Merge "Bowing my head in shame, going back to gamma interpolated gradients"
This commit is contained in:
committed by
Android (Google) Code Review
commit
f596ba9375
@@ -38,13 +38,14 @@ struct FloatColor {
|
||||
}
|
||||
|
||||
// "color" is a gamma-encoded sRGB color
|
||||
// After calling this method, the color is stored as a linear color. The color
|
||||
// is not pre-multiplied.
|
||||
void setUnPreMultipliedSRGB(uint32_t color) {
|
||||
// After calling this method, the color is stored as a un-premultiplied linear color
|
||||
// if linear blending is enabled. Otherwise, the color is stored as a un-premultiplied
|
||||
// gamma-encoded sRGB color
|
||||
void setUnPreMultiplied(uint32_t color) {
|
||||
a = ((color >> 24) & 0xff) / 255.0f;
|
||||
r = EOCF_sRGB(((color >> 16) & 0xff) / 255.0f);
|
||||
g = EOCF_sRGB(((color >> 8) & 0xff) / 255.0f);
|
||||
b = EOCF_sRGB(((color ) & 0xff) / 255.0f);
|
||||
r = EOCF(((color >> 16) & 0xff) / 255.0f);
|
||||
g = EOCF(((color >> 8) & 0xff) / 255.0f);
|
||||
b = EOCF(((color ) & 0xff) / 255.0f);
|
||||
}
|
||||
|
||||
bool isNotBlack() {
|
||||
|
||||
@@ -189,9 +189,9 @@ void GradientCache::mixBytes(const FloatColor& start, const FloatColor& end,
|
||||
float amount, uint8_t*& dst) const {
|
||||
float oppAmount = 1.0f - amount;
|
||||
float a = start.a * oppAmount + end.a * amount;
|
||||
*dst++ = uint8_t(a * OECF_sRGB((start.r * oppAmount + end.r * amount)) * 255.0f);
|
||||
*dst++ = uint8_t(a * OECF_sRGB((start.g * oppAmount + end.g * amount)) * 255.0f);
|
||||
*dst++ = uint8_t(a * OECF_sRGB((start.b * oppAmount + end.b * amount)) * 255.0f);
|
||||
*dst++ = uint8_t(a * OECF(start.r * oppAmount + end.r * amount) * 255.0f);
|
||||
*dst++ = uint8_t(a * OECF(start.g * oppAmount + end.g * amount) * 255.0f);
|
||||
*dst++ = uint8_t(a * OECF(start.b * oppAmount + end.b * amount) * 255.0f);
|
||||
*dst++ = uint8_t(a * 255.0f);
|
||||
}
|
||||
|
||||
@@ -201,17 +201,14 @@ void GradientCache::mixFloats(const FloatColor& start, const FloatColor& end,
|
||||
float a = start.a * oppAmount + end.a * amount;
|
||||
float* d = (float*) dst;
|
||||
#ifdef ANDROID_ENABLE_LINEAR_BLENDING
|
||||
// We want to stay linear
|
||||
*d++ = a * (start.r * oppAmount + end.r * amount);
|
||||
*d++ = a * (start.g * oppAmount + end.g * amount);
|
||||
*d++ = a * (start.b * oppAmount + end.b * amount);
|
||||
#else
|
||||
// What we're doing to the alpha channel here is technically incorrect
|
||||
// but reproduces Android's old behavior when the alpha was pre-multiplied
|
||||
// with gamma-encoded colors
|
||||
a = EOCF_sRGB(a);
|
||||
*d++ = a * OECF_sRGB(start.r * oppAmount + end.r * amount);
|
||||
*d++ = a * OECF_sRGB(start.g * oppAmount + end.g * amount);
|
||||
*d++ = a * OECF_sRGB(start.b * oppAmount + end.b * amount);
|
||||
*d++ = a * OECF(start.r * oppAmount + end.r * amount);
|
||||
*d++ = a * OECF(start.g * oppAmount + end.g * amount);
|
||||
*d++ = a * OECF(start.b * oppAmount + end.b * amount);
|
||||
#endif
|
||||
*d++ = a;
|
||||
dst += 4 * sizeof(float);
|
||||
@@ -232,10 +229,10 @@ void GradientCache::generateTexture(uint32_t* colors, float* positions,
|
||||
ChannelMixer mix = gMixers[mUseFloatTexture];
|
||||
|
||||
FloatColor start;
|
||||
start.setUnPreMultipliedSRGB(colors[0]);
|
||||
start.setUnPreMultiplied(colors[0]);
|
||||
|
||||
FloatColor end;
|
||||
end.setUnPreMultipliedSRGB(colors[1]);
|
||||
end.setUnPreMultiplied(colors[1]);
|
||||
|
||||
int currentPos = 1;
|
||||
float startPos = positions[0];
|
||||
@@ -250,7 +247,7 @@ void GradientCache::generateTexture(uint32_t* colors, float* positions,
|
||||
|
||||
currentPos++;
