testcolorspace: added an HDR10 gradient

This commit is contained in:
Sam Lantinga
2026-07-21 14:10:09 -07:00
parent 23b641070c
commit e10457d52f

View File

@@ -30,6 +30,7 @@ static const char *colorspace_name = "sRGB";
static int renderer_count = 0;
static int renderer_index = 0;
static int stage_index = 0;
static float SDR_white_level = 1.0f;
static float HDR_headroom = 1.0f;
enum
@@ -42,6 +43,7 @@ enum
StageBlendTexture,
StageGradientDrawing,
StageGradientTexture,
StageHDR10Texture,
StageCount
};
@@ -70,7 +72,11 @@ static void UpdateHDRState(void)
colorspace != SDL_COLORSPACE_HDR10) {
SDL_Log("Run with --colorspace linear to display HDR colors");
}
SDR_white_level = SDL_GetFloatProperty(props, SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT, 1.0f);
HDR_headroom = SDL_GetFloatProperty(props, SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT, 1.0f);
} else {
SDR_white_level = 1.0f;
HDR_headroom = 1.0f;
}
}
@@ -167,6 +173,41 @@ static bool ReadPixel(int x, int y, SDL_Color *c)
return result;
}
typedef enum
{
TextAlignLeft,
TextAlignRight,
TextAlignCenter
} TextAlignment;
static void DrawAlignedText(float x, float y, TextAlignment align, const char *fmt, ...)
{
char *text;
va_list ap;
va_start(ap, fmt);
SDL_vasprintf(&text, fmt, ap);
va_end(ap);
size_t text_width = SDL_strlen(text) * SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE;
switch (align) {
case TextAlignLeft:
break;
case TextAlignRight:
x -= text_width;
break;
case TextAlignCenter:
x -= text_width / 2.0f;
break;
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDLTest_DrawString(renderer, x + 1.0f, y + 1.0f, text);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDLTest_DrawString(renderer, x, y, text);
SDL_free(text);
}
static void DrawText(float x, float y, const char *fmt, ...)
{
char *text;
@@ -376,7 +417,7 @@ static void RenderBlendDrawing(void)
DrawText(x, y, "Correct blend color, blending in sRGB space");
} else if ((cr.r == 214 && cr.g == 156 && cr.b == 113) ||
(cr.r == 215 && cr.g == 155 && cr.b == 113)) {
DrawText(x, y, "Incorrect blend color, blending in PQ space");
DrawText(x, y, "Correct blend color, blending in PQ space");
} else {
DrawText(x, y, "Incorrect blend color, unknown reason");
}
@@ -438,7 +479,7 @@ static void RenderBlendTexture(void)
DrawText(x, y, "Correct blend color, blending in sRGB space");
} else if ((cr.r == 214 && cr.g == 156 && cr.b == 113) ||
(cr.r == 215 && cr.g == 155 && cr.b == 113)) {
DrawText(x, y, "Incorrect blend color, blending in PQ space");
DrawText(x, y, "Correct blend color, blending in PQ space");
} else {
DrawText(x, y, "Incorrect blend color, unknown reason");
}
@@ -589,6 +630,98 @@ static void RenderGradientTexture(void)
y += 64.0f;
}
float PQfromNits(float v)
{
const float c1 = 0.8359375f;
const float c2 = 18.8515625f;
const float c3 = 18.6875f;
const float m1 = 0.1593017578125f;
const float m2 = 78.84375f;
float y = SDL_clamp(v / 10000.0f, 0.0f, 1.0f);
float num = c1 + c2 * SDL_powf(y, m1);
float den = 1.0f + c3 * SDL_powf(y, m1);
return SDL_powf(num / den, m2);
}
static SDL_Texture *CreateHDR10Texture(int width, float max_nits)
{
SDL_Texture *texture;
Uint32 *pixels;
/* ABGR2101010 textures are in the HDR10 colorspace by default */
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_ABGR2101010);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, width);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, 1);
// The white point for HDR10 textures is the SDR white level in nits
if (SDR_white_level > 1.0f) {
// We'll match the current display SDR white level so we don't get any scaling here
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, SDR_white_level * 80.0f);
} else {
// ITU-R BT.2408-6 recommends using an SDR white point of 203 nits.
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, 203.0f);
}
texture = SDL_CreateTextureWithProperties(renderer, props);
SDL_DestroyProperties(props);
if (!texture) {
return NULL;
}
pixels = (Uint32 *)SDL_malloc(width * sizeof(Uint32));
if (pixels) {
int i;
for (i = 0; i < width; ++i) {
float nits = (max_nits * i) / width;
Uint32 v = (Uint32)SDL_roundf(PQfromNits(nits) * 1023.0f);
pixels[i] = 0xC0000000 | (v << 20) | (v << 10) | v;
}
SDL_UpdateTexture(texture, NULL, pixels, width * sizeof(Uint32));
SDL_free(pixels);
}
return texture;
}
static void DrawHDR10Texture(float x, float y, float width, float height, float max_nits)
{
SDL_FRect rect = { x, y, width, height };
SDL_Texture *texture = CreateHDR10Texture((int)width, max_nits);
SDL_RenderTexture(renderer, texture, NULL, &rect);
SDL_DestroyTexture(texture);
}
static void RenderHDR10Texture(void)
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Texture HDR10 ramp");
y += TEXT_LINE_ADVANCE;
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "HDR10");
y += TEXT_LINE_ADVANCE;
/* The gradient texture is in the linear colorspace, so we can use the HDR_headroom value directly */
const float max_nits = 1000.0f;
float gradient_width = WINDOW_WIDTH - 2 * x;
DrawHDR10Texture(x, y, gradient_width, 64.0f, max_nits);
y += 64.0f;
y += 4.0f;
DrawAlignedText(x, y, TextAlignLeft, "Nits:");
DrawAlignedText(x + gradient_width / 4, y, TextAlignCenter, "%g", max_nits / 4);
DrawAlignedText(x + gradient_width / 2, y, TextAlignCenter, "%g", max_nits / 2);
DrawAlignedText(x + gradient_width * 400 / max_nits, y, TextAlignCenter, "400");
DrawAlignedText(x + gradient_width * 3 / 4, y, TextAlignCenter, "%g", max_nits * 3 / 4);
DrawAlignedText(x + gradient_width, y, TextAlignRight, "%g", max_nits);
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
/* Check for events */
@@ -650,6 +783,9 @@ SDL_AppResult SDL_AppIterate(void *appstate)
case StageGradientTexture:
RenderGradientTexture();
break;
case StageHDR10Texture:
RenderHDR10Texture();
break;
}
SDL_RenderPresent(renderer);