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Keep SDR white point and HDR headroom defaults in one place
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@@ -1239,8 +1239,6 @@ SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_Propert
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int w = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, 0);
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int h = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, 0);
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SDL_Colorspace default_colorspace;
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float SDR_white_point_default = 1.0f;
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float HDR_headroom_default = 1.0f;
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SDL_bool texture_is_fourcc_and_target;
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CHECK_RENDERER_MAGIC(renderer, NULL);
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@@ -1298,14 +1296,8 @@ SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_Propert
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}
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renderer->textures = texture;
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if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_PQ) {
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SDR_white_point_default = 100.0f;
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HDR_headroom_default = 4.0f;
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} else if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_LINEAR) {
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HDR_headroom_default = 0.0f;
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}
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texture->SDR_white_point = SDL_GetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, SDR_white_point_default);
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texture->HDR_headroom = SDL_GetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, HDR_headroom_default);
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texture->SDR_white_point = SDL_GetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, SDL_GetDefaultSDRWhitePoint(texture->colorspace));
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texture->HDR_headroom = SDL_GetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, SDL_GetDefaultHDRHeadroom(texture->colorspace));
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/* FOURCC format cannot be used directly by renderer back-ends for target texture */
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texture_is_fourcc_and_target = (access == SDL_TEXTUREACCESS_TARGET && SDL_ISPIXELFORMAT_FOURCC(format));
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