Hmm… perhaps keeping the basic setting as Colour Boost and giving the new gamuts nicknames would work? Say, Off=709 (same as now), On=Expanded709 (same as now), Balanced=P3-D65, and Extreme=Rec2020? That way the options are there for advanced users to make WCG SDR shaders work correctly in HDR, while more casual users get the knock-on benefit of additional “poptions” in a form that is easier to parse?
(It could also be Off/Light/Full/Extreme, or anything else. The gamuts being available and what the setting actually does being documented for advanced users is the important thing.)
What it ultimately comes down to is that it is currently impossible to make gba-color.slangp and other similar shaders work correctly to their full potential with HDR enabled. You have to disable HDR and use WCG SDR instead.
As i see it, the available options to fix this are:
a) Adding those additional gamuts to Colour Boost, regardless of how we name those settings.
b) Making a bespoke “Advanced HDR Options” shader that overwrites the Colour Boost option with those gamuts available as a parameter.
c) Making it possible to turn off scanlines in Megatron like you can in guest-advanced, in which case Megatron would do double duty as the hypothetical “Advanced HDR Options” shader from option b.
I don’t ultimately care how we get there, but I feel very strongly that one of those options needs to happen in some form to make RetroArch’s HDR support more feature complete.
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