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
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7 changed files with 151 additions and 74 deletions
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@ -1244,15 +1244,13 @@ void CHyprOpenGLImpl::passCMUniforms(WP<CShader> shader, const NColorManagement:
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shader->setUniformFloat2(SHADER_DST_TF_RANGE, targetImageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1),
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targetImageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1));
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shader->setUniformFloat(SHADER_SRC_REF_LUMINANCE, imageDescription->value().getTFRefLuminance(-1));
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shader->setUniformFloat(SHADER_DST_REF_LUMINANCE, targetImageDescription->value().getTFRefLuminance(-1));
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shader->setUniformFloat(SHADER_SRC_REF_LUMINANCE, imageDescription->value().luminances.reference);
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shader->setUniformFloat(SHADER_DST_REF_LUMINANCE, targetImageDescription->value().luminances.reference);
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const float maxLuminance = needsHDRmod ?
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imageDescription->value().getTFMaxLuminance(-1) :
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(imageDescription->value().luminances.max > 0 ? imageDescription->value().luminances.max : imageDescription->value().luminances.reference);
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shader->setUniformFloat(SHADER_MAX_LUMINANCE,
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maxLuminance * targetImageDescription->value().luminances.reference /
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(needsHDRmod ? imageDescription->value().getTFRefLuminance(-1) : imageDescription->value().luminances.reference));
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shader->setUniformFloat(SHADER_MAX_LUMINANCE, maxLuminance * targetImageDescription->value().luminances.reference / imageDescription->value().luminances.reference);
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shader->setUniformFloat(SHADER_DST_MAX_LUMINANCE, targetImageDescription->value().luminances.max > 0 ? targetImageDescription->value().luminances.max : 10000);
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shader->setUniformFloat(SHADER_SDR_SATURATION, needsSDRmod && m_renderData.pMonitor->m_sdrSaturation > 0 ? m_renderData.pMonitor->m_sdrSaturation : 1.0f);
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shader->setUniformFloat(SHADER_SDR_BRIGHTNESS, needsSDRmod && m_renderData.pMonitor->m_sdrBrightness > 0 ? m_renderData.pMonitor->m_sdrBrightness : 1.0f);
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