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

Javi Agenjo [email protected]
Thu Jul 12 06:08:27 PDT 2018

Something to add is that HDMI 2.0a and forward
<https://en.wikipedia.org/wiki/HDMI#Version_2.1> supports HDR formats, so
it should be possible by GPU manufacturers to add support for 10bits
front/back buffers just by updating the drivers. Current HDR professional
solutions rely on rendering to a FBO and downloading every frame back to
RAM to send it through some special video card to the HDR display.

Anyway, I guess this request will have to scalate to OpenGL group.

Thanks for your time Florian.

On Thu, Jul 12, 2018 at 1:16 PM, Florian Bösch <[email protected]> wrote:

> On Thu, Jul 12, 2018 at 12:33 PM, Javi Agenjo <[email protected]>
> wrote:
>> but if Chrome supports HDR video rendering (as far as they say), there
>> has to be some sort of pipeline going on outputing to 10bits, unless it is
>> all happenning beyond the pipeline through some sort of decoding chip
>> inside the GPU.
> My guess is it's a feature of the hardware accelerated video decoder.
>> Im asking because Im working in an European project related to HDR (
>> HDR4EU <https://www.upf.edu/web/hdr4eu>) and there are companies pushing
>> HDR displays for consumers so there are reasons to expect changes in the
>> near future, with better quality and gamuts. So it would be interesting to
>> see some suggestions about how browsers can adapt to that change in the
>> next years.
> I would absolutely love HDR capability trough the pipeline. The 8-bit per
> channel convention is ridiculous nowadays because the actual display
> hardware (especially in OLED displays) is capable of many more graduations
> (even if the decoder chips is in the monitor aren't). Linear color space
> floating point rendering is becoming the norm, only for the result to be
> squashed together into a gamma/8-bit channel. It's nuts.
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