<div dir="auto"><div dir="auto"><a href="https://android-developers.googleblog.com/2019/05/wide-color-photos-are-coming-to-android.html?m=1" rel="noreferrer noreferrer noreferrer noreferrer noreferrer" target="_blank">https://android-developers.googleblog.com/2019/05/wide-color-photos-are-coming-to-android.html?m=1</a><div dir="auto"><br></div><div dir="auto">this partially answers what application supposed to do?</div><div dir="auto"><br></div><div dir="auto">===</div><div dir="auto">At a technical level, this means there will be pictures coming to your application with an <a href="https://en.wikipedia.org/wiki/ICC_profile" rel="noreferrer noreferrer noreferrer noreferrer" target="_blank">ICC profile</a>
that is not sRGB but some other wider color gamut: Display P3, Adobe
RGB, etc. For consumers, this means their photos will look more
realistic. <br></div><div dir="auto">===</div><div dir="auto"><br></div><div dir="auto"><br></div><div dir="auto">I hope new ffmpeg 6+ plus lcms2 build will do it automagically?</div><div dir="auto"><br></div><div dir="auto">====</div><div dir="auto"><br></div><div dir="auto"><p> To render wide color gamut contents, besides the wide color contents,
you will also need to create a wide color gamut surfaces to render to.
In OpenGL for example, your application must first check the following
extensions:
</p>
<ul><li><a href="https://www.khronos.org/registry/EGL/extensions/EXT/EGL_EXT_gl_colorspace_display_p3_passthrough.txt" rel="noreferrer noreferrer noreferrer" target="_blank">EXT_gl_colorspace_display_p3_passthrough</a>
</li><li><a href="https://www.khronos.org/registry/EGL/extensions/EXT/EGL_EXT_gl_colorspace_display_p3.txt" rel="noreferrer noreferrer noreferrer" target="_blank">EXT_gl_colorspace_display_p3</a>
</li></ul>
<p>
And then, request the Display P3 as the color space when creating your surfaces, </p><p><br></p><p>====</p><p><br></p><p>And about this part I am not sure if Mesa3d already implement them .... Cingg definitely does not do egl on x11 so ....</p><p><br></p><p>For now wide-gamut display out of cingg as described there is impossible! :( </p><p><br></p><p>Sorry so far ....</p><p><br></p><p>PS: Krita was modded quite heavily due to HDR support:</p><p><a href="https://www.intel.cn/content/www/cn/zh/developer/articles/success-story/painting-with-light-a-technical-overview-of-implementing-hdr-support-in-krita.html" rel="noreferrer noreferrer" target="_blank">https://www.intel.cn/content/www/cn/zh/developer/articles/success-story/painting-with-light-a-technical-overview-of-implementing-hdr-support-in-krita.html</a><br></p><p><br></p><p>ps2:</p><p>Intel's Linux/wayland Proof of concept HDR rendering demo was posted in late 2017:</p><p><a href="https://lists.freedesktop.org/archives/wayland-devel/2017-December/036403.html" target="_blank" rel="noreferrer">https://lists.freedesktop.org/archives/wayland-devel/2017-December/036403.html</a><br></p><p><br></p><p>===</p><pre>simple-hdr-video
Uses ffmpeg to decode video into shm buffers, and sets the
colorspace/ycbcr encoding etc. appropriately. Ie. this one can
actually output HDR video</pre><p>=====</p><p>Of course in 6 years a lot of code was added/deleted, so I am not even sure you can build provided mesa/wayland/weston branches today out of the box ...</p><p><br></p></div><div dir="auto"><br></div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">вс, 4 июн. 2023 г., 01:52 Andrew Randrianasulu <<a href="mailto:randrianasulu@gmail.com" rel="noreferrer noreferrer noreferrer noreferrer noreferrer" target="_blank">randrianasulu@gmail.com</a>>:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="auto"><div><br><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">сб, 3 июн. 2023 г., 23:28 Andrea paz <<a href="mailto:gamberucci.andrea@gmail.com" rel="noreferrer noreferrer noreferrer noreferrer noreferrer noreferrer" target="_blank">gamberucci.andrea@gmail.com</a>>:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">You are right: the manual talks about emulation for sRGB. More news<br>
can be found here:<br>
<a href="https://photographylife.com/how-to-calibrate-dell-wide-gamut-monitors" rel="noreferrer noreferrer noreferrer noreferrer noreferrer noreferrer noreferrer noreferrer" target="_blank">https://photographylife.com/how-to-calibrate-dell-wide-gamut-monitors</a></blockquote></div></div><div dir="auto"><br></div><div dir="auto">Ah, THIS article definitely paints different, much darker picture about those monitors (from 2018 perspective). It clearly states you need GPU calibration for those to work nicely. I wonder if they mean something like xcalib work on loading gamma tables or also using actual 3d hardware for color correction?</div><div dir="auto"><br></div><div dir="auto">This is partially reason why I thought about full-screen external Color Management plugin - cingg may not have any real display-side color correction but if you just start external process before entering fullscreen and stop after (assuming single monitor setup) you will have your more accurate colors in fullscreen ( HDR dynamic metadata also apparently can be only send in fullscreen mode, even in Windows!).</div><div dir="auto"><br></div><div dir="auto">So, I propose giant external "hack" when it comes to workflow :) with slight advantage you do not need to wait on me/anyone until any CM arrives (if ever!) to cingg!</div><div dir="auto"><br></div><div dir="auto"><br></div><div dir="auto"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><br>
<br>
However, I am not intent on exploiting my monitor in HDR; in<br>
calibration I even decreased the brightness from the default 120 Cd/m2<br>
to 100 Cd/m2. So I have more realistic colors.<br>
</blockquote></div></div></div>
</blockquote></div></div>