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@@ -19,19 +19,22 @@
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#include "obs.h"
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#include "obs-internal.h"
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-#if defined(__APPLE__)
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-/* Apple Silicon GL driver doesn't seem to track SRGB clears correctly */
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-#define OBS_USE_CLEAR_WORKAROUND 1
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-#else
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-#define OBS_USE_CLEAR_WORKAROUND 0
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-#endif
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-
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bool obs_display_init(struct obs_display *display,
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const struct gs_init_data *graphics_data)
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{
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pthread_mutex_init_value(&display->draw_callbacks_mutex);
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pthread_mutex_init_value(&display->draw_info_mutex);
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+#if defined(_WIN32)
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+ /* Conservative test for NVIDIA flickering in multi-GPU setups */
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+ display->use_clear_workaround = gs_get_adapter_count() > 1;
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+#elif defined(__APPLE__)
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+ /* Apple Silicon GL driver doesn't seem to track SRGB clears correctly */
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+ display->use_clear_workaround = true;
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+#else
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+ display->use_clear_workaround = false;
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+#endif
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+
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if (graphics_data) {
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display->swap = gs_swapchain_create(graphics_data);
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if (!display->swap) {
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@@ -200,12 +203,11 @@ static inline bool render_display_begin(struct obs_display *display,
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display->background_color);
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clear_color.w = 1.0f;
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-#if OBS_USE_CLEAR_WORKAROUND
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- const uint32_t clear_flags = GS_CLEAR_DEPTH | GS_CLEAR_STENCIL;
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-#else
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- const uint32_t clear_flags = GS_CLEAR_COLOR | GS_CLEAR_DEPTH |
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- GS_CLEAR_STENCIL;
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-#endif
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+ const bool use_clear_workaround = display->use_clear_workaround;
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+
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+ uint32_t clear_flags = GS_CLEAR_DEPTH | GS_CLEAR_STENCIL;
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+ if (!use_clear_workaround)
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+ clear_flags |= GS_CLEAR_COLOR;
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gs_clear(clear_flags, &clear_color, 1.0f, 0);
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gs_enable_depth_test(false);
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@@ -215,14 +217,15 @@ static inline bool render_display_begin(struct obs_display *display,
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gs_ortho(0.0f, (float)cx, 0.0f, (float)cy, -100.0f, 100.0f);
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gs_set_viewport(0, 0, cx, cy);
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-#if OBS_USE_CLEAR_WORKAROUND
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- gs_effect_t *const solid_effect = obs->video.solid_effect;
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- gs_effect_set_vec4(gs_effect_get_param_by_name(solid_effect,
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- "color"),
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- &clear_color);
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- while (gs_effect_loop(solid_effect, "Solid"))
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- gs_draw_sprite(NULL, 0, cx, cy);
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-#endif
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+ if (use_clear_workaround) {
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+ gs_effect_t *const solid_effect =
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+ obs->video.solid_effect;
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+ gs_effect_set_vec4(gs_effect_get_param_by_name(
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+ solid_effect, "color"),
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+ &clear_color);
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+ while (gs_effect_loop(solid_effect, "Solid"))
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+ gs_draw_sprite(NULL, 0, cx, cy);
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+ }
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}
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return success;
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