Files
punktfunk/packaging/gamescope/README.md
T
enricobuehler d6818263ce feat(gamescope): a build of gamescope whose capture output can be HDR
gamescope's built-in PipeWire node has always been SDR-only: it offers BGRx
and NV12, and `paint_pipewire()` hardcodes a Gamma-2.2 composite with the SDR
screenshot LUT set. So an HDR game reaches punktfunk already tone-mapped down,
and the whole gamescope backend streams 8-bit no matter what the client can
decode. Games CAN render HDR on a headless gamescope today — only the capture
half is missing.

Carry the two patches that close it (packaging/gamescope/patches): the node
additionally offers `xRGB_210LE`/`xBGR_210LE` with MANDATORY SMPTE ST.2084 +
BT.2020 props, mapped to the same 10-bit capture texture the HDR AVIF
screenshot path already allocates, and `paint_pipewire()` composites into them
with the HDR screenshot LUTs + `EOTF_PQ` — which is exactly the in-tree
`bHDRScreenshot` branch. The new formats are listed LAST, so every existing
consumer keeps negotiating the 8-bit stream bit-for-bit. Offered upstream
against ValveSoftware/gamescope#2126.

Ship it as `punktfunk-gamescope`, beside the distro's own binary rather than
replacing it: a Bazzite sysext payload (`build-sysext.sh --gamescope`, which
refuses a binary without the marker), an Arch package, a nix derivation +
`services.punktfunk.host.gamescopeHdr`, and one distro-agnostic build script
the rest call.

The second patch stamps `+pfhdr1` into the `--version` banner. That is not
cosmetic: punktfunk fixes a session's bit depth in the Welcome, before the
display exists and with no way to take it back, so its capability answer has to
be a static property of the binary it will spawn.
2026-07-28 18:01:20 +02:00

3.9 KiB

punktfunk-gamescope — gamescope with 10-bit HDR PipeWire capture

Upstream gamescope's built-in PipeWire node is SDR-only: build_format_params() offers BGRx and NV12, and paint_pipewire() hardcodes a Gamma-2.2 composite with the SDR screenshot LUT set. An HDR game therefore reaches every capture consumer already tone-mapped down — which is why the punktfunk gamescope backend has always streamed 8-bit, even though games can render HDR on a headless gamescope today (--hdr-enabled --hdr-debug-force-support).

The patches here add the missing half, and nothing else. See punktfunk-planning/design/gamescope-hdr-virtual-output.md for the full design.

Patch What Upstream?
0001-pipewire-offer-10-bit-BT.2020-PQ-capture-formats-HDR.patch Offer SPA xRGB_210LE/xBGR_210LE with MANDATORY SMPTE ST.2084 + BT.2020 props, map them to DRM_FORMAT_XRGB2101010/XBGR2101010, and composite them with g_ScreenshotColorMgmtLutsHDR + EOTF_PQ Yes — offered against gamescope#2126
0002-punktfunk-stamp-the-version-banner-with-pfhdr1.patch Append +pfhdr1 to the --version banner No — ours only, retired when patch 1 lands upstream

Why the marker exists

punktfunk decides a session's bit depth at handshake time, before the virtual display exists, and the Welcome is irrevocable (a PQ stream handed to an 8-bit encoder is a deliberate hard error). The capability answer must therefore be a static property of the resolved binary, not an optimistic negotiation. The host runs <gamescope> --version once per boot and looks for +pfhdr in the banner — see gamescope_hdr_capable() in crates/pf-vdisplay/src/vdisplay/linux/gamescope/discovery.rs.

Bump the number (+pfhdr2, …) only if the patch's wire behaviour changes; the host's probe accepts any +pfhdr<N>.

Which binary the host runs

Resolution order, applied identically by the bare spawn, the GAMESCOPE_BIN wrapper (gamescope-session-plus) and the SteamOS PATH shim:

  1. PUNKTFUNK_GAMESCOPE_BIN — absolute path override
  2. punktfunk-gamescope on PATH
  3. gamescope

So installing this build under the name punktfunk-gamescope is enough; nothing replaces the distro's gamescope.

Building

Pinned upstream: 8c676c39 (master, 2026-07-27 — tags through 3.16.25). The patches apply cleanly to that commit; they touch src/pipewire.cpp, src/steamcompmgr.cpp and src/meson.build only.

git clone https://github.com/ValveSoftware/gamescope.git
cd gamescope
git checkout 8c676c39
git submodule update --init --recursive          # or let meson fetch the subprojects
git am /path/to/punktfunk/packaging/gamescope/patches/*.patch

meson setup build/ --prefix=/usr -Dpipewire=enabled
ninja -C build/
# install as punktfunk-gamescope, NOT as gamescope
install -Dm755 build/src/gamescope /usr/bin/punktfunk-gamescope

gamescope needs CAP_SYS_NICE for its realtime priority; the distro packages set it on their own binary. Mirror it if you install ours system-wide:

setcap 'CAP_SYS_NICE=eip' /usr/bin/punktfunk-gamescope

Verifying the patch on a box (P0 exit)

punktfunk-gamescope --version                    # must contain +pfhdr1
punktfunk-gamescope --backend headless -W 1920 -H 1080 -r 60 \
    --hdr-enabled --hdr-debug-force-support -- vkcube &
pw-dump | grep -A40 '"gamescope"'                # node offers xRGB_210LE / xBGR_210LE

The stream is only 10-bit once a consumer asks for it: the formats are listed last, so any consumer that negotiates the 8-bit stream today keeps negotiating it bit-for-bit.

Rebase policy

The functional patch is two files and mirrors code that already exists in-tree (the HDR AVIF screenshot path), so it rebases cheaply. We pin the gamescope commit we ship; when upstream takes it, both patches are dropped and the host's capability probe becomes a plain version floor.