| 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);
|
|
|