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-rw-r--r--src/core/SkSRGB.h50
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diff --git a/src/core/SkSRGB.h b/src/core/SkSRGB.h
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-/*
- * Copyright 2016 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#ifndef SkSRGB_DEFINED
-#define SkSRGB_DEFINED
-
-#include "SkNx.h"
-
-/** Components for building our canonical sRGB -> linear and linear -> sRGB transformations.
- *
- * Current best practices:
- * - for sRGB -> linear, lookup R,G,B in sk_linear_from_srgb;
- * - for linear -> sRGB, call sk_linear_to_srgb() for R,G,B, clamp to 255, and round;
- * - the alpha channel is linear in both formats, needing at most *(1/255.0f) or *255.0f.
- *
- * sk_linear_to_srgb()'s output requires rounding; it does not round for you.
- *
- * Given inputs in [0,1], sk_linear_to_srgb() will not underflow 0 but may overflow 255.
- * The overflow is small enough that you can safely either clamp then round or round then clamp.
- * (If you don't trust the inputs are in [0,1], you'd better clamp both sides immediately.)
- *
- * sk_linear_to_srgb() will run a little faster than usual when compiled with SSE4.1+.
- */
-
-extern const float sk_linear_from_srgb[256];
-
-static inline Sk4f sk_linear_to_srgb(const Sk4f& x) {
- // Approximation of the sRGB gamma curve (within 1 when scaled to 8-bit pixels).
- // For 0.00000f <= x < 0.00349f, 12.92 * x
- // For 0.00349f <= x <= 1.00000f, 0.679*(x.^0.5) + 0.423*x.^(0.25) - 0.101
- // Note that 0.00349 was selected because it is a point where both functions produce the
- // same pixel value when rounded.
- auto rsqrt = x.rsqrt(),
- sqrt = rsqrt.invert(),
- ftrt = rsqrt.rsqrt();
-
- auto lo = (12.92f * 255.0f) * x;
-
- auto hi = (-0.101115084998961f * 255.0f) +
- (+0.678513029959381f * 255.0f) * sqrt +
- (+0.422602055039580f * 255.0f) * ftrt;
-
- return (x < 0.00349f).thenElse(lo, hi);
-}
-
-#endif//SkSRGB_DEFINED