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authorUjinT34 <41110182+UjinT34@users.noreply.github.com>2026-01-13 18:44:36 +0300
committerGitHub <noreply@github.com>2026-01-13 16:44:36 +0100
commite0cf88809de12c39ad8a1ad1c0194967b0029ec8 (patch)
tree187ea356114248b08ed88739104a47fceac2cca0 /src/render/OpenGL.cpp
parente43f949f8a80611fdfe21068f55dfe9fb7604ae8 (diff)
protocols/cm: Fix image description info events (#12781)
* fix image description info events * always send some target primaries * set edid values as target primaries and luminances * init monitor image description * set default luminances for tf * fix BT1886 luminances * fix mastering values and overrides * set maxCLL & maxFALL * typo * add FALL & CLL to preferred HDR image description * fix ref luminances
Diffstat (limited to 'src/render/OpenGL.cpp')
-rw-r--r--src/render/OpenGL.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 2ea55273..a94cfb49 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -1244,15 +1244,13 @@ void CHyprOpenGLImpl::passCMUniforms(WP<CShader> shader, const NColorManagement:
shader->setUniformFloat2(SHADER_DST_TF_RANGE, targetImageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1),
targetImageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1));
- shader->setUniformFloat(SHADER_SRC_REF_LUMINANCE, imageDescription->value().getTFRefLuminance(-1));
- shader->setUniformFloat(SHADER_DST_REF_LUMINANCE, targetImageDescription->value().getTFRefLuminance(-1));
+ shader->setUniformFloat(SHADER_SRC_REF_LUMINANCE, imageDescription->value().luminances.reference);
+ shader->setUniformFloat(SHADER_DST_REF_LUMINANCE, targetImageDescription->value().luminances.reference);
const float maxLuminance = needsHDRmod ?
imageDescription->value().getTFMaxLuminance(-1) :
(imageDescription->value().luminances.max > 0 ? imageDescription->value().luminances.max : imageDescription->value().luminances.reference);
- shader->setUniformFloat(SHADER_MAX_LUMINANCE,
- maxLuminance * targetImageDescription->value().luminances.reference /
- (needsHDRmod ? imageDescription->value().getTFRefLuminance(-1) : imageDescription->value().luminances.reference));
+ shader->setUniformFloat(SHADER_MAX_LUMINANCE, maxLuminance * targetImageDescription->value().luminances.reference / imageDescription->value().luminances.reference);
shader->setUniformFloat(SHADER_DST_MAX_LUMINANCE, targetImageDescription->value().luminances.max > 0 ? targetImageDescription->value().luminances.max : 10000);
shader->setUniformFloat(SHADER_SDR_SATURATION, needsSDRmod && m_renderData.pMonitor->m_sdrSaturation > 0 ? m_renderData.pMonitor->m_sdrSaturation : 1.0f);
shader->setUniformFloat(SHADER_SDR_BRIGHTNESS, needsSDRmod && m_renderData.pMonitor->m_sdrBrightness > 0 ? m_renderData.pMonitor->m_sdrBrightness : 1.0f);