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…s and colorspaces on the fly. So far it's working for sRGB and scRGB. Now need to make it work for HDR10 and then polish the implementation.
…nding cleanup and refactoring.
…e that the color discoloration issue has gone. I need to study how they derive that matrix.
…ll yet to implement the platform-specific logic though.
…ry display window bounds.
…t RGB + ST2084 PQ) instead of FP16 scRGB linear. One less conversion step certainly increases color accuracy.
- Got rid of the ternary sausage in d3d11.c reload_textures. The code for texture format determination is now more readable. - Failing to init HDR does NOT cause the d3d11 ctx to fail anymore. HDR is an optional feature.
…4:4 video texture format (10 bits each for YUV, 2 bits for alpha, similar to the RGB10A2 structure).
…4:4 video texture format supporting 10-bit data, albeit in a 16-bit per planar pixel layout.
Co-authored-by: Ronald Huveneers <RonaldH@users.noreply.github.com>
Co-authored-by: Ronald Huveneers <RonaldH@users.noreply.github.com>
…space validation code in d3d11-ctx.c.
…ge video. For now, HDR video will always be assumed to cover the full range.
… flag. For now, it only applies to HDR. Meaning SDR is always legal range for now.
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Matoya windows can now render 10-bit HDR content on Windows + DirectX 11. Some new texture formats needed to be supported for this to work. Furthermore, a window can switch between rendering regular 8-bit SDR to HDR on-the-fly.