEO_DOUBLE_BUFFER since b1c77ff .
2025-12-29 16:51:03 -06:00
Cameron Gutman
e89f63b8fb
Skip unnecessary glClear() on X11
2025-12-29 16:50:15 -06:00
Cameron Gutman
3e5aa9b127
Simplify EGLImageFactory and remove caching logic for now
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The platforms that would most benefit (embedded V4L2 decoders)
either don't use frame pooling or don't synchronize with
modified DMA-BUFs unless eglCreateImage() is called each time.
2025-12-28 17:54:31 -06:00
Cameron Gutman
c5b7a9c679
Optimize EGLRenderer with overlay VAOs and reduced GL_BLEND usage
2025-12-28 13:14:16 -06:00
Cameron Gutman
f1451a0db3
Fix UB due to missing shader attribute location binding
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Mesa drivers seem to generally bind attributes in order, but the
proprietary PowerVR driver (pvr) doesn't and renders incorrectly
as a result.
2025-12-27 23:56:17 -06:00
Cameron Gutman
8a5f34fb01
Remove logic to force the OpenGL ES library to load
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This isn't necessary now that we turn on EGL everywhere,
and it breaks OpenGL ES 2.0 support too.
2025-12-27 23:11:53 -06:00
Cameron Gutman
d1f43ca258
Use ESSL 1.0 for EGLRenderer shaders
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We still ostensibly support GLES 2.0 GPUs.
2025-12-27 22:56:20 -06:00
Cameron Gutman
3425fec33d
Use EGL+GLES workaround for Nvidia X11
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We can avoid disabling EGL entirely by forcing Qt to use GLES,
which is not impacted by the black window issue. This lets us
simplify back to EGL everywhere.
2025-12-14 16:21:32 -06:00
Cameron Gutman
54163e30d0
Disable EGL on Nvidia XWayland environments too
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It renders a black window, just like native X11.
2025-12-11 20:13:14 -06:00
Cameron Gutman
9c6d2bab19
Use EGL_VENDOR instead of NV-CONTROL for Nvidia detection
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The latter will still match on a hybrid system when the iGPU's EGL
implementation is in use. This scenario works properly with EGL
rendering in Qt and SDL, so we want to allow that.
2025-12-06 11:20:03 -06:00
Cameron Gutman
1c24aada0a
Never use X11 EGL on Nvidia proprietary drivers
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Fixes #1751
2025-12-05 23:10:31 -06:00
Cameron Gutman
8324f61db0
Reduce per-frame GL calls in EGLRenderer
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Uniforms are attached to the program object, so they don't need to
be set each time we swap between the YUV shader and the overlay
shader.
Since 0 overlays is by far the most common case and > 1 is highly
unlikely, move the glViewport() call into renderOverlay() to let
us skip it in the common case (and be no worse than today in the
2nd most common case of 1 overlay).
2025-11-06 17:52:30 -06:00
Cameron Gutman
7f7cc89e61
Switch EGLRenderer to the shared functions for CSC matrix generation and chroma co-siting
2025-11-05 22:27:31 -06:00
Cameron Gutman
fd70865026
Avoid retrying renderer init if we know the error was not transient
2025-02-18 19:02:12 -06:00
Cameron Gutman
351aaa6759
Add an enum type for each renderer
2025-02-18 18:58:04 -06:00
Cameron Gutman
dd2a99a96b
Prepare for SDL3 support
2025-01-25 16:20:20 -06:00
Cameron Gutman
96fb6ee5e9
Share SDL's EGL display with EGLRenderer
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Fixes #1396
2024-09-12 22:37:25 -05:00
Cameron Gutman
e76780e105
Add a new prepareToRender() callback for renders to perform their initial window clears
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This consolidates all the clearing that was strewn across the codebase.
2024-06-25 23:12:18 -05:00
Cameron Gutman
2a05b890d8
Enable transparent resizing and display changes for supported renderers
2023-12-17 21:15:40 -06:00
Cameron Gutman
481f23b6e9
Remove some dependencies on fixed window and frame sizes
2023-12-17 20:39:26 -06:00
Cameron Gutman
aac5ad3fd0
Add a libplacebo-based Vulkan renderer for HDR and Vulkan video decoding support
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Vulkan H.264/HEVC video decoding isn't supported with Fedora's Mesa binaries due to
patent issues, so only the VAAPI/DRM-PRIME import path was tested locally with ANV.
HDR video is getting tonemapped to my SDR monitor reasonably, so HDR output probably
works with GameScope but I haven't confirmed yet.
