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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>
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co-authored by
DatCaptainHorse
Claude Opus 5
Wanjohi
parent
1c721962f4
commit
0811f57f1a
@@ -4,7 +4,7 @@
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# Runs a Vulkan workload under the compositor with the layer active, then checks
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# the encoded result against the compositor's own readback of the same frames.
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# Two independent paths see the same content: the compositor reads the surface
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# back to the CPU, the layer exports it as a DMA-BUF and encodes it on the GPU.
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# back to the CPU, the layer encodes it on the GPU without it leaving the device.
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# Agreement between them is the evidence; a single path cannot tell a correct
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# frame from a plausible-looking wrong one.
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#
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@@ -96,7 +96,8 @@ wait $RECV || true
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FRAMES="$(cat "$WORK/frames.txt")"
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echo
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echo "frames encoded: $FRAMES"
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grep -m1 "First import" "$WORK/run.log" || echo " (no DMA-BUF import logged)"
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grep -m1 "encoding on the game's own device" "$WORK/run.log" \
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|| echo " (encoding on a device of its own, with CPU readback)"
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python3 - "$WORK" "$STREAM" "$FRAMES" <<'PY'
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import glob, subprocess, sys
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