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Issue 2747083006: Fix HDR LUTs (Closed)
Patch Set: Created 3 years, 9 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved. 1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/output/color_lut_cache.h" 5 #include "cc/output/color_lut_cache.h"
6 6
7 #include <stdint.h> 7 #include <stdint.h>
8 #include <cmath> 8 #include <cmath>
9 #include <vector> 9 #include <vector>
10 10
(...skipping 85 matching lines...) Expand 10 before | Expand all | Expand 10 after
96 } 96 }
97 97
98 ColorLUTCache::LUT ColorLUTCache::GetLUT(const gfx::ColorTransform* transform) { 98 ColorLUTCache::LUT ColorLUTCache::GetLUT(const gfx::ColorTransform* transform) {
99 auto iter = lut_cache_.Get(transform); 99 auto iter = lut_cache_.Get(transform);
100 if (iter != lut_cache_.end()) { 100 if (iter != lut_cache_.end()) {
101 iter->second.last_used_frame = current_frame_; 101 iter->second.last_used_frame = current_frame_;
102 return iter->second.lut; 102 return iter->second.lut;
103 } 103 }
104 104
105 LUT lut; 105 LUT lut;
106 // If input is HDR, and the output is scRGB, we're going to need 106 // If input is HDR, and the output is full range, we're going to need
107 // to produce values outside of 0-1, so we'll need to make a half-float 107 // to produce values outside of 0-1, so we'll need to make a half-float
108 // LUT. Also, we'll need to build a larger lut to maintain accuracy. 108 // LUT. Also, we'll need to build a larger lut to maintain accuracy.
109 // All LUT sizes should be odd a some transforms hav a knee at 0.5. 109 // All LUT sizes should be odd as some transforms have a knee at 0.5.
110 if (transform->GetDstColorSpace() == gfx::ColorSpace::CreateSCRGBLinear() && 110 if (transform->GetDstColorSpace().FullRangeEncodedValues() &&
111 transform->GetSrcColorSpace().IsHDR() && texture_half_float_linear_) { 111 transform->GetSrcColorSpace().IsHDR() && texture_half_float_linear_) {
112 lut.size = 37; 112 lut.size = 37;
113 lut.texture = MakeLUT<uint16_t>(transform, lut.size); 113 lut.texture = MakeLUT<uint16_t>(transform, lut.size);
114 } else { 114 } else {
115 lut.size = 17; 115 lut.size = 17;
116 lut.texture = MakeLUT<unsigned char>(transform, lut.size); 116 lut.texture = MakeLUT<unsigned char>(transform, lut.size);
117 } 117 }
118 lut_cache_.Put(transform, CacheVal(lut, current_frame_)); 118 lut_cache_.Put(transform, CacheVal(lut, current_frame_));
119 return lut; 119 return lut;
120 } 120 }
121 121
122 void ColorLUTCache::Swap() { 122 void ColorLUTCache::Swap() {
123 current_frame_++; 123 current_frame_++;
124 while (!lut_cache_.empty() && 124 while (!lut_cache_.empty() &&
125 current_frame_ - lut_cache_.rbegin()->second.last_used_frame > 125 current_frame_ - lut_cache_.rbegin()->second.last_used_frame >
126 kMaxFramesUnused) { 126 kMaxFramesUnused) {
127 gl_->DeleteTextures(1, &lut_cache_.rbegin()->second.lut.texture); 127 gl_->DeleteTextures(1, &lut_cache_.rbegin()->second.lut.texture);
128 lut_cache_.ShrinkToSize(lut_cache_.size() - 1); 128 lut_cache_.ShrinkToSize(lut_cache_.size() - 1);
129 } 129 }
130 } 130 }
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