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author | Niklas Haas <git@haasn.xyz> | 2018-02-21 20:16:30 +0100 |
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committer | Jan Ekström <jeebjp@gmail.com> | 2018-02-25 14:57:57 +0200 |
commit | 66dfb96fa1e49127fb76eddec8ecfce973acdc21 (patch) | |
tree | eb410194c50f70d343b0a3086d58f71e3284ea98 /video/out/gpu | |
parent | fc76d41194813754fb687189a312f564c941e5fa (diff) | |
download | mpv-66dfb96fa1e49127fb76eddec8ecfce973acdc21.tar.bz2 mpv-66dfb96fa1e49127fb76eddec8ecfce973acdc21.tar.xz |
vo_gpu: don't tone-map for pure gamut reductions
Based on testing with real-world non-HDR BT.2020 clips, clipping the
color space looks better than attempting to gamut map using a tone
mapping shader that's (by now) optimized for HDR content.
If anything, we'd have to develop a separate gamut mapping shader that
works in LCh space.
Diffstat (limited to 'video/out/gpu')
-rw-r--r-- | video/out/gpu/video_shaders.c | 3 |
1 files changed, 0 insertions, 3 deletions
diff --git a/video/out/gpu/video_shaders.c b/video/out/gpu/video_shaders.c index b588b8e500..b3eec11066 100644 --- a/video/out/gpu/video_shaders.c +++ b/video/out/gpu/video_shaders.c @@ -797,9 +797,6 @@ void pass_color_map(struct gl_shader_cache *sc, mp_get_cms_matrix(csp_src, csp_dst, MP_INTENT_RELATIVE_COLORIMETRIC, m); gl_sc_uniform_mat3(sc, "cms_matrix", true, &m[0][0]); GLSL(color.rgb = cms_matrix * color.rgb;) - // Since this can reduce the gamut, figure out by how much - for (int c = 0; c < 3; c++) - src.sig_peak = MPMAX(src.sig_peak, m[c][c]); } // Tone map to prevent clipping when the source signal peak exceeds the |