|
||||
|
||||
end.setUnPreMultipliedSRGB(colors[currentPos]);
|
||||
end.setUnPreMultiplied(colors[currentPos]);
|
||||
distance = positions[currentPos] - startPos;
|
||||
}
|
||||
|
||||
|
||||
@@ -202,23 +202,26 @@ const char* gFS_Gradient_Functions = R"__SHADER__(
|
||||
)__SHADER__";
|
||||
const char* gFS_Gradient_Preamble[2] = {
|
||||
// Linear framebuffer
|
||||
"\nvec4 dither(const vec4 color) {\n"
|
||||
" return color + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);\n"
|
||||
"}\n"
|
||||
"\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n"
|
||||
" vec4 c = mix(a, b, v);\n"
|
||||
" c.a = EOTF_sRGB(c.a);\n" // This is technically incorrect but preserves compatibility
|
||||
" return vec4(OETF_sRGB(c.rgb) * c.a, c.a);\n"
|
||||
"}\n",
|
||||
R"__SHADER__(
|
||||
vec4 dither(const vec4 color) {
|
||||
return color + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);
|
||||
}
|
||||
vec4 gradientMix(const vec4 a, const vec4 b, float v) {
|
||||
vec4 c = mix(a, b, v);
|
||||
return vec4(c.rgb * c.a, c.a);
|
||||
}
|
||||
)__SHADER__",
|
||||
// sRGB framebuffer
|
||||
"\nvec4 dither(const vec4 color) {\n"
|
||||
" vec3 dithered = sqrt(color.rgb) + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);\n"
|
||||
" return vec4(dithered * dithered, color.a);\n"
|
||||
"}\n"
|
||||
"\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n"
|
||||
" vec4 c = mix(a, b, v);\n"
|
||||
" return vec4(c.rgb * c.a, c.a);\n"
|
||||
"}\n"
|
||||
R"__SHADER__(
|
||||
vec4 dither(const vec4 color) {
|
||||
vec3 dithered = sqrt(color.rgb) + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);
|
||||
return vec4(dithered * dithered, color.a);
|
||||
}
|
||||
vec4 gradientMixMix(const vec4 a, const vec4 b, float v) {
|
||||
vec4 c = mix(a, b, v);
|
||||
return vec4(c.rgb * c.a, c.a);
|
||||
}
|
||||
)__SHADER__",
|
||||
};
|
||||
|
||||
// Uses luminance coefficients from Rec.709 to choose the appropriate gamma
|
||||
@@ -272,19 +275,19 @@ const char* gFS_Main_FetchGradient[6] = {
|
||||
// Linear
|
||||
" vec4 gradientColor = texture2D(gradientSampler, linear);\n",
|
||||
|
||||
" vec4 gradientColor = gammaMix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
|
||||
" vec4 gradientColor = gradientMix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
|
||||
|
||||
// Circular
|
||||
" vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
|
||||
|
||||
" vec4 gradientColor = gammaMix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
|
||||
" vec4 gradientColor = gradientMix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
|
||||
|
||||
// Sweep
|
||||
" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
|
||||
" vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
|
||||
|
||||
" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
|
||||
" vec4 gradientColor = gammaMix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
|
||||
" vec4 gradientColor = gradientMix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
|
||||
};
|
||||
const char* gFS_Main_FetchBitmap =
|
||||
" vec4 bitmapColor = OETF(texture2D(bitmapSampler, outBitmapTexCoords));\n";
|
||||
|
||||
@@ -173,8 +173,8 @@ bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 mode
|
||||
outData->gradientSampler = 0;
|
||||
outData->gradientTexture = nullptr;
|
||||
|
||||
outData->startColor.setUnPreMultipliedSRGB(gradInfo.fColors[0]);
|
||||
outData->endColor.setUnPreMultipliedSRGB(gradInfo.fColors[1]);
|
||||
outData->startColor.setUnPreMultiplied(gradInfo.fColors[0]);
|
||||
outData->endColor.setUnPreMultiplied(gradInfo.fColors[1]);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user