| Index: core/fxcodec/codec/fx_codec_icc.cpp
|
| diff --git a/core/fxcodec/codec/fx_codec_icc.cpp b/core/fxcodec/codec/fx_codec_icc.cpp
|
| index 29cfe0e9f40b68a60d812803dd215e827ff8556d..8ffbffe985ca77241e527a73efb2d0659aa25bb8 100644
|
| --- a/core/fxcodec/codec/fx_codec_icc.cpp
|
| +++ b/core/fxcodec/codec/fx_codec_icc.cpp
|
| @@ -1977,13 +1977,31 @@ void AdobeCMYK_to_sRGB(FX_FLOAT c,
|
| FX_FLOAT& R,
|
| FX_FLOAT& G,
|
| FX_FLOAT& B) {
|
| - uint8_t c1 = FXSYS_round(c * 255);
|
| - uint8_t m1 = FXSYS_round(m * 255);
|
| - uint8_t y1 = FXSYS_round(y * 255);
|
| - uint8_t k1 = FXSYS_round(k * 255);
|
| + // Convert to uint8_t with round-to-nearest. Avoid using FXSYS_round because
|
| + // it is incredibly expensive with VC++ (tested on VC++ 2015) because round()
|
| + // is very expensive.
|
| + // Adding 0.5f and truncating can round the wrong direction in some edge
|
| + // cases but these do not matter in this context. For instance, the float that
|
| + // is one ULP (unit in the last place) before 0.5 should round to zero but
|
| + // this will round it to one. These edge cases are never hit in this function
|
| + // due to the very limited precision of the input integers.
|
| + // This method also doesn't handle negative or extremely large numbers, but
|
| + // those are not needed here.
|
| + uint8_t c1 = int(c * 255.f + 0.5f);
|
| + uint8_t m1 = int(m * 255.f + 0.5f);
|
| + uint8_t y1 = int(y * 255.f + 0.5f);
|
| + uint8_t k1 = int(k * 255.f + 0.5f);
|
| +
|
| + ASSERT(c1 == FXSYS_round(c * 255));
|
| + ASSERT(m1 == FXSYS_round(m * 255));
|
| + ASSERT(y1 == FXSYS_round(y * 255));
|
| + ASSERT(k1 == FXSYS_round(k * 255));
|
| +
|
| uint8_t r, g, b;
|
| AdobeCMYK_to_sRGB1(c1, m1, y1, k1, r, g, b);
|
| - R = 1.0f * r / 255;
|
| - G = 1.0f * g / 255;
|
| - B = 1.0f * b / 255;
|
| + // Multiply by a constant rather than dividing because division is much
|
| + // more expensive.
|
| + R = r * (1.0f / 255);
|
| + G = g * (1.0f / 255);
|
| + B = b * (1.0f / 255);
|
| }
|
|
|