rendervulkan: Use native gamut wideness by default

This commit is contained in:
Joshua Ashton 2023-07-10 01:22:01 +01:00
parent feb4451a20
commit 2dd8236c22
2 changed files with 9 additions and 1 deletions

View file

@ -779,6 +779,10 @@ void buildSDRColorimetry( displaycolorimetry_t * pColorimetry, colormapping_t *p
{
if ( BIsWideGamut( nativeDisplayOutput) )
{
// If not set, make it native.
if (flSDRGamutWideness < 0 )
flSDRGamutWideness = 1.0f;
// 0.0: 709
// 1.0: Native
colormapping_t noRemap;
@ -791,6 +795,10 @@ void buildSDRColorimetry( displaycolorimetry_t * pColorimetry, colormapping_t *p
}
else
{
// If not set, make it native.
if (flSDRGamutWideness < 0 )
flSDRGamutWideness = 0.0f;
// 0.0: Native
// 0.5: Generic wide gamut display w/smooth mapping
// 1.0: Generic wide gamut display w/harsh mapping

View file

@ -363,7 +363,7 @@ struct gamescope_color_mgmt_t
bool enabled;
uint32_t externalDirtyCtr;
nightmode_t nightmode;
float sdrGamutWideness; // user property to widen gamut
float sdrGamutWideness = -1; // user property to widen gamut
float flInternalDisplayBrightness = 500.f;
float flSDROnHDRBrightness = 203.f;
float flHDRInputGain = 1.f;