Index: cc/output/color_lut_cache.cc |
diff --git a/cc/output/color_lut_cache.cc b/cc/output/color_lut_cache.cc |
index 4cc72203631722db13db39be9d8f392e618bd87f..1a796dbcf2f23602d6a7d642af80a7968e7ba4cc 100644 |
--- a/cc/output/color_lut_cache.cc |
+++ b/cc/output/color_lut_cache.cc |
@@ -103,11 +103,11 @@ ColorLUTCache::LUT ColorLUTCache::GetLUT(const gfx::ColorTransform* transform) { |
} |
LUT lut; |
- // If input is HDR, and the output is scRGB, we're going to need |
+ // If input is HDR, and the output is full range, we're going to need |
// to produce values outside of 0-1, so we'll need to make a half-float |
// LUT. Also, we'll need to build a larger lut to maintain accuracy. |
- // All LUT sizes should be odd a some transforms hav a knee at 0.5. |
- if (transform->GetDstColorSpace() == gfx::ColorSpace::CreateSCRGBLinear() && |
+ // All LUT sizes should be odd as some transforms have a knee at 0.5. |
+ if (transform->GetDstColorSpace().FullRangeEncodedValues() && |
transform->GetSrcColorSpace().IsHDR() && texture_half_float_linear_) { |
lut.size = 37; |
lut.texture = MakeLUT<uint16_t>(transform, lut.size); |