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Unified Diff: src/core/SkColorLookUpTable.cpp

Issue 2449243003: Initial implementation of a SkColorSpace_A2B xform (Closed)
Patch Set: fixed compile error on certain trybots related to RVO move-elision Created 4 years, 1 month ago
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Index: src/core/SkColorLookUpTable.cpp
diff --git a/src/core/SkColorLookUpTable.cpp b/src/core/SkColorLookUpTable.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..73f3e8836c80f0c2f8914fdf4d424ec713f99305
--- /dev/null
+++ b/src/core/SkColorLookUpTable.cpp
@@ -0,0 +1,101 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkColorLookUpTable.h"
+#include "SkFloatingPoint.h"
+
+void SkColorLookUpTable::interp3D(float dst[3], float src[3]) const {
+ // Call the src components x, y, and z.
+ const uint8_t maxX = fGridPoints[0] - 1;
+ const uint8_t maxY = fGridPoints[1] - 1;
+ const uint8_t maxZ = fGridPoints[2] - 1;
+
+ // An approximate index into each of the three dimensions of the table.
+ const float x = src[0] * maxX;
+ const float y = src[1] * maxY;
+ const float z = src[2] * maxZ;
+
+ // This gives us the low index for our interpolation.
+ int ix = sk_float_floor2int(x);
+ int iy = sk_float_floor2int(y);
+ int iz = sk_float_floor2int(z);
+
+ // Make sure the low index is not also the max index.
+ ix = (maxX == ix) ? ix - 1 : ix;
+ iy = (maxY == iy) ? iy - 1 : iy;
+ iz = (maxZ == iz) ? iz - 1 : iz;
+
+ // Weighting factors for the interpolation.
+ const float diffX = x - ix;
+ const float diffY = y - iy;
+ const float diffZ = z - iz;
+
+ // Constants to help us navigate the 3D table.
+ // Ex: Assume x = a, y = b, z = c.
+ // table[a * n001 + b * n010 + c * n100] logically equals table[a][b][c].
+ const int n000 = 0;
+ const int n001 = 3 * fGridPoints[1] * fGridPoints[2];
+ const int n010 = 3 * fGridPoints[2];
+ const int n011 = n001 + n010;
+ const int n100 = 3;
+ const int n101 = n100 + n001;
+ const int n110 = n100 + n010;
+ const int n111 = n110 + n001;
+
+ // Base ptr into the table.
+ const float* ptr = &(table()[ix*n001 + iy*n010 + iz*n100]);
+
+ // The code below performs a tetrahedral interpolation for each of the three
+ // dst components. Once the tetrahedron containing the interpolation point is
+ // identified, the interpolation is a weighted sum of grid values at the
+ // vertices of the tetrahedron. The claim is that tetrahedral interpolation
+ // provides a more accurate color conversion.
+ // blogs.mathworks.com/steve/2006/11/24/tetrahedral-interpolation-for-colorspace-conversion/
+ //
+ // I have one test image, and visually I can't tell the difference between
+ // tetrahedral and trilinear interpolation. In terms of computation, the
+ // tetrahedral code requires more branches but less computation. The
+ // SampleICC library provides an option for the client to choose either
+ // tetrahedral or trilinear.
+ for (int i = 0; i < 3; i++) {
+ if (diffZ < diffY) {
+ if (diffZ < diffX) {
+ dst[i] = (ptr[n000] + diffZ * (ptr[n110] - ptr[n010]) +
+ diffY * (ptr[n010] - ptr[n000]) +
+ diffX * (ptr[n111] - ptr[n110]));
+ } else if (diffY < diffX) {
+ dst[i] = (ptr[n000] + diffZ * (ptr[n111] - ptr[n011]) +
+ diffY * (ptr[n011] - ptr[n001]) +
+ diffX * (ptr[n001] - ptr[n000]));
+ } else {
+ dst[i] = (ptr[n000] + diffZ * (ptr[n111] - ptr[n011]) +
+ diffY * (ptr[n010] - ptr[n000]) +
+ diffX * (ptr[n011] - ptr[n010]));
+ }
+ } else {
+ if (diffZ < diffX) {
+ dst[i] = (ptr[n000] + diffZ * (ptr[n101] - ptr[n001]) +
+ diffY * (ptr[n111] - ptr[n101]) +
+ diffX * (ptr[n001] - ptr[n000]));
+ } else if (diffY < diffX) {
+ dst[i] = (ptr[n000] + diffZ * (ptr[n100] - ptr[n000]) +
+ diffY * (ptr[n111] - ptr[n101]) +
+ diffX * (ptr[n101] - ptr[n100]));
+ } else {
+ dst[i] = (ptr[n000] + diffZ * (ptr[n100] - ptr[n000]) +
+ diffY * (ptr[n110] - ptr[n100]) +
+ diffX * (ptr[n111] - ptr[n110]));
+ }
+ }
+
+ // Increment the table ptr in order to handle the next component.
+ // Note that this is the how table is designed: all of nXXX
+ // variables are multiples of 3 because there are 3 output
+ // components.
+ ptr++;
+ }
+}
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