blob: d3baa7463198ee28611b93906c72d8d276ba1471 [file] [log] [blame]
/*
* 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];
static inline Sk4i sk_linear_to_srgb(const Sk4f& x) {
// Approximation of the sRGB gamma curve (within 1 when scaled to 8-bit pixels).
//
// Tuned by brute force to minimize the number of bytes that fail to round trip,
// here 0 (of 256), and then to minimize the number of points halfway between bytes
// (in linear space) that fail to hit the right byte, here 131 (of 255), and to
// minimize the number of monotonicity regressions over the range [0,1], here 0.
auto rsqrt = x.rsqrt(),
sqrt = rsqrt.invert(),
ftrt = rsqrt.rsqrt();
auto lo = (13.0471f * 255.0f) * x;
auto hi = (-0.0974983f * 255.0f)
+ (+0.687999f * 255.0f) * sqrt
+ (+0.412999f * 255.0f) * ftrt;
return SkNx_cast<int>( (x < 0.0048f).thenElse(lo, hi) );
}
#endif//SkSRGB_DEFINED