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vo_opengl: default hdr-tone-mapping to hable

This algorithm works really well. Setting it is a much better
"out-of-the-box" experience than just clipping, which will always look
ugly.

In other words, with this default, users of mpv will just be able to
play HDR content without even realizing it's HDR (pretty much).
This commit is contained in:
Niklas Haas 2016-05-30 20:11:14 +02:00 committed by wm4
parent 45c3e0f0d0
commit 68c77d955f
2 changed files with 6 additions and 3 deletions

View File

@ -1071,13 +1071,14 @@ Available video output drivers are:
target display. Valid values are:
clip
Hard-clip any out-of-range values (default)
Hard-clip any out-of-range values.
reinhard
Reinhard tone mapping algorithm. Very simple continuous curve.
Preserves dynamic range and peak but uses nonlinear contrast.
hable
Similar to ``reinhard`` but preserves dark contrast better (slightly
sigmoidal). Developed by John Hable for use in video games.
Similar to ``reinhard`` but preserves dark contrast better
(slightly sigmoidal). Developed by John Hable for use in video
games. (default)
gamma
Fits a logarithmic transfer between the tone curves.
linear

View File

@ -322,6 +322,7 @@ const struct gl_video_opts gl_video_opts_def = {
.prescale_passes = 1,
.prescale_downscaling_threshold = 2.0f,
.target_brightness = 250,
.hdr_tone_mapping = TONE_MAPPING_HABLE,
.tone_mapping_param = NAN,
};
@ -352,6 +353,7 @@ const struct gl_video_opts gl_video_opts_hq_def = {
.prescale_passes = 1,
.prescale_downscaling_threshold = 2.0f,
.target_brightness = 250,
.hdr_tone_mapping = TONE_MAPPING_HABLE,
.tone_mapping_param = NAN,
};