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/// Sets the output color space of the presenter and the format for the backbuffer. Currently only supported by the DirectX backend.
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/// Use the following combinations: <br />
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/// Render to SDR Display with gamma 2.2: <see cref="ColorSpaceType.RgbFullG22NoneP709"/> with <see cref="PixelFormat.R8G8B8A8_UNorm"/>, <see cref="PixelFormat.R8G8B8A8_UNorm_SRgb"/>, <see cref="PixelFormat.B8G8R8A8_UNorm"/>, <see cref="PixelFormat.B8G8R8A8_UNorm"/>. <br />
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/// Render to HDR Display in scRGB (standard linear), windows DWM will do the color conversion: <see cref="ColorSpaceType.RgbFullG10NoneP709"/> with <see cref="PixelFormat.R16G16B16A16_Float"/> <br />
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/// Render to HDR Display in HDR10/BT.2100, no windows DWM conversion, rendering needs to be in the Display color space: <see cref="ColorSpaceType.RgbFullG2084NoneP2020"/> with <see cref="PixelFormat.R10G10B10A2_UNorm"/> <br />
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/// Sets the output color space of the Graphics Presenter and the pixel format to use for the Back-Buffer.
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/// </summary>
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/// <param name="colorSpace"></param>
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/// <param name="format"></param>
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/// <param name="colorSpace">The output color space the Graphics Presenter should use.</param>
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/// <param name="format">The pixel format to use for the Back-Buffer.</param>
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/// <remarks>
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/// <para>
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/// The output color space can be used to render to HDR monitors.
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/// </para>
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/// <para>
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/// Use the following combinations:
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/// <list type="table">
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/// <item>
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/// <term>For rendering to a SDR display with gamma 2.2</term>
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/// <description>
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/// Set a color space of <see cref="ColorSpaceType.RgbFullG22NoneP709"/> with a Back-Buffer format <see cref="PixelFormat.R8G8B8A8_UNorm"/>,
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/// <see cref="PixelFormat.R8G8B8A8_UNorm_SRgb"/>, <see cref="PixelFormat.B8G8R8A8_UNorm"/>, or <see cref="PixelFormat.B8G8R8A8_UNorm"/>.
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/// </description>
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/// </item>
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/// <item>
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/// <term>For rendering to a HDR display in scRGB (standard linear), and letting the Windows DWM do the color conversion</term>
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/// <description>
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/// Set a color space of <see cref="ColorSpaceType.RgbFullG10NoneP709"/> with a Back-Buffer format <see cref="PixelFormat.R16G16B16A16_Float"/>.
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/// </description>
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/// </item>
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/// <item>
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/// <term>
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/// For rendering to a HDR display in HDR10 / BT.2100, with no color conversion by the Windows DWM, rendering needs to happen in the
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/// same color space as the display.
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/// </term>
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/// <description>
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/// Set a color space of <see cref="ColorSpaceType.RgbFullG2084NoneP2020"/> with a Back-Buffer format <see cref="PixelFormat.R10G10B10A2_UNorm"/>.
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/// </description>
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/// </item>
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/// </list>
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/// </para>
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/// <para>
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/// Note that this is currently only supported in Stride when using the Direct3D Graphics API.
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/// For more information about High Dynamic Range (HDR) rendering, see
privateconstColorSpaceTypeDefaultOutputColorSpace=ColorSpaceType.Rgb_Full_G22_None_P709;// Default RGB output for monitors with a standard gamma of 2.2
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#endregion
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@@ -193,6 +194,22 @@ public sealed class PresentationParameters : IEquatable<PresentationParameters>
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/// </remarks>
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publicColorSpaceColorSpace;
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/// <summary>
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/// The color space type used for the Graphics Presenter output.
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/// </summary>
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/// <remarks>
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/// <para>
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/// The output color space can be used to render to HDR monitors.
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/// Consult the documentation of the <see cref="ColorSpaceType"/> enum for more details.
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/// </para>
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/// <para>
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/// Note that this is currently only supported in Stride when using the Direct3D Graphics API.
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/// For more information about High Dynamic Range (HDR) rendering, see
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