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convars, launch options: clean up descriptions and align HDR options #1523

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Sep 12, 2024
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4 changes: 2 additions & 2 deletions src/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -132,7 +132,7 @@ const struct option *gamescope_options = (struct option[]){
{ "sdr-gamut-wideness", required_argument, nullptr, 0 },
{ "hdr-enabled", no_argument, nullptr, 0 },
{ "hdr-sdr-content-nits", required_argument, nullptr, 0 },
{ "hdr-itm-enable", no_argument, nullptr, 0 },
{ "hdr-itm-enabled", no_argument, nullptr, 0 },
{ "hdr-itm-sdr-nits", required_argument, nullptr, 0 },
{ "hdr-itm-target-nits", required_argument, nullptr, 0 },
{ "hdr-debug-force-support", no_argument, nullptr, 0 },
Expand Down Expand Up @@ -194,7 +194,7 @@ const char usage[] =
" If this is not set, and there is a HDR client, it will be tonemapped SDR.\n"
" --sdr-gamut-wideness Set the 'wideness' of the gamut for SDR comment. 0 - 1.\n"
" --hdr-sdr-content-nits set the luminance of SDR content in nits. Default: 400 nits.\n"
" --hdr-itm-enable enable SDR->HDR inverse tone mapping. only works for SDR input.\n"
" --hdr-itm-enabled enable SDR->HDR inverse tone mapping. only works for SDR input.\n"
" --hdr-itm-sdr-nits set the luminance of SDR content in nits used as the input for the inverse tone mapping process.\n"
" Default: 100 nits, Max: 1000 nits\n"
" --hdr-itm-target-nits set the target luminace of the inverse tone mapping process.\n"
Expand Down
8 changes: 4 additions & 4 deletions src/steamcompmgr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -195,7 +195,7 @@ update_runtime_info();

gamescope::ConVar<bool> cv_adaptive_sync( "adaptive_sync", false, "Whether or not adaptive sync is enabled if available." );
gamescope::ConVar<bool> cv_adaptive_sync_ignore_overlay( "adaptive_sync_ignore_overlay", false, "Whether or not to ignore overlay planes for pushing commits with adaptive sync." );
gamescope::ConVar<int> cv_adaptive_sync_overlay_cycles( "adaptive_sync_overlay_cycles", 1, "" );
gamescope::ConVar<int> cv_adaptive_sync_overlay_cycles( "adaptive_sync_overlay_cycles", 1, "Number of vblank cycles to ignore overlay repaints before forcing a commit with adaptive sync." );

uint64_t g_SteamCompMgrLimitedAppRefreshCycle = 16'666'666;
uint64_t g_SteamCompMgrAppRefreshCycle = 16'666'666;
Expand Down Expand Up @@ -6345,7 +6345,7 @@ static TempUpscaleImage_t *GetTempUpscaleImage( uint32_t uWidth, uint32_t uHeigh
return &image;
}

gamescope::ConVar<bool> cv_surface_update_force_only_current_surface( "surface_update_force_only_current_surface", false );
gamescope::ConVar<bool> cv_surface_update_force_only_current_surface( "surface_update_force_only_current_surface", false, "Force updates to apply only to the current surface, ignoring commits for other surfaces." );

void update_wayland_res(CommitDoneList_t *doneCommits, steamcompmgr_win_t *w, ResListEntry_t& reslistentry)
{
Expand Down Expand Up @@ -7434,13 +7434,13 @@ steamcompmgr_main(int argc, char **argv)
g_FadeOutDuration = atoi(optarg);
} else if (strcmp(opt_name, "force-windows-fullscreen") == 0) {
bForceWindowsFullscreen = true;
} else if (strcmp(opt_name, "hdr-enabled") == 0) {
} else if (strcmp(opt_name, "hdr-enabled") == 0 || strcmp(opt_name, "hdr-enable") == 0) {
cv_hdr_enabled = true;
} else if (strcmp(opt_name, "hdr-debug-force-support") == 0) {
g_bForceHDRSupportDebug = true;
} else if (strcmp(opt_name, "hdr-debug-force-output") == 0) {
g_bForceHDR10OutputDebug = true;
} else if (strcmp(opt_name, "hdr-itm-enable") == 0) {
} else if (strcmp(opt_name, "hdr-itm-enabled") == 0 || strcmp(opt_name, "hdr-itm-enable") == 0) {
g_bHDRItmEnable = true;
} else if (strcmp(opt_name, "sdr-gamut-wideness") == 0) {
g_ColorMgmt.pending.sdrGamutWideness = atof(optarg);
Expand Down
2 changes: 1 addition & 1 deletion src/wlserver.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -123,7 +123,7 @@ std::vector<ResListEntry_t>& gamescope_xwayland_server_t::retrieve_commits()
return commits;
}

gamescope::ConVar<bool> cv_drm_debug_syncobj_force_wait_on_commit( "drm_debug_syncobj_force_wait_on_commit", false );
gamescope::ConVar<bool> cv_drm_debug_syncobj_force_wait_on_commit( "drm_debug_syncobj_force_wait_on_commit", false, "Force a wait on DRM sync objects before committing buffers" );

std::optional<ResListEntry_t> PrepareCommit( struct wlr_surface *surf, struct wlr_buffer *buf )
{
Expand Down
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