/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2001-2002 NaN Holding BV. All rights reserved. */ /** \file * \ingroup bli */ #include "BLI_math_base.h" #include "BLI_math_color.h" #include "BLI_utildefines.h" #include #ifndef __MATH_COLOR_INLINE_C__ # define __MATH_COLOR_INLINE_C__ /******************************** Color Space ********************************/ # ifdef BLI_HAVE_SSE2 MALWAYS_INLINE __m128 srgb_to_linearrgb_v4_simd(const __m128 c) { __m128 cmp = _mm_cmplt_ps(c, _mm_set1_ps(0.04045f)); __m128 lt = _mm_max_ps(_mm_mul_ps(c, _mm_set1_ps(1.0f / 12.92f)), _mm_set1_ps(0.0f)); __m128 gtebase = _mm_mul_ps(_mm_add_ps(c, _mm_set1_ps(0.055f)), _mm_set1_ps(1.0f / 1.055f)); /* FMA. */ __m128 gte = _bli_math_fastpow24(gtebase); return _bli_math_blend_sse(cmp, lt, gte); } MALWAYS_INLINE __m128 linearrgb_to_srgb_v4_simd(const __m128 c) { __m128 cmp = _mm_cmplt_ps(c, _mm_set1_ps(0.0031308f)); __m128 lt = _mm_max_ps(_mm_mul_ps(c, _mm_set1_ps(12.92f)), _mm_set1_ps(0.0f)); __m128 gte = _mm_add_ps(_mm_mul_ps(_mm_set1_ps(1.055f), _bli_math_fastpow512(c)), _mm_set1_ps(-0.055f)); return _bli_math_blend_sse(cmp, lt, gte); } MINLINE void srgb_to_linearrgb_v3_v3(float linear[3], const float srgb[3]) { float r[4] = {srgb[0], srgb[1], srgb[2], 1.0f}; __m128 *rv = (__m128 *)&r; *rv = srgb_to_linearrgb_v4_simd(*rv); linear[0] = r[0]; linear[1] = r[1]; linear[2] = r[2]; } MINLINE void linearrgb_to_srgb_v3_v3(float srgb[3], const float linear[3]) { float r[4] = {linear[0], linear[1], linear[2], 1.0f}; __m128 *rv = (__m128 *)&r; *rv = linearrgb_to_srgb_v4_simd(*rv); srgb[0] = r[0]; srgb[1] = r[1]; srgb[2] = r[2]; } # else /* BLI_HAVE_SSE2 */ MINLINE void srgb_to_linearrgb_v3_v3(float linear[3], const float srgb[3]) { linear[0] = srgb_to_linearrgb(srgb[0]); linear[1] = srgb_to_linearrgb(srgb[1]); linear[2] = srgb_to_linearrgb(srgb[2]); } MINLINE void linearrgb_to_srgb_v3_v3(float srgb[3], const float linear[3]) { srgb[0] = linearrgb_to_srgb(linear[0]); srgb[1] = linearrgb_to_srgb(linear[1]); srgb[2] = linearrgb_to_srgb(linear[2]); } # endif /* BLI_HAVE_SSE2 */ MINLINE void srgb_to_linearrgb_v4(float linear[4], const float srgb[4]) { srgb_to_linearrgb_v3_v3(linear, srgb); linear[3] = srgb[3]; } MINLINE void linearrgb_to_srgb_v4(float srgb[4], const float linear[4]) { linearrgb_to_srgb_v3_v3(srgb, linear); srgb[3] = linear[3]; } MINLINE void linearrgb_to_srgb_uchar3(unsigned char srgb[3], const float linear[3]) { float srgb_f[3]; linearrgb_to_srgb_v3_v3(srgb_f, linear); unit_float_to_uchar_clamp_v3(srgb, srgb_f); } MINLINE void linearrgb_to_srgb_uchar4(unsigned char srgb[4], const float linear[4]) { float srgb_f[4]; linearrgb_to_srgb_v4(srgb_f, linear); unit_float_to_uchar_clamp_v4(srgb, srgb_f); } /* predivide versions to work on associated/pre-multiplied alpha. if this should * be done or not depends on the background the image will be composited over, * ideally you would never do color space conversion on an image with alpha * because it is ill defined */ MINLINE void srgb_to_linearrgb_predivide_v4(float linear[4], const float srgb[4]) { float alpha, inv_alpha; if (srgb[3] == 1.0f || srgb[3] == 0.0f) { alpha = 1.0f; inv_alpha = 1.0f; } else { alpha = srgb[3]; inv_alpha = 1.0f / alpha; } linear[0] = srgb[0] * inv_alpha; linear[1] = srgb[1] * inv_alpha; linear[2] = srgb[2] * inv_alpha; linear[3] = srgb[3]; srgb_to_linearrgb_v3_v3(linear, linear); linear[0] *= alpha; linear[1] *= alpha; linear[2] *= alpha; } MINLINE void linearrgb_to_srgb_predivide_v4(float srgb[4], const float linear[4]) { float alpha, inv_alpha; if (linear[3] == 1.0f || linear[3] == 0.0f) { alpha = 1.0f; inv_alpha = 1.0f; } else { alpha = linear[3]; inv_alpha = 1.0f / alpha; } srgb[0] = linear[0] * inv_alpha; srgb[1] = linear[1] * inv_alpha; srgb[2] = linear[2] * inv_alpha; srgb[3] = linear[3]; linearrgb_to_srgb_v3_v3(srgb, srgb); srgb[0] *= alpha; srgb[1] *= alpha; srgb[2] *= alpha; } /* LUT accelerated conversions */ extern float BLI_color_from_srgb_table[256]; extern unsigned short BLI_color_to_srgb_table[0x10000]; MINLINE unsigned short to_srgb_table_lookup(const float f) { union { float f; unsigned short us[2]; } tmp; tmp.f = f; # ifdef __BIG_ENDIAN__ return BLI_color_to_srgb_table[tmp.us[0]]; # else return BLI_color_to_srgb_table[tmp.us[1]]; # endif } MINLINE void linearrgb_to_srgb_ushort4(unsigned short srgb[4], const float linear[4]) { srgb[0] = to_srgb_table_lookup(linear[0]); srgb[1] = to_srgb_table_lookup(linear[1]); srgb[2] = to_srgb_table_lookup(linear[2]); srgb[3] = unit_float_to_ushort_clamp(linear[3]); } MINLINE void srgb_to_linearrgb_uchar4(float linear[4], const unsigned char srgb[4]) { linear[0] = BLI_color_from_srgb_table[srgb[0]]; linear[1] = BLI_color_from_srgb_table[srgb[1]]; linear[2] = BLI_color_from_srgb_table[srgb[2]]; linear[3] = srgb[3] * (1.0f / 255.0f); } MINLINE void srgb_to_linearrgb_uchar4_predivide(float linear[4], const unsigned char srgb[4]) { float fsrgb[4]; int i; if (srgb[3] == 255 || srgb[3] == 0) { srgb_to_linearrgb_uchar4(linear, srgb); return; } for (i = 0; i < 4; i++) { fsrgb[i] = srgb[i] * (1.0f / 255.0f); } srgb_to_linearrgb_predivide_v4(linear, fsrgb); } MINLINE void rgba_uchar_args_set( uchar col[4], const uchar r, const uchar g, const uchar b, const uchar a) { col[0] = r; col[1] = g; col[2] = b; col[3] = a; } MINLINE void rgba_float_args_set( float col[4], const float r, const float g, const float b, const float a) { col[0] = r; col[1] = g; col[2] = b; col[3] = a; } MINLINE void rgba_uchar_args_test_set( uchar col[4], const uchar r, const uchar g, const uchar b, const uchar a) { if (col[3] == 0) { col[0] = r; col[1] = g; col[2] = b; col[3] = a; } } MINLINE void cpack_cpy_3ub(unsigned char r_col[3], const unsigned int pack) { r_col[0] = ((pack) >> 0) & 0xFF; r_col[1] = ((pack) >> 8) & 0xFF; r_col[2] = ((pack) >> 16) & 0xFF; } /* -------------------------------------------------------------------- */ /** \name RGB/Gray-Scale Functions * * \warning * These are only an approximation, * in almost _all_ cases, #IMB_colormanagement_get_luminance should be used instead. However for * screen-only colors which don't depend on the currently loaded profile - this is preferred. * Checking theme colors for contrast, etc. Basically anything outside the render pipeline. * * \{ */ MINLINE float rgb_to_grayscale(const float rgb[3]) { return (0.2126f * rgb[0]) + (0.7152f * rgb[1]) + (0.0722f * rgb[2]); } MINLINE unsigned char rgb_to_grayscale_byte(const unsigned char rgb[3]) { return (unsigned char)(((54 * (unsigned short)rgb[0]) + (182 * (unsigned short)rgb[1]) + (19 * (unsigned short)rgb[2])) / 255); } /** \} */ MINLINE int compare_rgb_uchar(const unsigned char col_a[3], const unsigned char col_b[3], const int limit) { const int r = (int)col_a[0] - (int)col_b[0]; if (abs(r) < limit) { const int g = (int)col_a[1] - (int)col_b[1]; if (abs(g) < limit) { const int b = (int)col_a[2] - (int)col_b[2]; if (abs(b) < limit) { return 1; } } } return 0; } MINLINE float dither_random_value(float s, float t) { /* Using a triangle distribution which gives a more final uniform noise. * See Banding in Games:A Noisy Rant(revision 5) Mikkel Gjøl, Playdead (slide 27) */ /* Uniform noise in [0..1[ range, using common GLSL hash function. * https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner. */ float hash0 = sinf(s * 12.9898f + t * 78.233f) * 43758.5453f; float hash1 = sinf(s * 19.9898f + t * 119.233f) * 43798.5453f; hash0 -= floorf(hash0); hash1 -= floorf(hash1); /* Convert uniform distribution into triangle-shaped distribution. */ return hash0 + hash1 - 0.5f; } MINLINE void float_to_byte_dither_v3( unsigned char b[3], const float f[3], float dither, float s, float t) { float dither_value = dither_random_value(s, t) * 0.0033f * dither; b[0] = unit_float_to_uchar_clamp(dither_value + f[0]); b[1] = unit_float_to_uchar_clamp(dither_value + f[1]); b[2] = unit_float_to_uchar_clamp(dither_value + f[2]); } /**************** Alpha Transformations *****************/ MINLINE void premul_to_straight_v4_v4(float straight[4], const float premul[4]) { if (premul[3] == 0.0f || premul[3] == 1.0f) { straight[0] = premul[0]; straight[1] = premul[1]; straight[2] = premul[2]; straight[3] = premul[3]; } else { const float alpha_inv = 1.0f / premul[3]; straight[0] = premul[0] * alpha_inv; straight[1] = premul[1] * alpha_inv; straight[2] = premul[2] * alpha_inv; straight[3] = premul[3]; } } MINLINE void premul_to_straight_v4(float color[4]) { premul_to_straight_v4_v4(color, color); } MINLINE void straight_to_premul_v4_v4(float premul[4], const float straight[4]) { const float alpha = straight[3]; premul[0] = straight[0] * alpha; premul[1] = straight[1] * alpha; premul[2] = straight[2] * alpha; premul[3] = straight[3]; } MINLINE void straight_to_premul_v4(float color[4]) { straight_to_premul_v4_v4(color, color); } MINLINE void straight_uchar_to_premul_float(float result[4], const unsigned char color[4]) { const float alpha = color[3] * (1.0f / 255.0f); const float fac = alpha * (1.0f / 255.0f); result[0] = color[0] * fac; result[1] = color[1] * fac; result[2] = color[2] * fac; result[3] = alpha; } MINLINE void premul_float_to_straight_uchar(unsigned char *result, const float color[4]) { if (color[3] == 0.0f || color[3] == 1.0f) { result[0] = unit_float_to_uchar_clamp(color[0]); result[1] = unit_float_to_uchar_clamp(color[1]); result[2] = unit_float_to_uchar_clamp(color[2]); result[3] = unit_float_to_uchar_clamp(color[3]); } else { const float alpha_inv = 1.0f / color[3]; /* hopefully this would be optimized */ result[0] = unit_float_to_uchar_clamp(color[0] * alpha_inv); result[1] = unit_float_to_uchar_clamp(color[1] * alpha_inv); result[2] = unit_float_to_uchar_clamp(color[2] * alpha_inv); result[3] = unit_float_to_uchar_clamp(color[3]); } } #endif /* __MATH_COLOR_INLINE_C__ */