On 08/12/2025 22:34, Matthew Schwartz wrote:
On Dec 8, 2025, at 3:48 PM, Melissa Wen <[email protected]> wrote:
There are some unexpected banding and shimmer effects when using
steamOS/gamescope color pipeline for HDR on DCN32 or newer families.
Those problems are not present in Steam Deck (DCN301). It happens on
DCN32 because plane shaper LUT uses DCN30 CM3 helper to translate curves
instead of DCN10 CM helper. This series identifies the necessary changes
on CM3 helper to reduce differences on color transformation made by
those two helpers.
Patch 1 aims to solve the shimmer/colorful points that looks like a
wrong map of black values on red/green/blue colors. Patch 2 extends the
delta clamping fix made in commit 27fc10d1095f ("drm/amd/display: Fix
the delta clamping for shaper LUT") to solve some banding effects.
Banding is not fully solved by any helper and needs further
investigation.
One easy way to check the current and expected behavior is moving the
cursor (doing composition) to get the expected result from GFX. When the
cursor disappears, those color transformations are back to be done by
the display hw.
Hi Melissa,
Could you share how you’re testing the gamescope color pipeline with HDR on
DCN32, i.e display and connection type? Are any extra gamescope or kernel
patches required?
At least on my own DCN32 setup (AMD 7900XTX) + my primary monitor (an LG
45gx950a-b) via DisplayPort or my DCN35 setup + integrated HDR OLED screen (Legion
Go 2), gamescope always composites when HDR is enabled. I applied your patches on
top of kernel 6.18, and my kernel is built with CONFIG_DRM_AMD_COLOR_STEAMDECK=y
(the downstream name of AMD_PRIVATE_COLOR for SteamOS), so that shouldn't be an
issue. I tried everything from 1280x720p -> 5120x2160p, and it does not work on
any resolution.
Hi Matt,
You need to hack the DPP color caps to enabled SHAPER/3D and BLEND LUTs
as below:
diff --git
i/drivers/gpu/drm/amd/display/dc/resource/dcn32/dcn32_resource.c
w/drivers/gpu/drm/amd/display/dc/resource/dcn32/dcn32_resource.c
index b276fec3e479..96b4f3239fb1 100644
--- i/drivers/gpu/drm/amd/display/dc/resource/dcn32/dcn32_resource.c
+++ w/drivers/gpu/drm/amd/display/dc/resource/dcn32/dcn32_resource.c
@@ -2256,8 +2256,8 @@ static bool dcn32_resource_construct(
dc->caps.color.dpp.gamma_corr = 1;
dc->caps.color.dpp.dgam_rom_for_yuv = 0;
- dc->caps.color.dpp.hw_3d_lut = 0;
- dc->caps.color.dpp.ogam_ram = 0; // no OGAM in DPP since DCN1
+ dc->caps.color.dpp.hw_3d_lut = 1;
+ dc->caps.color.dpp.ogam_ram = 1; // no OGAM in DPP since DCN1
// no OGAM ROM on DCN2 and later ASICs
dc->caps.color.dpp.ogam_rom_caps.srgb = 0;
dc->caps.color.dpp.ogam_rom_caps.bt2020 = 0;
In short, you need to change `caps.color.dpp.hw_3d_lut` and
`caps.color.dpp.ogam_ram` to 1 in the dcnX_resource.c file to say there
is a "plane" color caps.
The thing is that, in DCN32+, these color caps are not part of DPP
anymore, they are MPC capabilities in MCM that can be moved before or
after blending.
But the current kernel implementation checks DPP color caps to expose
plane color proprerties.
Checking MPC and where the MCM is positioned would be more complex, but
not impossible. Something to improve in the future yes.
You need to confirm that your `drm_info` shows all AMD plane color
properties, but gamescope basically checks CTM and BLEND_TF as you can
see here:
https://github.com/ValveSoftware/gamescope/blob/master/src/Backends/DRMBackend.cpp#L3347
Let me know if it works for you.
BR,
Melissa
Thanks,
Matt
Lemme know your thoughts!
Melissa
Melissa Wen (2):
drm/amd/display: fix wrong color value mapping on DCN32 shaper LUT
drm/amd/display: extend delta clamping logic to CM3 LUT helper
.../amd/display/dc/dcn30/dcn30_cm_common.c | 32 +++++++++++++++----
.../display/dc/dwb/dcn30/dcn30_cm_common.h | 2 +-
.../amd/display/dc/hwss/dcn30/dcn30_hwseq.c | 9 +++---
.../amd/display/dc/hwss/dcn32/dcn32_hwseq.c | 17 ++++++----
.../amd/display/dc/hwss/dcn401/dcn401_hwseq.c | 16 ++++++----
5 files changed, 50 insertions(+), 26 deletions(-)
--
2.51.0