See #1117
2023-12-12 23:54:23 -06:00
Cameron Gutman
7e4fddbe62
Only block EGL rendering on Pi 4 and earlier
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Hopefully Pi 5 is powerful enough to at least render 1080p 60 FPS.
2023-10-08 16:16:33 -05:00
Casey Korver
ea06ec0133
Correct spelling mistakes found with Codespell
2023-07-09 13:21:18 -05:00
Cameron Gutman
68c6d6c932
Attempt to fix build with SDL 2.26 on systems with old GL headers
2022-11-21 20:32:10 -06:00
Cameron Gutman
5970ca49e9
Don't use swap interval on Wayland
2022-11-12 15:45:54 -06:00
Cameron Gutman
17848c097c
Don't switch between GLX and EGL if EGL worked
2022-10-16 22:57:08 -05:00
Cameron Gutman
99885f5b4b
Centralize colorspace and color range handling
2022-09-24 12:28:23 -05:00
Cameron Gutman
d39a29759c
Don't draw with test-only renderers
2022-08-21 18:38:09 -05:00
Cameron Gutman
aa7d5fa924
Don't use swap interval 1 by default on Wayland systems
2022-08-14 13:09:31 -05:00
Cameron Gutman
be2f4433db
Avoid hardcoding VIDEO_FORMAT_H265_MAIN10 for HDR/10-bit color
2022-06-26 16:22:05 -05:00
Cameron Gutman
f8a6012c3a
Improve overlay format handling
2022-05-28 22:48:23 -05:00
Cameron Gutman
f99f1f6441
Disable EGL renderer on RPi due to very poor performance
2022-05-23 23:05:07 -05:00
Cameron Gutman
8aa42ff1d9
Reset the EGL renderer when specialization fails
2022-05-17 17:10:40 -05:00
Cameron Gutman
0f5d4aa72f
Enhance EGLRenderer's waitForRender() implementation
2022-04-10 20:20:44 -05:00
Cameron Gutman
d8dbe77427
Tiny EGL code cleanup
2022-04-10 19:35:29 -05:00
Cameron Gutman
e3a7b54f90
Use EGL fences to reduce video latency
2022-04-08 19:28:22 -05:00
Cameron Gutman
474591c6a5
Use a separate callback to indicate EOS instead of renderFrame()
2022-04-07 21:30:20 -05:00
Cameron Gutman
940ae6406b
Add helper functions to perform NDC transformations
2022-04-05 00:50:04 -05:00
Cameron Gutman
2fc1dda232
Partially revert e64b15d and b85d5b8
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These changes cause excessive window recreation using the Flatpak on Nvidia with Wayland
2022-03-19 14:50:38 -05:00
Cameron Gutman
3fcf31d009
Improve robustness of EGL retry logic for 10-bit color
2022-01-29 01:12:38 -06:00
Cameron Gutman
e64b15d2a7
Rework how we deal with window re-creation for EGLRenderer
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Previously we opted to just lie to SDL and tell it that the current
GL context is actually GLES 3.0 when it wasn't. This meant that
we avoided our window being recreated for GLES usage on Wayland
and KMSDRM, but that meant our 10-bit color change didn't apply
either. I suspect this hackery is what led EGLRenderer to get
stuck in a state where SDL_CreateRenderer() always failed.
Now SDL will recreate our window once to configure a compatible GL
API for our renderer. If that fails, we'll move on to a different
renderer (which may recreate the window again).
2022-01-27 21:49:03 -06:00
Cameron Gutman
2416618b34
Don't require 2 bits of alpha for 10-bit color
2022-01-26 18:55:56 -06:00
Cameron Gutman
b85d5b8822
Enable P010 surface export from VAAPI to EGL
2022-01-23 18:33:30 -06:00
Cameron Gutman
dd941154d6
Fix EGL renderer overlay rendering with SDL_ttf 2.0.18
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Fixes #721
2022-01-20 18:02:44 -06:00
Cameron Gutman
1193943228
Re-add comment on color_range comparison
2021-11-19 00:56:46 -06:00
Cameron Gutman
2959faca0c
Fix colorspace transitions in EGLRenderer
2021-11-19 00:54:59 -06:00
Cameron Gutman
43e3679297
Revert "Disable the EGL render thread on Wayland"
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This reverts commit dcc567ebda .
2021-11-15 21:33:28 -06:00
Cameron Gutman
dcc567ebda
Disable the EGL render thread on Wayland
2021-07-31 17:24:18 -05:00
Cameron Gutman
8159e07427
Ensure our GL context is always current
2021-07-28 20:31:22 -05:00