main: Add hdr-sdr-content-nits argument
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2 changed files with 5 additions and 0 deletions
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@ -86,6 +86,7 @@ const struct option *gamescope_options = (struct option[]){
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{ "force-orientation", required_argument, nullptr, 0 },
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{ "hdr-enabled", no_argument, nullptr, 0 },
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{ "hdr-sdr-content-nits", required_argument, nullptr, 0 },
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{ "hdr-wide-gammut-for-sdr", no_argument, nullptr, 0 },
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{ "hdr-debug-force-support", no_argument, nullptr, 0 },
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{ "hdr-debug-force-output", no_argument, nullptr, 0 },
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@ -122,6 +123,7 @@ const char usage[] =
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" --hdr-enabled enable HDR output (needs Gamescope WSI layer enabled for support from clients)\n"
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" If this is not set, and there is a HDR client, it will be tonemapped SDR.\n"
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" --hdr-wide-gammut-for-sdr treat SDR sRGB content as having Rec.2020 primaries. Makes colors more vivid at cost of 'correctness'.\n"
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" --hdr-sdr-content-nits set the luminance of SDR content in nits. Default: 400 nits.\n"
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"\n"
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"Nested mode options:\n"
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" -o, --nested-unfocused-refresh game refresh rate when unfocused\n"
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@ -5536,6 +5536,7 @@ extern int g_nPreferredOutputWidth;
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extern int g_nPreferredOutputHeight;
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static bool g_bWasFSRActive = false;
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extern float g_flLinearToNits;
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extern std::atomic<uint64_t> g_nCompletedPageFlipCount;
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@ -5595,6 +5596,8 @@ steamcompmgr_main(int argc, char **argv)
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g_FadeOutDuration = atoi(optarg);
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} else if (strcmp(opt_name, "hdr-enabled") == 0) {
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g_bHDREnabled = true;
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} else if (strcmp(opt_name, "hdr-sdr-content-nits") == 0) {
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g_flLinearToNits = atof(optarg);
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} else if (strcmp(opt_name, "hdr-debug-force-support") == 0) {
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g_bForceHDRSupportDebug = true;
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} else if (strcmp(opt_name, "hdr-debug-force-output") == 0) {
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