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LibGfx: Simplify and refactor Gamma.h
Remove ACCURATE_GAMMA_ADJUSTMENT, since it makes the implementation uglier, isn't guaranteed to make gamma adjustment accurate and is much slower. gamma_accurate_blend4 should either be always used or not exist based on compilation flags, so there is no need to have it in its own function. Finally, we should use AK/SIMD.h instead of defining our own f32x4 type.
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893adbb79c
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sideshowbarker
2024-07-19 00:59:39 +09:00
Author: https://github.com/ccapitalK Commit: https://github.com/SerenityOS/serenity/commit/893adbb79c5 Pull-request: https://github.com/SerenityOS/serenity/pull/4354 Issue: https://github.com/SerenityOS/serenity/issues/69
1 changed files with 23 additions and 39 deletions
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@ -30,6 +30,8 @@
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#include <math.h>
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#include <xmmintrin.h>
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#include <AK/SIMD.h>
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#define GAMMA 2.2
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// Most computer graphics are stored in the sRGB color space, which stores something close to
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@ -50,27 +52,28 @@
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namespace Gfx {
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using AK::SIMD::f32x4;
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#ifndef NO_FPU
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# ifdef __SSE__
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// A vector of 4 floats, aligned for SSE instructions
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typedef float v4sf __attribute__((vector_size(16)));
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// Transform v4sf from gamma2.2 space to linear space
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// Transform f32x4 from gamma2.2 space to linear space
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// Assumes x is in range [0, 1]
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// FIXME: Remove this hack once clang-11 is available as the default in Github Actions.
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// This is apparently sometime mid-December. https://github.com/actions/virtual-environments/issues/2130
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# if !defined(__clang__) || __clang_major__ >= 11
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constexpr v4sf gamma_to_linear4(v4sf x)
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constexpr f32x4 gamma_to_linear4(f32x4 x)
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# else
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inline v4sf gamma_to_linear4(v4sf x)
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inline f32x4 gamma_to_linear4(f32x4 x)
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# endif
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{
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return (0.8f + 0.2f * x) * x * x;
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}
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inline v4sf linear_to_gamma4(v4sf x)
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// Transform f32x4 from linear space to gamma2.2 space
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// Assumes x is in range [0, 1]
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inline f32x4 linear_to_gamma4(f32x4 x)
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{
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// Source for approximation: https://mimosa-pudica.net/fast-gamma/
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constexpr float a = 0.00279491f;
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@ -81,59 +84,29 @@ inline v4sf linear_to_gamma4(v4sf x)
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// Linearize v1 and v2, lerp them by mix factor, then convert back.
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// The output is entirely v1 when mix = 0 and entirely v2 when mix = 1
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inline v4sf gamma_accurate_lerp4(v4sf v1, v4sf v2, float mix)
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inline f32x4 gamma_accurate_lerp4(f32x4 v1, f32x4 v2, float mix)
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{
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return linear_to_gamma4(gamma_to_linear4(v1) * (1 - mix) + gamma_to_linear4(v2) * mix);
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}
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// Convert a and b to linear space, blend them by mix factor, then convert back using sse1.
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// The output is entirely a when mix = 0 and entirely b when mix = 1
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inline Color gamma_accurate_blend4(Color a, Color b, float mix)
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{
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v4sf ac = {
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(float)a.red(),
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(float)a.green(),
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(float)a.blue(),
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0.f,
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};
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v4sf bc = {
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(float)b.red(),
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(float)b.green(),
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(float)b.blue(),
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0.f,
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};
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v4sf out = 255.f * gamma_accurate_lerp4(ac / 255.f, bc / 255.f, mix);
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return Color(out[0], out[1], out[2]);
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}
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# endif
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// Transform scalar from gamma2.2 space to linear space
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// Assumes x is in range [0, 1]
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constexpr float gamma_to_linear(float x)
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{
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# ifdef ACCURATE_GAMMA_ADJUSTMENT
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// Slower, but more accurate
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return pow(x, GAMMA);
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# else
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return (0.8 + 0.2 * x) * x * x;
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# endif
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}
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// Transform scalar from linear space to gamma2.2 space
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// Assumes x is in range [0, 1]
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inline float linear_to_gamma(float x)
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{
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# ifdef ACCURATE_GAMMA_ADJUSTMENT
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// Slower, but more accurate
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return pow(x, 1. / GAMMA);
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# else
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// Source for approximation: https://mimosa-pudica.net/fast-gamma/
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constexpr float a = 0.00279491;
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constexpr float b = 1.15907984;
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float c = (b / sqrt(1 + a)) - 1;
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return ((b / __builtin_sqrt(x + a)) - c) * x;
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# endif
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}
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// Linearize v1 and v2, lerp them by mix factor, then convert back.
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@ -148,7 +121,18 @@ inline float gamma_accurate_lerp(float v1, float v2, float mix)
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inline Color gamma_accurate_blend(Color a, Color b, float mix)
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{
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# ifdef __SSE__
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return gamma_accurate_blend4(a, b, mix);
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f32x4 ac = {
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(float)a.red(),
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(float)a.green(),
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(float)a.blue(),
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};
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f32x4 bc = {
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(float)b.red(),
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(float)b.green(),
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(float)b.blue(),
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};
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f32x4 out = 255.f * gamma_accurate_lerp4(ac * (1.f / 255.f), bc * (1.f / 255.f), mix);
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return Color(out[0], out[1], out[2]);
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# else
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return {
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static_cast<u8>(255. * gamma_accurate_lerp(a.red() / 255., b.red() / 255., mix)),
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