<div dir="auto"><a href="https://m.youtube.com/watch?v=COxAt8pl_Xw" rel="noreferrer noreferrer noreferrer" target="_blank">https://m.youtube.com/watch?v=COxAt8pl_Xw</a><div dir="auto">"WWDC21: Explore HDR rendering with EDR | Apple"</div><div dir="auto"><br></div><div dir="auto">34 min runtime</div><div dir="auto"><br></div><div dir="auto">What I found interesting that Apple used internal floating-point representation with some values ABOVE 1.0f but those values probably can't leak into final video, at best they might remain inside OpenEXR image format captured at some point "as is" (?)</div><div dir="auto"><br></div><div dir="auto">There is textual (but more iOS /mobile oriented) description with pictures:</div><div dir="auto"><br></div><div dir="auto"><a href="https://medium.com/@maxwellyuchenlong/wwdc22-10113-10114-110565-explore-edr-on-ios-842ce9b5d500" target="_blank" rel="noreferrer">https://medium.com/@maxwellyuchenlong/wwdc22-10113-10114-110565-explore-edr-on-ios-842ce9b5d500</a></div><div dir="auto"><br></div><div dir="auto">=====</div><div dir="auto"><p><strong>Reference Mode</strong></p><p>Reference
mode is a new display mode for color-intensive workflows that pin
settings and block out distractions to provide more objective and
reliable reference results for a variety of common videos, such as color
grading, editing, and content mode, similar to the reference presets on
macOS.</p><p>When you enable the reference mode, you will have the following features:</p><ul><li>The SDK peak brightness is fixed at 100 nits and the HDR peak brightness is fixed at 1000 nits, so there is a 10x EDR headroom.</li><li>Disables HDR tone mapping to provide one-to-one media display mapping.</li><li>Disables
all display dynamic adjustments that occur to adapt to the environment,
such as True Tone, Auto Brightness, and Night Shift modes, and instead
allows the user to fine-calibrate the white point manually.</li></ul><div dir="auto"><br></div><div dir="auto">=== end of quotation ====</div><div dir="auto"><br></div><div dir="auto">At least back in 2021 Apple was still using Metal (their Vulkan-like graphics API) and OpenGL for system-wide compositing, not sure if it changed or not lately?</div><div dir="auto"><br></div><div dir="auto">Still I am not sure how this provides HDR-like experience on SDR display (may be by using dynamic mapping?)</div><div dir="auto"><br></div><div dir="auto">Of course this is just tip of the iceberg I found in few minutes at the morning.</div></div></div>