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LibGfx: De-constexpr Gamma.h
__builtin_sqrtf() isn't constexpr in clang.
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sideshowbarker
2024-07-19 01:20:31 +09:00
Author: https://github.com/nico Commit: https://github.com/SerenityOS/serenity/commit/ebfc21509a8 Pull-request: https://github.com/SerenityOS/serenity/pull/4117
1 changed files with 8 additions and 8 deletions
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@ -64,25 +64,25 @@ constexpr v4sf gamma_to_linear4(v4sf x)
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return (0.8f + 0.2f * x) * x * x;
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}
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constexpr v4sf linear_to_gamma4(v4sf x)
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inline v4sf linear_to_gamma4(v4sf 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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constexpr float b = 1.15907984f;
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constexpr float c = (b / sqrt(1 + a)) - 1;
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float c = (b / sqrt(1 + a)) - 1;
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return ((b * __builtin_ia32_rsqrtps(x + a)) - c) * x;
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}
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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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constexpr v4sf gamma_accurate_lerp4(v4sf v1, v4sf v2, float mix)
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inline v4sf gamma_accurate_lerp4(v4sf v1, v4sf 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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constexpr Color gamma_accurate_blend4(Color a, Color b, float mix)
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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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@ -116,7 +116,7 @@ constexpr float gamma_to_linear(float x)
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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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constexpr float linear_to_gamma(float x)
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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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@ -125,21 +125,21 @@ constexpr float linear_to_gamma(float x)
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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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constexpr float c = (b / sqrt(1 + a)) - 1;
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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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// The output is entirely v1 when mix = 0 and entirely v2 when mix = 1
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constexpr float gamma_accurate_lerp(float v1, float v2, float mix)
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inline float gamma_accurate_lerp(float v1, float v2, float mix)
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{
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return linear_to_gamma(gamma_to_linear(v1) * (1 - mix) + gamma_to_linear(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.
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// The output is entirely a when mix = 0 and entirely b when mix = 1
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constexpr Color gamma_accurate_blend(Color a, Color b, 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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