feat: media bitrate control, HDR (#346)

Fixes: #335 

Still a work-in-progress.

---------

Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
Co-authored-by: Wanjohi <elviswanjohi47@gmail.com>
This commit is contained in:
Kristian Ollikainen
2026-09-25 12:13:34 +03:00
committed by GitHub
co-authored by DatCaptainHorse Claude Opus 5 Wanjohi
parent 1c721962f4
commit 0811f57f1a
64 changed files with 15151 additions and 2702 deletions
+3 -2
View File
@@ -4,7 +4,7 @@
# Runs a Vulkan workload under the compositor with the layer active, then checks
# the encoded result against the compositor's own readback of the same frames.
# Two independent paths see the same content: the compositor reads the surface
# back to the CPU, the layer exports it as a DMA-BUF and encodes it on the GPU.
# back to the CPU, the layer encodes it on the GPU without it leaving the device.
# Agreement between them is the evidence; a single path cannot tell a correct
# frame from a plausible-looking wrong one.
#
@@ -96,7 +96,8 @@ wait $RECV || true
FRAMES="$(cat "$WORK/frames.txt")"
echo
echo "frames encoded: $FRAMES"
grep -m1 "First import" "$WORK/run.log" || echo " (no DMA-BUF import logged)"
grep -m1 "encoding on the game's own device" "$WORK/run.log" \
|| echo " (encoding on a device of its own, with CPU readback)"
python3 - "$WORK" "$STREAM" "$FRAMES" <<'PY'
import glob, subprocess, sys