From e0cf88809de12c39ad8a1ad1c0194967b0029ec8 Mon Sep 17 00:00:00 2001 From: UjinT34 <41110182+UjinT34@users.noreply.github.com> Date: Tue, 13 Jan 2026 18:44:36 +0300 Subject: 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 --- src/render/OpenGL.cpp | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) (limited to 'src/render/OpenGL.cpp') 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 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); -- cgit v1.2.3