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@@ -323,7 +323,12 @@ float SDL_GetSurfaceSDRWhitePoint(SDL_Surface *surface, SDL_Colorspace colorspac
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props = 0;
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}
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if (transfer == SDL_TRANSFER_CHARACTERISTICS_PQ) {
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- const float DEFAULT_PQ_SDR_WHITE_POINT = 100.0f;
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+ /* The older standards use an SDR white point of 100 nits.
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+ * ITU-R BT.2408-6 recommends using an SDR white point of 203 nits.
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+ * This is the default Chrome uses, and what a lot of game content
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+ * assumes, so we'll go with that.
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+ */
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+ const float DEFAULT_PQ_SDR_WHITE_POINT = 203.0f;
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default_value = DEFAULT_PQ_SDR_WHITE_POINT;
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}
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return SDL_GetFloatProperty(props, SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT, default_value);
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@@ -351,7 +356,8 @@ float SDL_GetSurfaceHDRHeadroom(SDL_Surface *surface, SDL_Colorspace colorspace)
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props = 0;
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}
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if (transfer == SDL_TRANSFER_CHARACTERISTICS_PQ) {
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- const int DEFAULT_PQ_MAXCLL = 400; /* The official definition is 10000, but PQ game content is often mastered for 400 nits */
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+ /* The official definition is 10000, but PQ game content is often mastered for 400 or 1000 nits */
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+ const int DEFAULT_PQ_MAXCLL = 1000;
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default_value = (float)SDL_GetNumberProperty(props, SDL_PROP_SURFACE_MAXCLL_NUMBER, DEFAULT_PQ_MAXCLL) / SDL_GetSurfaceSDRWhitePoint(surface, colorspace);
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}
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return SDL_GetFloatProperty(props, SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT, default_value);
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