the following writeup is about display colour management:
how it works, how to install icc profiles for your screens
and a few related details. for camera characterisation, i.e.
input colour management, please see
the colour
module
as well as
the input device transform creation tools.
the whole window is colour managed, i.e. everything
is rendered in linear rec2020 and alpha blended there.
conversion to the display profile is done in
imgui/examples/imgui_impl_vulkan.cpp
in the fragment
shader code.
you need to profile your display, apply the TRC with dispwin,
and supply the matrix to vkdt
. the latter is currently
done by running the script bin/read-icc.py
which will
generate a display.profile
file containing the extracted
gamma and colour matrix.
such a file, if found in the bin directory
during run time, vkdt
will pick it up and load it to the gpu.
to support dual monitor setups, vkdt
will look for names such as
bin/display.HDMI-0
for instance. to see the names of your monitors,
run vkdt
once with -d gui
(the default) to list available
monitors. also the loading will complain with the precise file
name it is looking for if it's not found.
currently only single or dual monitors (left/right of another) are supported.
vkdt
only supports matrix profiles for the output device transform. assuming
monitors with linear response to the input on their primaries (after applying
TRC), this is mathematically sufficient to reproduce the right colour for a
human observer. the reason is that the colour is already encoded as tristimulus
values in a colour space that has the same metameric behaviour as the cie
observer (rec2020 in our case here). this does not hold true for input device
transforms, which in general require more complex
transforms.
as an additional simplification, currently only gamma is supported, no generic
shaper curve.
all gui colours need to be given in rec2020 tristimulus values.
gui/render.cc
has a function to convert user/theme supplied
srgb values to linear rec2020.
bc1 thumbnails are stored in gamma/sRGB. they are loaded as
VK_FORMAT_BC1_RGB_SRGB_BLOCK
such that they are linear
when used in the gui.
the pixel pipeline/graph works in linear rec2020 encoding. the output in display nodes (f16) is read as linear, and the imgui fragment shader multiplies the icc matrix and applies the gamma shaper.
if the display supports 10 bits, the vulkan framebuffers are inited as 10bit format, and the final result in the swapchain will be rendered at that precision (all our internal buffers have higher precision).
the command line interface explicitly inserts f2srgb
nodes before
the o-*
nodes if the output format requires gamma encoding,
such as jpeg.