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.
This commit is contained in:
Sam Lantinga
2024-07-21 08:43:51 -07:00
parent 4a7e95402f
commit c040a02d6c
6 changed files with 25 additions and 49 deletions

View File

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