/* * Copyright (c) 2020, the SerenityOS developers. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include "Color.h" #include #include #define GAMMA 2.2 // Most computer graphics are stored in the sRGB color space, which stores something close to // the square root of the display intensity of each color channel. This is problematic for most // operations that we want to perform on colors, since they typically assume that color scales // linearly (e.g. rgb(127, 0, 0) is half as bright as rgb(255, 0, 0)). This causes incorrect // results that look more gray than they should, to fix this we have to convert colors to the linear // color space before performing these operations, then convert back before displaying. // // Conversion between linear and sRGB spaces are somewhat expensive to do on the CPU, so we instead // interpret sRGB colors as gamma2.2 colors, which are close enough in most cases to be indistinguishable. // Gamma 2.2 colors follow the simple rule of `display_intensity = pow(stored_intensity, 2.2)`. // This module implements some fast color space transforms between the gamma2.2 and linear color spaces, plus // some common primitive operations like blending. // // For a more in-depth overview of how gamma-adjustment works, check out: // https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/ namespace Gfx { #ifndef NO_FPU # ifdef __SSE__ // A vector of 4 floats, aligned for SSE instructions typedef float v4sf __attribute__((vector_size(16))); // Transform v4sf from gamma2.2 space to linear space // Assumes x is in range [0, 1] // FIXME: Remove this hack once clang-11 is available as the default in Github Actions. // This is apparently sometime mid-December. https://github.com/actions/virtual-environments/issues/2130 # if !defined(__clang__) || __clang_major__ >= 11 constexpr v4sf gamma_to_linear4(v4sf x) # else inline v4sf gamma_to_linear4(v4sf x) # endif { return (0.8f + 0.2f * x) * x * x; } inline v4sf linear_to_gamma4(v4sf x) { // Source for approximation: https://mimosa-pudica.net/fast-gamma/ constexpr float a = 0.00279491f; constexpr float b = 1.15907984f; float c = (b / sqrt(1 + a)) - 1; return ((b * __builtin_ia32_rsqrtps(x + a)) - c) * x; } // Linearize v1 and v2, lerp them by mix factor, then convert back. // The output is entirely v1 when mix = 0 and entirely v2 when mix = 1 inline v4sf gamma_accurate_lerp4(v4sf v1, v4sf v2, float mix) { return linear_to_gamma4(gamma_to_linear4(v1) * (1 - mix) + gamma_to_linear4(v2) * mix); } // Convert a and b to linear space, blend them by mix factor, then convert back using sse1. // The output is entirely a when mix = 0 and entirely b when mix = 1 inline Color gamma_accurate_blend4(Color a, Color b, float mix) { v4sf ac = { (float)a.red(), (float)a.green(), (float)a.blue(), 0.f, }; v4sf bc = { (float)b.red(), (float)b.green(), (float)b.blue(), 0.f, }; v4sf out = 255.f * gamma_accurate_lerp4(ac / 255.f, bc / 255.f, mix); return Color(out[0], out[1], out[2]); } # endif // Transform scalar from gamma2.2 space to linear space // Assumes x is in range [0, 1] constexpr float gamma_to_linear(float x) { # ifdef ACCURATE_GAMMA_ADJUSTMENT // Slower, but more accurate return pow(x, GAMMA); # else return (0.8 + 0.2 * x) * x * x; # endif } // Transform scalar from linear space to gamma2.2 space // Assumes x is in range [0, 1] inline float linear_to_gamma(float x) { # ifdef ACCURATE_GAMMA_ADJUSTMENT // Slower, but more accurate return pow(x, 1. / GAMMA); # else // Source for approximation: https://mimosa-pudica.net/fast-gamma/ constexpr float a = 0.00279491; constexpr float b = 1.15907984; float c = (b / sqrt(1 + a)) - 1; return ((b / __builtin_sqrt(x + a)) - c) * x; # endif } // Linearize v1 and v2, lerp them by mix factor, then convert back. // The output is entirely v1 when mix = 0 and entirely v2 when mix = 1 inline float gamma_accurate_lerp(float v1, float v2, float mix) { return linear_to_gamma(gamma_to_linear(v1) * (1 - mix) + gamma_to_linear(v2) * mix); } // Convert a and b to linear space, blend them by mix factor, then convert back. // The output is entirely a when mix = 0 and entirely b when mix = 1 inline Color gamma_accurate_blend(Color a, Color b, float mix) { # ifdef __SSE__ return gamma_accurate_blend4(a, b, mix); # else return { static_cast(255. * gamma_accurate_lerp(a.red() / 255., b.red() / 255., mix)), static_cast(255. * gamma_accurate_lerp(a.green() / 255., b.green() / 255., mix)), static_cast(255. * gamma_accurate_lerp(a.blue() / 255., b.blue() / 255., mix)), }; # endif } #endif }