16:29captainchris: Hi everybody,
16:29captainchris: In dwl, I have a problem when I want top close my screen. I have this warning
16:29captainchris: wayland.c:1942 failed to flush wayland socket: broken pipe
16:30captainchris: When i run another WM(sway,labwc,qtile) I don't have this problem.Do you have a solution for this problem please
18:21wlb: weston Merge request !1454 opened by Morgane Glidic (sardemff7) libweston/desktop: Update my Copyright https://gitlab.freedesktop.org/wayland/weston/-/merge_requests/1454
18:58wlb: weston/main: Morgane Glidic * libweston/desktop: Update my Copyright https://gitlab.freedesktop.org/wayland/weston/commit/0de497f8684c include/libweston/desktop.h libweston/desktop/client.c libweston/desktop/internal.h libweston/desktop/libweston-desktop.c libweston/desktop/seat.c libweston/desktop/surface.c libweston/desktop/xdg-shell-v6.c libweston/desktop/xdg-shell.c libweston/desktop/
18:58wlb: weston Merge request !1454 merged \o/ (libweston/desktop: Update my Copyright https://gitlab.freedesktop.org/wayland/weston/-/merge_requests/1454)
19:06JEEB: -3§
19:18captainchris: Hi everybody
19:23captainchris: when I turn off my screen I have some errors.dwl disconnect and show the followwing errors
19:23captainchris: https://termbin.com/iksc
19:24captainchris: do you have a solution for this probleme
19:26vyivel: captainchris: this channel is for discussing the wayland protocol; the errors you're seeing are presumably from foot because the dwl has unexpectedly exited and are unrelated to the actual problem. try asking in #dwl on libera.chat instead
19:32captainchris: Ok sorry for the disturb
20:36zetaE: greets
20:37zetaE: I am getting a bit confused about how to run apps in chroot
20:37zetaE: would be sharing XDG_RUNTIME_DIR be the simplest method?
22:38JoshuaAshton: pq: swick[m]: It would be nice to be able to know the current system/display's SDR content white level/brightness (unless I am missing that) to target. There are some games on Windows that want that, as well as the Steam overlay (when hooking) to match that. This occured to me when I was writing the Wayland XDG Shell backend to Gamescope, that if we had a HDR10 baseplane + SDR subsurface, if we needed to fallback to composition for some
22:38JoshuaAshton: effect, etc, the whitelevel of the SDR surface could be different here. Another alternative is to be able to control the brightness of SDR surfaces (do we have that?)
22:43JEEB: HDR graphics white is generally expected to be ~203 nits, so when compositing SDR stuff onto a HDR layer that's to where it gets bumped. MSDN also mentions this (~200 nits), and then windows itself has an unclear slider to adjust that graphics white point for the windows compositor.
22:44JoshuaAshton: Sure, 203 nits is our default too, but both KDE and Gamescope let you configure that because that's remarkably dim for a lot of usecases. Eg. Steam Deck OLED goes up to 600 nits in SDR mode.
22:45JoshuaAshton: It would be nice if Gamescope is running nested, that it would be able to default to the system's value there if it has to composite mixed content to a HDR10 buffer
22:45JEEB: oh, BT.2408 even has a section in Annex 11 on how to convert between the different SDR graphics whites. TIL. https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2408-7-2023-PDF-E.pdf
22:46JEEB: and yes, the resulting nits of the overall image should probably depend on the ambient light level
22:46JEEB: I'd think something like the steam deck is going to be utilized outside
22:46JEEB: thus requiring nits being bumped overall
22:47JoshuaAshton: Yeah, but if you are running Gamescope nested in eg. KDE on a laptop or Steam Deck (or phone!) outside or whatever, and it has to composite, it is not going to get the information that it needs to composite to match the system's SDR graphics white level
22:47JoshuaAshton: It would be nice to get feedback from the wl compositor about the sdr graphics white level if available
22:48JoshuaAshton: I imagine stuff like Chrome might also want to do that where Wayland subsurfaces are not an option?
22:49JoshuaAshton: also cc: zamundaaa[m]
22:49zamundaaa[m]: Yeah it would be useful to have
22:51zamundaaa[m]: But switching between composited and subsurfaces might be visible even with that information
22:51JoshuaAshton: For sure
22:52zamundaaa[m]: I'm thinking about the different handling of sRGB / untagged content specifically
22:53JoshuaAshton: I think we would tag stuff explicitly with our own primaries + 2.2 in Gamescope to match things up there (at least for a first pass)
22:54JoshuaAshton: I am not super thinking about color mgmt at this stage tho, just wanting to get subsurfaces working atm and had this thought :p