| Commit message (Collapse) | Author | Age |
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Textures that we sample on the GPU are always premul, so we should
actually clamp to alpha.
Colors that are xformed on the CPU are always unpremul, so clamping to
[0,1] is correct. Add a comment explaining that.
BUG=skia:
Change-Id: I180f2d410f24afc78bd03ab8636a83fb443d68e2
Reviewed-on: https://skia-review.googlesource.com/6581
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Mike Klein <mtklein@chromium.org>
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Fixes many blatant errors with glnarrow config
BUG=skia:
Change-Id: I729cda350ebce126bdac4eb41c91f30294e1c61e
Reviewed-on: https://skia-review.googlesource.com/5469
Reviewed-by: Mike Klein <mtklein@chromium.org>
Commit-Queue: Brian Osman <brianosman@google.com>
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Even with a modest cache, we're going to get nearly 100% hit rate
for typical usage scenarios. I'm hoping to avoid the special case
caching of sRGB -> destination, and just rely on the more general
mechanism.
Yes, this is yet-another cache class. I wanted to use one of many
that are laying around, but couldn't find a good fit. On the plus
side, it's not much code.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=3726
Change-Id: I943be5c99f0d691a87ffe8c5bc3067a8eb491fc2
Reviewed-on: https://skia-review.googlesource.com/3726
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
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Also going to use this to allow caching of GrColorSpaceXforms
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=3670
Change-Id: I56ed2dcbdddc22046263f56d68f2d6aea55547c8
Reviewed-on: https://skia-review.googlesource.com/3670
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Matt Sarett <msarett@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
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The refactoring breaks off A2B0 tag support into a separate
subclass of SkColorSpace_Base, while keeping the current
(besides CLUT) functionality in a XYZTRC subclass.
ICC profile loading is now aware of this and creates the A2B0
subclass when SkColorSpace::NewICC() is called on a profile
in need of the A2B0 functionality.
The LabPCSDemo GM loads a .icc profile containing a LAB PCS and
then runs a Lab->XYZ conversion on an image using it so we can
display it and test out the A2B0 SkColorSpace functionality,
sans a/b/m-curves, as well as the Lab->XYZ conversion code.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2389983002
Review-Url: https://codereview.chromium.org/2389983002
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SkColorSpace needs to become more versatile, in order to support
profiles that cannot specified with just a "to XYZ D50" matrix.
This a just first step to clean up the public API.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2381553002
Review-Url: https://codereview.chromium.org/2381553002
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For now, we still only have the SkColor factory, but the Descriptor can
now carry either an SkColor or SkColor4f specified gradient. Base class
constructor automatically populates both forms of color, so that legacy
raster backend will continue to work, and new backend work can operate
directly from the float4 version.
On the GPU side, we have similar logic, but GrGradientEffect only
keeps one version of colors around: SkColor if the destination is
legacy, and SkColor4f (with an optional gamut xform) if the destination
is gamma correct. The 4f colors are already linear, and we gamut xform
them in setData, so gradients are now fully color-correct in sRGB and
F16 modes...
... unless there are more than three stops. Then we use a texture, and
that code path isn't handled yet. We have a few choices here (do we
use an 8-bit sRGB atlas, or just always use F16 linear atlas so we can
share it among both sRGB and wide-gamut rendering). In any case, I'd
like to defer that to a second CL.
This change does fix the non-texture gradients in the gamut GM.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2337313002
Review-Url: https://codereview.chromium.org/2337313002
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Conversion from sRGB to destination gamut is going to be very common,
so I'm caching that xform (if there is one) on the draw context.
Results verified in the gamut GM (two more boxes correct).
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2330553003
Review-Url: https://codereview.chromium.org/2330553003
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1. Remove special premul handling from gamut xform code
Alpha is a constant, so the gamut transformation results remain unchanged
(it distributes across the linear matrix multiply).
2. Use SkMatrix44 rather than array of floats
Preserves semantic intention, and makes upcoming code (where we transform
colors on the CPU by that matrix) simpler.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2329553002
Review-Url: https://codereview.chromium.org/2329553002
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Now that we're not storing them transposed, we can plumb them to the
shader column-major all the way, and then multiply colors on the right, as
it should be.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2326093002
Review-Url: https://codereview.chromium.org/2326093002
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We were effectively storing the transpose, which made all of our
operations on individual colors, and our concatenation of matrices
awkward and backwards.
I'm planning to push this further into Ganesh, where I had incorrectly
adjusted to the previous layout, treating colors as row vectors in the
shaders.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2324843003
Review-Url: https://codereview.chromium.org/2324843003
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BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2323003002
Review-Url: https://codereview.chromium.org/2323003002
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New helper functions inject the necessary shader
function. Texture lookup functions can now insert
the gamut xform at the appropriate place, too.
As written, could be used to transform non-texture
colors (e.g. vertex colors) as well.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2180803005
Review-Url: https://codereview.chromium.org/2180803005
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Public API is really just internal.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2185533005
TBR=bsalomon@google.com
Review-Url: https://codereview.chromium.org/2185533005
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GrTextureAccess optionally includes an instance, computed from the src
and dst color spaces. In all common cases (no color space for either src
or dst, or same color space for both), no object is allocated.
This change is orthogonal to my attempts to get color space attached to
render targets - regardless of how we choose to do that, this will give
us the source color space at all points where we are connecting src to
dst.
There are many dangling injection points where I've been inserting
nullptr, but I have a record of all of them. Additionally, there are now
three places (the most common simple paths for bitmap/image rendering)
where things are plumbed enough that I expect to have access to the dst
color space (all marked with XFORMTODO).
In addition to getting the dst color space, I need to inject shader code
and uniform uploading for appendTextureLookup and friends.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2154753003
Review-Url: https://codereview.chromium.org/2154753003
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