/* * 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; * - the alpha channel is linear in both formats, needing at most *(1/255.0f) or *255.0f. * * sk_linear_to_srgb() will run a little faster than usual when compiled with SSE4.1+. */ extern const float sk_linear_from_srgb[256]; extern const uint16_t sk_linear12_from_srgb[256]; extern const uint8_t sk_linear12_to_srgb[4096]; // [0.0f, 1.0f] -> [0, 255]. static inline Sk4i sk_linear_to_srgb(const Sk4f& x) { // Approximation of the sRGB gamma curve (within 1 when scaled to 8-bit pixels). // // Constants tuned by brute force to minimize (in order of importance) after truncation: // 1) the number of bytes that fail to round trip (0 of 256); // 2) the number of points in [FLT_MIN, 1.0f] that are non-monotonic (0 of ~1 billion); // 3) the number of points halfway between bytes that hit the wrong byte (131 of 255). auto rsqrt = x.rsqrt(), sqrt = rsqrt.invert(), ftrt = rsqrt.rsqrt(); auto lo = (13.0471f * 255.0f) * x; auto hi = SkNx_fma(Sk4f{+0.412999f * 255.0f}, ftrt, SkNx_fma(Sk4f{+0.687999f * 255.0f}, sqrt, Sk4f{-0.0974983f * 255.0f})); auto s = (x < 0.0048f).thenElse(lo, hi); // Now clamp and truncate. // The order of the arguments is important here. We want to make sure that NaN // clamps to zero. Note that max(NaN, 0) = 0, while max(0, NaN) = NaN. return SkNx_cast(Sk4f::Min(Sk4f::Max(s, 0.0f), 255.0f)); } #endif//SkSRGB_DEFINED