ft (wip): big initial config
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@@ -0,0 +1,118 @@
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diff --git a/src/Utils/Process.cpp b/src/Utils/Process.cpp
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index f5191af..434d7f4 100644
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--- a/src/Utils/Process.cpp
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+++ b/src/Utils/Process.cpp
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@@ -423,9 +423,7 @@ namespace gamescope::Process
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void SetNice( int nNice )
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{
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#if defined(__linux__)
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- if ( !HasCapSysNice() )
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- return;
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-
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+ // Try regardless of CAP_SYS_NICE — succeeds if RLIMIT_NICE permits.
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errno = 0;
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int nOldNice = nice( 0 );
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if ( nOldNice != -1 || errno == 0 )
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@@ -494,9 +492,7 @@ namespace gamescope::Process
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bool SetRealtime()
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{
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#if defined(__linux__)
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- if ( !HasCapSysNice() )
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- return false;
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-
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+ // Try regardless of CAP_SYS_NICE — succeeds if RLIMIT_RTPRIO permits.
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g_oOldSchedulerInfo = SchedulerInfo::Get();
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if ( !g_oOldSchedulerInfo )
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return false;
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diff --git a/src/main.cpp b/src/main.cpp
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index 1397028..bffdbdc 100644
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--- a/src/main.cpp
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+++ b/src/main.cpp
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@@ -171,7 +171,7 @@ const char usage[] =
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" -h, --nested-height game height\n"
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" -r, --nested-refresh game refresh rate (frames per second)\n"
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" -m, --max-scale maximum scale factor\n"
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- " -S, --scaler upscaler type (auto, integer, fit, fill, stretch)\n"
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+ " -S, --scaler upscaler type (auto, integer, fit, fill, stretch, stretch_aspect)\n"
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" -F, --filter upscaler filter (linear, nearest, fsr, nis, pixel)\n"
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" fsr => AMD FidelityFX™ Super Resolution 1.0\n"
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" nis => NVIDIA Image Scaling v1.0.3\n"
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@@ -392,6 +392,8 @@ static enum GamescopeUpscaleScaler parse_upscaler_scaler(const char *str)
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return GamescopeUpscaleScaler::FILL;
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} else if (strcmp(str, "stretch") == 0) {
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return GamescopeUpscaleScaler::STRETCH;
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+ } else if (strcmp(str, "stretch_aspect") == 0) {
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+ return GamescopeUpscaleScaler::STRETCH_ASPECT;
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} else {
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fprintf( stderr, "gamescope: invalid value for --scaler\n" );
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exit(1);
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@@ -843,16 +845,12 @@ int main(int argc, char **argv)
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}
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}
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- if ( gamescope::Process::HasCapSysNice() )
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+ // Try elevating priority unconditionally; the calls succeed when either
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+ // CAP_SYS_NICE is set or RLIMIT_NICE/RTPRIO permit it (PAM loginLimits).
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+ gamescope::Process::SetNice( -20 );
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+ if ( g_bRt && !gamescope::Process::SetRealtime() && !gamescope::Process::HasCapSysNice() )
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{
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- gamescope::Process::SetNice( -20 );
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-
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- if ( g_bRt )
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- gamescope::Process::SetRealtime();
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- }
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- else
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- {
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- fprintf( stderr, "No CAP_SYS_NICE, falling back to regular-priority compute and threads.\nPerformance will be affected.\n" );
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+ fprintf( stderr, "Failed to set realtime scheduling. Need CAP_SYS_NICE or RLIMIT_RTPRIO > 0.\n" );
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}
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#if 0
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diff --git a/src/main.hpp b/src/main.hpp
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index 2e6fb83..89d6bc9 100644
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--- a/src/main.hpp
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+++ b/src/main.hpp
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@@ -54,6 +54,7 @@ enum class GamescopeUpscaleScaler : uint32_t
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FIT,
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FILL,
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STRETCH,
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+ STRETCH_ASPECT,
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};
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extern GamescopeUpscaleFilter g_upscaleFilter;
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diff --git a/src/steamcompmgr.cpp b/src/steamcompmgr.cpp
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index 0518950..2f5db9f 100644
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--- a/src/steamcompmgr.cpp
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+++ b/src/steamcompmgr.cpp
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@@ -1508,6 +1508,31 @@ window_is_fullscreen( steamcompmgr_win_t *w )
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void calc_scale_factor_scaler(float &out_scale_x, float &out_scale_y, float sourceWidth, float sourceHeight)
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{
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+ // Stretches source to a sub-rect of the output that matches the -W/-H aspect ratio,
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+ // pillar/letterboxing the rest. Useful for e.g. 4:3-stretched on a 21:9 panel.
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+ // Uses g_nPreferredOutput{Width,Height} (the user-supplied -W/-H, never mutated)
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+ // rather than g_nOutput{Width,Height} (which backends overwrite on resize/fullscreen).
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+ extern int g_nPreferredOutputWidth;
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+ extern int g_nPreferredOutputHeight;
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+ if (g_upscaleScaler == GamescopeUpscaleScaler::STRETCH_ASPECT
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+ && g_nPreferredOutputWidth > 0 && g_nPreferredOutputHeight > 0
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+ && currentOutputWidth > 0 && currentOutputHeight > 0)
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+ {
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+ float targetAspect = (float)g_nPreferredOutputWidth / (float)g_nPreferredOutputHeight;
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+ float currentAspect = (float)currentOutputWidth / (float)currentOutputHeight;
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+ float effW, effH;
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+ if (currentAspect > targetAspect) {
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+ effH = (float)currentOutputHeight;
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+ effW = effH * targetAspect;
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+ } else {
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+ effW = (float)currentOutputWidth;
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+ effH = effW / targetAspect;
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+ }
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+ out_scale_x = effW / sourceWidth;
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+ out_scale_y = effH / sourceHeight;
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+ return;
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+ }
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+
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float XOutputRatio = currentOutputWidth / (float)g_nNestedWidth;
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float YOutputRatio = currentOutputHeight / (float)g_nNestedHeight;
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float outputScaleRatio = std::min(XOutputRatio, YOutputRatio);
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