layer: disable Xwayland bypass for some CatSystem2 engine games#2256
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matte-schwartz wants to merge 1 commit into
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layer: disable Xwayland bypass for some CatSystem2 engine games#2256matte-schwartz wants to merge 1 commit into
matte-schwartz wants to merge 1 commit into
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The Fruit of Grisaia and Himawari - The Sunflower - use D3D9 SWAPEFFECT_COPY partial presents. DXVK preserves the accumulated frame in its D3D9 backbuffer, but copies only the requested destination rectangle into each newly acquired Vulkan swapchain image. That works through the regular X11 presentation path, where partial updates accumulate in the persistent window drawable. With Xwayland bypass, however, the Vulkan frames are presented through a rotating Wayland swapchain whose untouched regions are not preserved. These games also mix in GDI drawing to the X window, splitting the final image between the X pixmap and the bypass surface. Whichever surface or swapchain image is presented last can leave the rest of the window stale. Sibling CatSystem2 titles enable the engine's render_always mode and present complete frames continuously, so they are unaffected. These two cannot: Grisaia's engine build (2.6.1.67) predates the flag, and Himawari ships with that config disabled with no clear way to enable it. Work around this by passing the layer through for the known-broken executables. Gate the remaining hooks on GamescopeInstance state so instances that were deliberately not taken over remain inert. Closes: ValveSoftware#2052
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The Fruit of Grisaia and Himawari - The Sunflower - use D3D9 SWAPEFFECT_COPY partial presents. DXVK preserves the accumulated frame in its D3D9 backbuffer, but copies only the requested destination rectangle into each newly acquired Vulkan swapchain image.
That works through the regular X11 presentation path, where partial updates accumulate in the persistent window drawable. With Xwayland bypass, however, the Vulkan frames are presented through a rotating Wayland swapchain whose untouched regions are not preserved. These games also mix in GDI drawing to the X window, splitting the final image between the X pixmap and the bypass surface. Whichever surface or swapchain image is presented last can leave the rest of the window stale.
Sibling CatSystem2 titles enable the engine's render_always mode and present complete frames continuously, so they are unaffected. These two cannot: Grisaia's engine build (2.6.1.67) predates the flag, and Himawari ships with that config disabled with no clear way to enable it.
Work around this by passing the layer through for the known-broken executables. Gate the remaining hooks on GamescopeInstance state so instances that were deliberately not taken over remain inert.
Closes: #2052