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Re: [Public WebGL] Rendering to HDR displays (10bits per color component)



Oh and in any case afaik the only 10-bit consumer grad display panels out there are cheap, don't really do 10-bit colors and have poor gamut/contrast effectively negating any benefit.

On Thu, Jul 12, 2018 at 12:06 PM, Florian Bösch <pyalot@gmail.com> wrote:
My knowledge on the topic might be a bit outdated, but here's my understanding.

Neither OpenGL nor Direct3D support HDR front/back buffers and even though the GPU might be able to output a HDR signal to the monitor (something that previously was only possible with ugly hacks in medical imaging setups with a special driver that interlaced 8-bit and then tacked on 2 more bits into a seperate render target), when you render hardware accelerated all your output values get clamped to 8-bits per component when you put them into gl_FragColor for the rasterizer.

Please correct me if this is wrong (by now).

On Thu, Jul 12, 2018 at 11:47 AM, Javi Agenjo <javi.agenjo@gmail.com> wrote:
Hi:

Now that Chrome supports HDR video rendering (in Windows 10) with 10bits per color (using the VP9 Profile 2 10-bit) I was wondering if there would be any changes that we can instantiate a WebGL Context that has more than 8bits per color component, now that HDR displays are starting to roll out commercially.

Sorry if this topic has been brought before or if this feature is already supported, but I did my research and couldnt find anything.

Thanks