gl-renderer: consolidate powlin sampling GLSL

This is pure refactoring.

Ease readability by reducing code duplication between pre and post curve
powlin handling.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This commit is contained in:
Pekka Paalanen 2024-04-05 15:02:22 +03:00 committed by Pekka Paalanen
parent 044379f66a
commit 7d38e044dd

View File

@ -236,17 +236,6 @@ linpow(float x, float g, float a, float b, float c, float d)
return c * x;
}
float
powlin(float x, float g, float a, float b, float c, float d)
{
/* See WESTON_COLOR_CURVE_TYPE_POWLIN for details about POWLIN. */
if (x >= d)
return a * pow(x, g) + b;
return c * x;
}
float
sample_linpow(float params[MAX_CURVESET_PARAMS], bool must_clamp,
float x, compile_const int color_channel)
@ -283,42 +272,33 @@ sample_linpow_vec3(float params[MAX_CURVESET_PARAMS], bool must_clamp,
}
float
sample_color_pre_curve_powlin(float x, compile_const int color_channel)
powlin(float x, float g, float a, float b, float c, float d)
{
float g, a, b, c, d;
/* See WESTON_COLOR_CURVE_TYPE_POWLIN for details about POWLIN. */
/* For each color channel we have 10 parameters. The params are
* linearized in an array of size 30, in RGB order. */
g = color_pre_curve_params[0 + (color_channel * 10)];
a = color_pre_curve_params[1 + (color_channel * 10)];
b = color_pre_curve_params[2 + (color_channel * 10)];
c = color_pre_curve_params[3 + (color_channel * 10)];
d = color_pre_curve_params[4 + (color_channel * 10)];
if (x >= d)
return a * pow(x, g) + b;
if (color_pre_curve_clamped_input)
x = clamp(x, 0.0, 1.0);
/* We use mirroring for negative input values. */
if (x < 0.0)
return -powlin(-x, g, a, b, c, d);
return powlin(x, g, a, b, c, d);
return c * x;
}
float
sample_color_post_curve_powlin(float x, compile_const int color_channel)
sample_powlin(float params[MAX_CURVESET_PARAMS], bool must_clamp,
float x, compile_const int color_channel)
{
float g, a, b, c, d;
/* For each color channel we have 10 parameters. The params are
* linearized in an array of size 30, in RGB order. */
g = color_post_curve_params[0 + (color_channel * 10)];
a = color_post_curve_params[1 + (color_channel * 10)];
b = color_post_curve_params[2 + (color_channel * 10)];
c = color_post_curve_params[3 + (color_channel * 10)];
d = color_post_curve_params[4 + (color_channel * 10)];
/*
* For each color channel we have MAX_CURVE_PARAMS parameters.
* The parameters for the three curves are stored in RGB order.
*/
g = params[0 + color_channel * MAX_CURVE_PARAMS];
a = params[1 + color_channel * MAX_CURVE_PARAMS];
b = params[2 + color_channel * MAX_CURVE_PARAMS];
c = params[3 + color_channel * MAX_CURVE_PARAMS];
d = params[4 + color_channel * MAX_CURVE_PARAMS];
if (color_post_curve_clamped_input)
if (must_clamp)
x = clamp(x, 0.0, 1.0);
/* We use mirroring for negative input values. */
@ -328,11 +308,18 @@ sample_color_post_curve_powlin(float x, compile_const int color_channel)
return powlin(x, g, a, b, c, d);
}
vec3
sample_powlin_vec3(float params[MAX_CURVESET_PARAMS], bool must_clamp,
vec3 color)
{
return vec3(sample_powlin(params, must_clamp, color.r, 0),
sample_powlin(params, must_clamp, color.g, 1),
sample_powlin(params, must_clamp, color.b, 2));
}
vec3
color_pre_curve(vec3 color)
{
vec3 ret;
if (c_color_pre_curve == SHADER_COLOR_CURVE_IDENTITY) {
return color;
} else if (c_color_pre_curve == SHADER_COLOR_CURVE_LUT_3x1D) {
@ -344,10 +331,9 @@ color_pre_curve(vec3 color)
color_pre_curve_clamped_input,
color);
} else if (c_color_pre_curve == SHADER_COLOR_CURVE_POWLIN) {
ret.r = sample_color_pre_curve_powlin(color.r, 0);
ret.g = sample_color_pre_curve_powlin(color.g, 1);
ret.b = sample_color_pre_curve_powlin(color.b, 2);
return ret;
return sample_powlin_vec3(color_pre_curve_params,
color_pre_curve_clamped_input,
color);
} else {
/* Never reached, bad c_color_pre_curve. */
return vec3(1.0, 0.3, 1.0);
@ -381,8 +367,6 @@ color_mapping(vec3 color)
vec3
color_post_curve(vec3 color)
{
vec3 ret;
if (c_color_post_curve == SHADER_COLOR_CURVE_IDENTITY) {
return color;
} else if (c_color_post_curve == SHADER_COLOR_CURVE_LUT_3x1D) {
@ -394,10 +378,9 @@ color_post_curve(vec3 color)
color_post_curve_clamped_input,
color);
} else if (c_color_post_curve == SHADER_COLOR_CURVE_POWLIN) {
ret.r = sample_color_post_curve_powlin(color.r, 0);
ret.g = sample_color_post_curve_powlin(color.g, 1);
ret.b = sample_color_post_curve_powlin(color.b, 2);
return ret;
return sample_powlin_vec3(color_post_curve_params,
color_post_curve_clamped_input,
color);
} else {
/* Never reached, bad c_color_post_curve. */
return vec3(1.0, 0.3, 1.0);