diff --git a/src/Ryujinx.Graphics.OpenGL/Window.cs b/src/Ryujinx.Graphics.OpenGL/Window.cs index b1b68d809..d5bd9e159 100644 --- a/src/Ryujinx.Graphics.OpenGL/Window.cs +++ b/src/Ryujinx.Graphics.OpenGL/Window.cs @@ -426,7 +426,7 @@ namespace Ryujinx.Graphics.OpenGL public void SetHdrMode(bool enabled, float paperWhite, float peak, float curve) { - // Native HDR output is only implemented on the Vulkan backend. + // HDR output (scRGB inverse tone mapping) is only implemented on the Vulkan backend. } } } diff --git a/src/Ryujinx.Graphics.Vulkan/Window.cs b/src/Ryujinx.Graphics.Vulkan/Window.cs index 5889fa85f..9bc779a7b 100644 --- a/src/Ryujinx.Graphics.Vulkan/Window.cs +++ b/src/Ryujinx.Graphics.Vulkan/Window.cs @@ -232,7 +232,7 @@ namespace Ryujinx.Graphics.Vulkan private static SurfaceFormatKHR ChooseSwapSurfaceFormat(SurfaceFormatKHR[] availableFormats, bool colorSpacePassthroughEnabled, bool hdrEnabled) { - // Native HDR output: when HDR is enabled and the surface advertises the scRGB + // HDR output (scRGB inverse tone mapping): when HDR is enabled and the surface advertises the scRGB // (extended sRGB linear) HDR colorspace, select the 16-bit float swapchain. That // colorspace is only enumerated on a genuinely HDR-capable display/OS, so on an SDR // display this branch never triggers and the normal SDR format is used unchanged. diff --git a/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs b/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs index 5e5c0721e..70ac24f43 100644 --- a/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs +++ b/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs @@ -70,7 +70,7 @@ namespace Ryujinx.Ava.Systems.Configuration public int ScalingFilterLevel { get; set; } /// - /// Enables or disables native HDR output (scRGB) with SDR->HDR tone mapping. + /// Enables or disables HDR output (scRGB) via SDR->HDR inverse tone mapping (AutoHDR-style retrofit, not native per-game HDR). /// public bool EnableHdr { get; set; } diff --git a/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs b/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs index 66632e5d1..3de0f713f 100644 --- a/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs +++ b/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs @@ -621,7 +621,7 @@ namespace Ryujinx.Ava.Systems.Configuration public ReactiveObject ScalingFilterLevel { get; private set; } /// - /// Enables or disables native HDR output (scRGB) with SDR->HDR tone mapping. + /// Enables or disables HDR output (scRGB) via SDR->HDR inverse tone mapping (AutoHDR-style retrofit, not native per-game HDR). /// public ReactiveObject EnableHdr { get; private set; } diff --git a/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml b/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml index 9e5b17fd7..a2cb17995 100644 --- a/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml +++ b/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml @@ -96,7 +96,7 @@ + ToolTip.Tip="Expands the SDR image to HDR via inverse tone mapping into an scRGB float swapchain — similar to Windows AutoHDR, but tuned to keep blacks black and only lift highlights. This is not native/per-game HDR: the game still renders in SDR. Only engages on an HDR-capable display with HDR enabled in the OS; SDR displays are unaffected. Vulkan only.">