blob: e1c1312d6e1c905e0b9fc0cea588c57bbc7b6a0d [file] [log] [blame]
// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "components/viz/service/display/color_lut_cache.h"
#include <stdint.h>
#include <cmath>
#include <vector>
#include "base/stl_util.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "third_party/khronos/GLES2/gl2ext.h"
#include "ui/gfx/color_transform.h"
#include "ui/gfx/half_float.h"
// After a LUT has not been used for this many frames, we release it.
const uint32_t kMaxFramesUnused = 10;
ColorLUTCache::ColorLUTCache(gpu::gles2::GLES2Interface* gl,
bool texture_half_float_linear)
: lut_cache_(0),
gl_(gl),
texture_half_float_linear_(texture_half_float_linear) {}
ColorLUTCache::~ColorLUTCache() {
GLuint textures[10];
size_t n = 0;
for (const auto& cache_entry : lut_cache_) {
textures[n++] = cache_entry.second.lut.texture;
if (n == base::size(textures)) {
gl_->DeleteTextures(n, textures);
n = 0;
}
}
if (n)
gl_->DeleteTextures(n, textures);
}
namespace {
void FloatToLUT(const float* f, gfx::HalfFloat* out, size_t num) {
gfx::FloatToHalfFloat(f, out, num);
}
void FloatToLUT(float* f, unsigned char* out, size_t num) {
for (size_t i = 0; i < num; i++) {
out[i] = std::min<int>(255, std::max<int>(0, floorf(f[i] * 255.0f + 0.5f)));
}
}
} // namespace
template <typename T>
unsigned int ColorLUTCache::MakeLUT(const gfx::ColorTransform* transform,
int lut_samples) {
int lut_entries = lut_samples * lut_samples * lut_samples;
float inverse = 1.0f / (lut_samples - 1);
std::vector<T> lut(lut_entries * 4);
std::vector<gfx::ColorTransform::TriStim> samples(lut_samples);
T* lutp = lut.data();
float one = 1.0f;
T alpha;
FloatToLUT(&one, &alpha, 1);
for (int v = 0; v < lut_samples; v++) {
for (int u = 0; u < lut_samples; u++) {
for (int y = 0; y < lut_samples; y++) {
samples[y].set_x(y * inverse);
samples[y].set_y(u * inverse);
samples[y].set_z(v * inverse);
}
transform->Transform(samples.data(), samples.size());
T* lutp2 = lutp + lut_samples;
FloatToLUT(reinterpret_cast<float*>(samples.data()), lutp2,
lut_samples * 3);
for (int i = 0; i < lut_samples; i++) {
*(lutp++) = *(lutp2++);
*(lutp++) = *(lutp2++);
*(lutp++) = *(lutp2++);
*(lutp++) = alpha;
}
}
}
GLuint previously_bound_texture = 0;
GLuint lut_texture = 0;
gl_->GetIntegerv(GL_TEXTURE_BINDING_2D,
reinterpret_cast<GLint*>(&previously_bound_texture));
gl_->GenTextures(1, &lut_texture);
gl_->BindTexture(GL_TEXTURE_2D, lut_texture);
gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lut_samples,
lut_samples * lut_samples, 0, GL_RGBA,
sizeof(T) == 1 ? GL_UNSIGNED_BYTE : GL_HALF_FLOAT_OES,
lut.data());
gl_->BindTexture(GL_TEXTURE_2D, previously_bound_texture);
return lut_texture;
}
ColorLUTCache::LUT ColorLUTCache::GetLUT(const gfx::ColorTransform* transform) {
auto iter = lut_cache_.Get(transform);
if (iter != lut_cache_.end()) {
iter->second.last_used_frame = current_frame_;
return iter->second.lut;
}
LUT lut;
// If input is HDR, and the output is full range, we're going to need
// to produce values outside of 0-1, so we'll need to make a half-float
// LUT. Also, we'll need to build a larger lut to maintain accuracy.
// All LUT sizes should be odd as some transforms have a knee at 0.5.
if (transform->GetDstColorSpace().FullRangeEncodedValues() &&
transform->GetSrcColorSpace().IsHDR() && texture_half_float_linear_) {
lut.size = 37;
lut.texture = MakeLUT<uint16_t>(transform, lut.size);
} else {
lut.size = 17;
lut.texture = MakeLUT<unsigned char>(transform, lut.size);
}
lut_cache_.Put(transform, CacheVal(lut, current_frame_));
return lut;
}
void ColorLUTCache::Swap() {
current_frame_++;
while (!lut_cache_.empty() &&
current_frame_ - lut_cache_.rbegin()->second.last_used_frame >
kMaxFramesUnused) {
gl_->DeleteTextures(1, &lut_cache_.rbegin()->second.lut.texture);
lut_cache_.ShrinkToSize(lut_cache_.size() - 1);
}
}