Summary: | Some HDR scRGB games are broken in fullscreen | ||
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Product: | [Plasma] kwin | Reporter: | Amine Hassane <bugs.kde.org> |
Component: | compositing | Assignee: | KWin default assignee <kwin-bugs-null> |
Status: | REOPENED --- | ||
Severity: | normal | CC: | nate, xaver.hugl |
Priority: | NOR | ||
Version: | 6.2.91 | ||
Target Milestone: | --- | ||
Platform: | Arch Linux | ||
OS: | Linux | ||
Latest Commit: | https://invent.kde.org/plasma/kwin/-/commit/888deff8c65dd46bf6df9d00fb8022bc1779f793 | Version Fixed In: | 6.3.0 |
Sentry Crash Report: |
Description
Amine Hassane
2025-01-24 19:10:42 UTC
A possibly relevant merge request was started @ https://invent.kde.org/plasma/kwin/-/merge_requests/7058 That fixes the bug. Thanks! Git commit 62196bf736feb6814661dd8154fa1b46c48eb2db by Xaver Hugl. Committed on 25/01/2025 at 02:01. Pushed by zamundaaa into branch 'master'. backends/drm: don't use LUTs for scaling anything outside of the [0; 1] range They clamp input and output values to that range, so they're not usable for that purpose. M +3 -0 src/backends/drm/drm_colorop.cpp https://invent.kde.org/plasma/kwin/-/commit/62196bf736feb6814661dd8154fa1b46c48eb2db A possibly relevant merge request was started @ https://invent.kde.org/plasma/kwin/-/merge_requests/7060 Git commit 888deff8c65dd46bf6df9d00fb8022bc1779f793 by Xaver Hugl. Committed on 25/01/2025 at 12:50. Pushed by zamundaaa into branch 'Plasma/6.3'. backends/drm: don't use LUTs for scaling anything outside of the [0; 1] range They clamp input and output values to that range, so they're not usable for that purpose. (cherry picked from commit 62196bf736feb6814661dd8154fa1b46c48eb2db) Co-authored-by: Xaver Hugl <xaver.hugl@gmail.com> M +3 -0 src/backends/drm/drm_colorop.cpp https://invent.kde.org/plasma/kwin/-/commit/888deff8c65dd46bf6df9d00fb8022bc1779f793 I guess it's a different bug but that second MR fixes the overly bright look of scRGB games. I wasn't experiencing it before because I using a patch to restore the pass through behavior of 6.2. Git commit fb695ba708fa0d2f96118a548d59ee6805620743 by Xaver Hugl. Committed on 25/01/2025 at 12:58. Pushed by zamundaaa into branch 'master'. wayland/frog color management: use a reference luminance of 203 nits for scRGB 80 nits is correct, but Windows doesn't do correct, and with the frog protocol we know we're getting the image from a game using Windows scRGB. 203 nits is what we use for PQ, so this will ensure that PQ and scRGB modes in games look roughly the same. M +16 -1 src/wayland/frog_colormanagement_v1.cpp https://invent.kde.org/plasma/kwin/-/commit/fb695ba708fa0d2f96118a548d59ee6805620743 A possibly relevant merge request was started @ https://invent.kde.org/plasma/kwin/-/merge_requests/7062 Git commit 388436ea64c57106d9027f29354a445aa4f43c00 by Xaver Hugl. Committed on 26/01/2025 at 19:15. Pushed by zamundaaa into branch 'Plasma/6.3'. wayland/frog color management: use a reference luminance of 203 nits for scRGB 80 nits is correct, but Windows doesn't do correct, and with the frog protocol we know we're getting the image from a game using Windows scRGB. 203 nits is what we use for PQ, so this will ensure that PQ and scRGB modes in games look roughly the same. (cherry picked from commit fb695ba708fa0d2f96118a548d59ee6805620743) Co-authored-by: Xaver Hugl <xaver.hugl@gmail.com> M +16 -1 src/wayland/frog_colormanagement_v1.cpp https://invent.kde.org/plasma/kwin/-/commit/388436ea64c57106d9027f29354a445aa4f43c00 This issue has been reintroduced with https://invent.kde.org/plasma/kwin/-/commit/5453662f9cd4816e4b046beb0c7df5a676a3df7c, but only in two of the games I tested: AC Odyssey and Cyberpunk. It also also broke scanout in PQ apps. (In reply to Amine Hassane from comment #10) > It also also broke scanout in PQ apps. That was broken before, see bug 500019. I don't know how you even get direct scanout with scRGB at all, the same issue applies. (In reply to Zamundaaa from comment #11) > (In reply to Amine Hassane from comment #10) > > It also also broke scanout in PQ apps. > That was broken before, see bug 500019. I don't know how you even get direct > scanout with scRGB at all, the same issue applies. Sorry, please ignore the PQ scanout part, it only broke with the HDR passthrough patch. And I've never seen scanout working with scRGB. But I just retested the latest stock KWin 6.3 git and the scRGB HDR bug definitely still exists. |