Fixed color scale when rendering to an sRGB render target

This commit is contained in:
Sam Lantinga 2024-09-11 13:59:14 -07:00
parent 3f7f6f624b
commit 4d135fb696
2 changed files with 18 additions and 7 deletions

View file

@ -326,7 +326,6 @@ static bool FlushRenderCommands(SDL_Renderer *renderer)
renderer->vertex_data_used = 0;
renderer->render_command_generation++;
renderer->color_queued = false;
renderer->color_scale_queued = false;
renderer->viewport_queued = false;
renderer->cliprect_queued = false;
return result;
@ -748,6 +747,17 @@ static void UpdateMainViewDimensions(SDL_Renderer *renderer)
UpdatePixelViewport(renderer, &renderer->main_view);
}
static void UpdateColorScale(SDL_Renderer *renderer)
{
float SDR_white_point;
if (renderer->target) {
SDR_white_point = renderer->target->SDR_white_point;
} else {
SDR_white_point = renderer->SDR_white_point;
}
renderer->color_scale = renderer->desired_color_scale * SDR_white_point;
}
static void UpdateHDRProperties(SDL_Renderer *renderer)
{
SDL_PropertiesID window_props;
@ -763,8 +773,6 @@ static void UpdateHDRProperties(SDL_Renderer *renderer)
return;
}
renderer->color_scale /= renderer->SDR_white_point;
if (renderer->output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
renderer->SDR_white_point = SDL_GetFloatProperty(window_props, SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT, 1.0f);
renderer->HDR_headroom = SDL_GetFloatProperty(window_props, SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT, 1.0f);
@ -781,7 +789,7 @@ static void UpdateHDRProperties(SDL_Renderer *renderer)
SDL_SetFloatProperty(renderer_props, SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT, renderer->SDR_white_point);
SDL_SetFloatProperty(renderer_props, SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT, renderer->HDR_headroom);
renderer->color_scale *= renderer->SDR_white_point;
UpdateColorScale(renderer);
}
static bool UpdateLogicalPresentation(SDL_Renderer *renderer);
@ -1072,6 +1080,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
renderer->SDR_white_point = 1.0f;
renderer->HDR_headroom = 1.0f;
renderer->desired_color_scale = 1.0f;
renderer->color_scale = 1.0f;
if (window) {
@ -2502,6 +2511,7 @@ static bool SDL_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *tex
} else {
renderer->view = &renderer->main_view;
}
UpdateColorScale(renderer);
if (!renderer->SetRenderTarget(renderer, texture)) {
SDL_UnlockMutex(renderer->target_mutex);
@ -3262,7 +3272,8 @@ SDL_bool SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale)
{
CHECK_RENDERER_MAGIC(renderer, false);
renderer->color_scale = scale * renderer->SDR_white_point;
renderer->desired_color_scale = scale;
UpdateColorScale(renderer);
return true;
}
@ -3275,7 +3286,7 @@ SDL_bool SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale)
CHECK_RENDERER_MAGIC(renderer, false);
if (scale) {
*scale = renderer->color_scale / renderer->SDR_white_point;
*scale = renderer->desired_color_scale;
}
return true;
}