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      1 /*
      2  * Copyright 2016 Google Inc.
      3  *
      4  * Use of this source code is governed by a BSD-style license that can be
      5  * found in the LICENSE file.
      6  */
      7 
      8 #ifndef SkSRGB_DEFINED
      9 #define SkSRGB_DEFINED
     10 
     11 #include "SkNx.h"
     12 
     13 /** Components for building our canonical sRGB -> linear and linear -> sRGB transformations.
     14  *
     15  *  Current best practices:
     16  *      - for sRGB -> linear, lookup R,G,B in sk_linear_from_srgb;
     17  *      - for linear -> sRGB, call sk_linear_to_srgb() for R,G,B;
     18  *      - the alpha channel is linear in both formats, needing at most *(1/255.0f) or *255.0f.
     19  *
     20  *  sk_linear_to_srgb() will run a little faster than usual when compiled with SSE4.1+.
     21  */
     22 
     23 extern const float    sk_linear_from_srgb[256];
     24 extern const uint16_t sk_linear12_from_srgb[256];
     25 extern const uint8_t  sk_linear12_to_srgb[4096];
     26 
     27 template <typename V>
     28 static inline V sk_clamp_0_255(const V& x) {
     29     // The order of the arguments is important here.  We want to make sure that NaN
     30     // clamps to zero.  Note that max(NaN, 0) = 0, while max(0, NaN) = NaN.
     31     return V::Min(V::Max(x, 0.0f), 255.0f);
     32 }
     33 
     34 // [0.0f, 1.0f] -> [0.0f, 255.xf], for small x.  Correct after truncation.
     35 template <typename V>
     36 static inline V sk_linear_to_srgb_needs_trunc(const V& x) {
     37     // Approximation of the sRGB gamma curve (within 1 when scaled to 8-bit pixels).
     38     //
     39     // Constants tuned by brute force to minimize (in order of importance) after truncation:
     40     //    1) the number of bytes that fail to round trip (0 of 256);
     41     //    2) the number of points in [FLT_MIN, 1.0f] that are non-monotonic (0 of ~1 billion);
     42     //    3) the number of points halfway between bytes that hit the wrong byte (131 of 255).
     43     auto rsqrt = x.rsqrt(),
     44          sqrt  = rsqrt.invert(),
     45          ftrt  = rsqrt.rsqrt();
     46 
     47     auto lo = (13.0471f * 255.0f) * x;
     48 
     49     auto hi = SkNx_fma(V{+0.412999f  * 255.0f}, ftrt,
     50               SkNx_fma(V{+0.687999f  * 255.0f}, sqrt,
     51                        V{-0.0974983f * 255.0f}));
     52     return (x < 0.0048f).thenElse(lo, hi);
     53 }
     54 
     55 // [0.0f, 1.0f] -> [0.0f, 1.0f].  Correct after rounding.
     56 template <typename V>
     57 static inline V sk_linear_to_srgb_needs_round(const V& x) {
     58     // Tuned to round trip each sRGB byte after rounding.
     59     auto rsqrt = x.rsqrt(),
     60          sqrt  = rsqrt.invert(),
     61          ftrt  = rsqrt.rsqrt();
     62 
     63     auto lo = 12.46f * x;
     64 
     65     auto hi = V::Min(1.0f, SkNx_fma(V{+0.411192f}, ftrt,
     66                            SkNx_fma(V{+0.689206f}, sqrt,
     67                                     V{-0.0988f})));
     68     return (x < 0.0043f).thenElse(lo, hi);
     69 }
     70 
     71 template <int N>
     72 static inline SkNx<N,int> sk_linear_to_srgb(const SkNx<N,float>& x) {
     73     auto f = sk_linear_to_srgb_needs_trunc(x);
     74     return SkNx_cast<int>(sk_clamp_0_255(f));
     75 }
     76 
     77 
     78 // sRGB -> linear, using math instead of table lookups.
     79 template <typename V>
     80 static inline V sk_linear_from_srgb_math(const V& x) {
     81     // Non-linear segment of sRGB curve approximated by
     82     // l = 0.0025 + 0.6975x^2 + 0.3x^3
     83     const V k0 = 0.0025f,
     84             k2 = 0.6975f,
     85             k3 = 0.3000f;
     86     auto hi = SkNx_fma(x*x, SkNx_fma(x, k3, k2), k0);
     87 
     88     // Linear segment of sRGB curve: the normal slope, extended a little further than normal.
     89     auto lo = x * (1/12.92f);
     90 
     91     return (x < 0.055f).thenElse(lo, hi);
     92 }
     93 
     94 // Same as above, starting from ints.
     95 template <int N>
     96 static inline SkNx<N,float> sk_linear_from_srgb_math(const SkNx<N,int>& s) {
     97     auto x = SkNx_cast<float>(s);
     98 
     99     // Same math as above, but working with x in [0,255], so x^n needs scaling by u^n.
    100     const float u = 1/255.0f;
    101 
    102     const SkNx<N,float> k0 = 0.0025f,
    103                         k2 = 0.6975f * u*u,
    104                         k3 = 0.3000f * u*u*u;
    105     auto hi = SkNx_fma(x*x, SkNx_fma(x, k3, k2), k0);
    106     auto lo = x * (u/12.92f);
    107     return (x < (0.055f/u)).thenElse(lo, hi);
    108 }
    109 
    110 #endif//SkSRGB_DEFINED
    111