Skip tonemapping for render targets with unspecified HDR headroom

This commit is contained in:
Sam Lantinga
2025-11-10 10:25:24 -08:00
parent 4e5ba722fd
commit ead02b08dd
5 changed files with 5 additions and 5 deletions

View File

@@ -2230,7 +2230,7 @@ static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
output_headroom = renderer->HDR_headroom;
}
if (texture->HDR_headroom > output_headroom) {
if (texture->HDR_headroom > output_headroom && output_headroom > 0.0f) {
constants->tonemap_method = TONEMAP_CHROME;
constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom));
constants->tonemap_factor2 = (1.0f / output_headroom);

View File

@@ -2667,7 +2667,7 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
output_headroom = renderer->HDR_headroom;
}
if (texture->HDR_headroom > output_headroom) {
if (texture->HDR_headroom > output_headroom && output_headroom > 0.0f) {
constants->tonemap_method = TONEMAP_CHROME;
constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom));
constants->tonemap_factor2 = (1.0f / output_headroom);

View File

@@ -917,7 +917,7 @@ static void CalculateAdvancedShaderConstants(SDL_Renderer *renderer, const SDL_R
output_headroom = renderer->HDR_headroom;
}
if (texture->HDR_headroom > output_headroom) {
if (texture->HDR_headroom > output_headroom && output_headroom > 0.0f) {
constants->tonemap_method = TONEMAP_CHROME;
constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom));
constants->tonemap_factor2 = (1.0f / output_headroom);

View File

@@ -1459,7 +1459,7 @@ static void SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand
output_headroom = renderer->HDR_headroom;
}
if (texture->HDR_headroom > output_headroom) {
if (texture->HDR_headroom > output_headroom && output_headroom > 0.0f) {
constants->tonemap_method = TONEMAP_CHROME;
constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom));
constants->tonemap_factor2 = (1.0f / output_headroom);

View File

@@ -3472,7 +3472,7 @@ static void VULKAN_SetupShaderConstants(SDL_Renderer *renderer, const SDL_Render
output_headroom = renderer->HDR_headroom;
}
if (texture->HDR_headroom > output_headroom) {
if (texture->HDR_headroom > output_headroom && output_headroom > 0.0f) {
constants->tonemap_method = TONEMAP_CHROME;
constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom));
constants->tonemap_factor2 = (1.0f / output_headroom);