ChanServ changed the topic of #wayland to: https://wayland.freedesktop.org | Discussion about the Wayland protocol and its implementations, plus libinput | register your nick to speak
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<LaserEyess> emersion: https://github.com/mpv-player/mpv/pull/10265 will test with sway/weston when I get a chance to
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<emersion> LaserEyess: updated the wlroots impl
<LaserEyess> thanks, I'll try it out
<LaserEyess> btw is there some shortcut to trying out new protocols, like some way to export a custom LOOK_HERE_FOR_XML_FILES to wayland scanner?
<LaserEyess> or do I just need to patch my wayland-protocols too
<emersion> mkdir subprojects
<emersion> ln -s /path/to/wayland-protocols subprojects/wayland-protocols
<emersion> meson configure --force-fallback-for=wayland-protocols
<LaserEyess> ah, right, I need to do that for sway/wlroots too...
<LaserEyess> I was thinking mpv
<LaserEyess> ok, I'll figure it out
<emersion> same for mpv with this patch:
<LaserEyess> oh neat
<LaserEyess> thanks
<LaserEyess> emersion: final question: will this work with nesting sway? (I assume yes but just checking if testing the drm backend would be better)
<emersion> yep, that's how i tested
<emersion> the backend shouldn't matter for this patch
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<LaserEyess> emersion: hmm, I got this wlroots| subprojects/wlroots/protocol/meson.build:64:1: Exception: Sandbox violation: Tried to grab file xdg-shell.xml from a nested subproject.
<LaserEyess> am I not supposed to nest subprojects in meson?
<emersion> it's a meson issue, fixed in the latest release iirc
<LaserEyess> I'm on 0.62.2
<emersion> hmm
<LaserEyess> I could just be doing this wrong, I put a wayland-protocols subproject in both wlroots and sway
<LaserEyess> is it only supposed to be one?
<emersion> hm, yeah it's supposed to work…
<emersion> (it worked in an old version of meson, then got broken, then got fixed)
<LaserEyess> is this a symlink issue maybe?
<LaserEyess> hah, ok
<emersion> i don't know why, but it just works on my setup
<LaserEyess> I'll just copy then
<LaserEyess> no big deal
<emersion> that PR is said to be merged for 0.62.2 though
<emersion> so you should have it
<LaserEyess> pacman -Q meson
<LaserEyess> meson 0.62.2-1
<LaserEyess> ¯\_(ツ)_/¯
<LaserEyess> it still doesn't work, I guess I'm doing this the hard way...
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<emersion> yeah, install to a prefix I guess
<LaserEyess> nah I went with something even more jank
<LaserEyess> but
<LaserEyess> [ 945274.864] wl_registry@2.global(31, "wp_single_pixel_buffer_manager_v1", 1)
<LaserEyess> [ 945274.870] -> wl_registry@2.bind(31, "wp_single_pixel_buffer_manager_v1", 1, new id [unknown]@18)
<LaserEyess> it's working :)
<LaserEyess> emersion: seems I did something dumb and used floats in my implementation, when it's clearly an integer
<LaserEyess> but I'm a little confused about uint32_t, would these not be bounded between 0-255?
<danieldg> pixels aren't limited to 8 bits
<LaserEyess> oh, duh
<LaserEyess> ok so for opque black I want (0, 0, 0, INT32_MAX)
<LaserEyess> opaque
<danieldg> UINT32
<danieldg> that's half-opaque :)
<LaserEyess> right...
<LaserEyess> I was close
<LaserEyess> [3070589.990] -> wp_single_pixel_buffer_manager_v1@18.create_u32_rgba_buffer(new id wl_buffer@32, 0, 0, 0, 4294967295)
<LaserEyess> that looks really funny but at least it's right
<emersion> yeah, to go from a float in the 0..1 range to uint32_t, you'll need to multiply by 0xFFFFFFFF
<emersion> the motivation for one uint32_t per channel is precision
<LaserEyess> right, a good idea for high precision formats, I just wasn't thinking
<LaserEyess> fixed now
<emersion> 8 bits aren't enough for everybody, and something other than 32-bits would be more complicated to encode/decode
<emersion> nice :)
<LaserEyess> luckily mpv is even simpler than what you have to do for swaybg, it is always the same color
<danieldg> I suppose it's unlikely single-pixel would be used for things like float>1.0 HDR colors?
<emersion> we could add another request if that matters, but pekka said it was fine iirc
<LaserEyess> float > 1.0?
<LaserEyess> aren't HDR colors still 32bit?
<danieldg> I think that actually depends on the colorspace, which means I can easily have a wrong model
<LaserEyess> I'm not entirely sure myself, I thought 32bit floating point was enough to encode the entire bt.2020 range
<emersion> HDR color channels are generally not 32-bit, because that's just too much data for no real gain
<emersion> oh… maybe 16.16 fixed point is 32-bit?
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<emersion> eh, i don't remember, i'll just stop trying :P
<danieldg> I assumed ARGBF16* was for HDR
<emersion> yeah but that one is 16-bit right?
<danieldg> yes
<emersion> that's the one i remembered about
<danieldg> 16-bit floats, so it can do more detail in the dark
<LaserEyess> well, regardless of what is truth or not, I would be really surprised if 32bit didn't have enough precision
<LaserEyess> it is a lot more than 8bit after all
<danieldg> and also represent colors beyond the 'normal' white point
<danieldg> but I think you can change color spaces to move that white point and end up the same result in the end?
<danieldg> that's why I said I likely have a wrong model here
<emersion> 32-bit is enough precision, but the max value is 1.0
<emersion> with fixed point you can represent values > 1.0, and this had its uses for color management purposes
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<dv_> ARGBF32* is mainly useful for 3d engines
<dv_> especially those that use deferred rendering
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<dv_> for HDR video 32-bit floating point is complete overkill
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