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Normally this would be done by creating a PQ swap chain and a linear SRGB render target and doing blending operations in linear space and then final conversion to PQ HDR, but we're going to short-circuit all of that and just support linear SRGB output directly. |
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| .. | ||
| direct3d | ||
| direct3d11 | ||
| direct3d12 | ||
| metal | ||
| opengl | ||
| opengles2 | ||
| ps2 | ||
| psp | ||
| software | ||
| vitagxm | ||
| vulkan | ||
| SDL_d3dmath.c | ||
| SDL_d3dmath.h | ||
| SDL_render.c | ||
| SDL_render_unsupported.c | ||
| SDL_sysrender.h | ||
| SDL_yuv_sw.c | ||
| SDL_yuv_sw_c.h | ||