rendervulkan: Use native gamut wideness by default
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feb4451a20
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2 changed files with 9 additions and 1 deletions
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@ -779,6 +779,10 @@ void buildSDRColorimetry( displaycolorimetry_t * pColorimetry, colormapping_t *p
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{
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{
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if ( BIsWideGamut( nativeDisplayOutput) )
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if ( BIsWideGamut( nativeDisplayOutput) )
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{
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{
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// If not set, make it native.
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if (flSDRGamutWideness < 0 )
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flSDRGamutWideness = 1.0f;
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// 0.0: 709
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// 0.0: 709
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// 1.0: Native
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// 1.0: Native
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colormapping_t noRemap;
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colormapping_t noRemap;
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@ -791,6 +795,10 @@ void buildSDRColorimetry( displaycolorimetry_t * pColorimetry, colormapping_t *p
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}
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}
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else
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else
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{
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{
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// If not set, make it native.
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if (flSDRGamutWideness < 0 )
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flSDRGamutWideness = 0.0f;
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// 0.0: Native
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// 0.0: Native
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// 0.5: Generic wide gamut display w/smooth mapping
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// 0.5: Generic wide gamut display w/smooth mapping
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// 1.0: Generic wide gamut display w/harsh mapping
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// 1.0: Generic wide gamut display w/harsh mapping
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@ -363,7 +363,7 @@ struct gamescope_color_mgmt_t
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bool enabled;
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bool enabled;
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uint32_t externalDirtyCtr;
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uint32_t externalDirtyCtr;
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nightmode_t nightmode;
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nightmode_t nightmode;
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float sdrGamutWideness; // user property to widen gamut
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float sdrGamutWideness = -1; // user property to widen gamut
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float flInternalDisplayBrightness = 500.f;
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float flInternalDisplayBrightness = 500.f;
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float flSDROnHDRBrightness = 203.f;
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float flSDROnHDRBrightness = 203.f;
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float flHDRInputGain = 1.f;
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float flHDRInputGain = 1.f;
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