Removed SDL_PROP_SURFACE_COLORSPACE_NUMBER
Now that we have surface internal data, we can store it there. This slightly improves performance in the surface blitting paths.
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@@ -186,11 +186,6 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface);
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*
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* The following properties are understood by SDL:
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*
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* - `SDL_PROP_SURFACE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
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* the surface colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR for
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* floating point formats, SDL_COLORSPACE_HDR10 for 10-bit formats,
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* SDL_COLORSPACE_SRGB for other RGB surfaces and SDL_COLORSPACE_BT709_FULL
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* for YUV surfaces.
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* - `SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
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* surfaces, this defines the value of 100% diffuse white, with higher
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* values being displayed in the High Dynamic Range headroom. This defaults
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@@ -214,7 +209,6 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface);
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*/
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extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSurfaceProperties(SDL_Surface *surface);
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#define SDL_PROP_SURFACE_COLORSPACE_NUMBER "SDL.surface.colorspace"
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#define SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT "SDL.surface.SDR_white_point"
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#define SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT "SDL.surface.HDR_headroom"
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#define SDL_PROP_SURFACE_TONEMAP_OPERATOR_STRING "SDL.surface.tonemap"
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