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* devel/glslang: move to graphics/ where shaderc isJan Beich2020-12-231-1/+1
| | | | Notes: svn path=/head/; revision=559023
* devel/vulkan-*: move to graphics/ where vulkan-loader isJan Beich2020-12-231-1/+1
| | | | | | | | Vulkan isn't used for generic compute workloads unlike OpenCL. For example, waifu2x-ncnn-vulkan is still graphics-related. Notes: svn path=/head/; revision=559022
* x11-wm/gamescope: add new portJan Beich2020-11-165-0/+115
In an embedded session usecase, gamescope does the same thing as steamcompmgr, but with less extra copies and latency: - It's getting game frames through Wayland by way of Xwayland, so there's no copy within X itself before it gets the frame. - It can use DRM/KMS to directly flip game frames to the screen, even when stretching or when notifications are up, removing another copy. - When it does need to composite with the GPU, it does so with async Vulkan compute, meaning you get to see your frame quick even if the game already has the GPU busy with the next frame. It also runs on top of a regular desktop, the 'nested' usecase steamcompmgr didn't support. - Because the game is running in its own personal Xwayland sandbox desktop, it can't interfere with your desktop and your desktop can't interfere with it. - You can spoof a virtual screen with a desired resolution and refresh rate as the only thing the game sees, and control/resize the output as needed. This can be useful in exotic display configurations like ultrawide or multi-monitor setups that involve rotation. https://github.com/Plagman/gamescope Notes: svn path=/head/; revision=555448