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Support wide gamut colors in gradient_generator's CreateGradientTexture #191980
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| Original file line number | Diff line number | Diff line change |
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@@ -14,21 +14,61 @@ | |
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| namespace impeller { | ||
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| namespace { | ||
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| std::vector<uint8_t> ToR32G32B32A32FloatBytes( | ||
| const std::vector<Color>& colors) { | ||
| static_assert(sizeof(Color) == sizeof(float) * 4, | ||
| "Color must be exactly 4 floats with no padding."); | ||
| static_assert(std::is_standard_layout_v<Color>, | ||
| "Color must be standard layout."); | ||
| // `Color` is a standard-layout struct of 4 contiguous 32-bit floats (RGBA), | ||
| // directly matching the `kR32G32B32A32Float` pixel format layout. | ||
| const auto* bytes = reinterpret_cast<const uint8_t*>(colors.data()); | ||
| return std::vector<uint8_t>(bytes, bytes + colors.size() * sizeof(Color)); | ||
| } | ||
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| std::vector<uint8_t> ToR8G8B8A8Bytes(const std::vector<Color>& colors) { | ||
| std::vector<uint8_t> bytes; | ||
| bytes.reserve(colors.size() * 4); | ||
| for (const auto& color : colors) { | ||
| auto converted = color.ToR8G8B8A8(); | ||
| bytes.push_back(converted[0]); | ||
| bytes.push_back(converted[1]); | ||
| bytes.push_back(converted[2]); | ||
| bytes.push_back(converted[3]); | ||
| } | ||
| return bytes; | ||
| } | ||
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| } // namespace | ||
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| std::shared_ptr<Texture> CreateGradientTexture( | ||
| const GradientData& gradient_data, | ||
| const std::shared_ptr<impeller::Context>& context) { | ||
| if (gradient_data.texture_size == 0) { | ||
| if (gradient_data.colors.empty()) { | ||
| FML_DLOG(ERROR) << "Invalid gradient data."; | ||
| return nullptr; | ||
| } | ||
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| impeller::TextureDescriptor texture_descriptor; | ||
| texture_descriptor.storage_mode = impeller::StorageMode::kHostVisible; | ||
| texture_descriptor.format = PixelFormat::kR8G8B8A8UNormInt; | ||
| texture_descriptor.size = {gradient_data.texture_size, 1}; | ||
| texture_descriptor.size = ISize(gradient_data.colors.size(), 1); | ||
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| bool is_wide_gamut = | ||
| std::any_of(gradient_data.colors.begin(), gradient_data.colors.end(), | ||
| [](const Color& c) { return c.IsWideGamut(); }); | ||
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| std::vector<uint8_t> bytes; | ||
| if (is_wide_gamut) { | ||
| texture_descriptor.format = PixelFormat::kR32G32B32A32Float; | ||
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 32bit floats seems like overkill, how big are these? Can we use kR16G16B16A16Float? Or can we somehow plumb the framebuffer's pixel format here so we get the BGRA10XR?
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. For the most common case of a 2-color gradient, the texture is 2x1, so the texture is 32 bytes with float32 (compared to 8 bytes with non-wide-gamut uint8s). Most gradients will not be much bigger than this, depending on the number of colors and the stop intervals of the gradient. The worst case is when it uses These sizes don't seem like they'd be a big deal to me, but I don't have a lot to base this on so let me know if it actually is a problem. From asking Gemini about it, textures are sampled in the shader as float32s regardless of the platform's framebuffer pixel format. So using float32s here preserves full color precision and avoids extra conversions (both on the CPU and GPU) back and forth between different pixel formats. |
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| bytes = ToR32G32B32A32FloatBytes(gradient_data.colors); | ||
| } else { | ||
| texture_descriptor.format = PixelFormat::kR8G8B8A8UNormInt; | ||
| bytes = ToR8G8B8A8Bytes(gradient_data.colors); | ||
| } | ||
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| return CreateTexture(texture_descriptor, gradient_data.color_bytes, context, | ||
| "Gradient"); | ||
| return CreateTexture(texture_descriptor, bytes, context, "Gradient"); | ||
| } | ||
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| std::vector<StopData> CreateGradientColors(const std::vector<Color>& colors, | ||
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@@ -220,6 +220,14 @@ struct Color { | |
| return {red / alpha, green / alpha, blue / alpha, alpha}; | ||
| } | ||
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| /// @brief Returns true if any color channel lies outside the standard | ||
| /// [0.0, 1.0] sRGB gamut. | ||
| constexpr bool IsWideGamut() const { | ||
| return red < -kEhCloseEnough || red > 1.0f + kEhCloseEnough || | ||
| green < -kEhCloseEnough || green > 1.0f + kEhCloseEnough || | ||
| blue < -kEhCloseEnough || blue > 1.0f + kEhCloseEnough; | ||
| } | ||
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| /** | ||
| * @brief Return a color that is linearly interpolated between colors a | ||
| * and b, according to the value of t. | ||
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@@ -1820,6 +1820,19 @@ TEST(GeometryTest, ToIColor) { | |
| ASSERT_EQ(Color::ToIColor(Color(0.5, 0.5, 1.0, 1.0)), 0xFF8080FF); | ||
| } | ||
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| TEST(GeometryTest, ColorIsWideGamut) { | ||
| EXPECT_FALSE(Color::Red().IsWideGamut()); | ||
| EXPECT_FALSE(Color::White().IsWideGamut()); | ||
| EXPECT_FALSE(Color::BlackTransparent().IsWideGamut()); | ||
| EXPECT_FALSE(Color(0.5f, 0.5f, 0.5f, 1.0f).IsWideGamut()); | ||
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| // Wide gamut Display P3 values in extended linear sRGB | ||
| EXPECT_TRUE(Color(1.0931f, -0.2268f, -0.1501f, 1.0f).IsWideGamut()); | ||
| EXPECT_TRUE(Color(-0.5116f, 1.0183f, -0.3107f, 1.0f).IsWideGamut()); | ||
| EXPECT_TRUE(Color(1.5f, 0.5f, 0.5f, 1.0f).IsWideGamut()); | ||
| EXPECT_TRUE(Color(-0.1f, 0.5f, 0.5f, 1.0f).IsWideGamut()); | ||
| } | ||
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| TEST(GeometryTest, Gradient) { | ||
| { | ||
| // Simple 2 color gradient produces color buffer containing exactly those | ||
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@@ -1829,8 +1842,8 @@ TEST(GeometryTest, Gradient) { | |
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| auto gradient = CreateGradientBuffer(colors, stops); | ||
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| ASSERT_COLOR_BUFFER_NEAR(gradient.color_bytes, colors); | ||
| ASSERT_EQ(gradient.texture_size, 2u); | ||
| EXPECT_COLORS_NEAR(gradient.colors, colors); | ||
| EXPECT_EQ(gradient.colors.size(), 2u); | ||
| } | ||
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| { | ||
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@@ -1840,7 +1853,7 @@ TEST(GeometryTest, Gradient) { | |
| std::vector<Scalar> stops = {0.0, 0.25, 0.25, 1.0}; | ||
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| auto gradient = CreateGradientBuffer(colors, stops); | ||
| ASSERT_EQ(gradient.texture_size, 1024u); | ||
| EXPECT_EQ(gradient.colors.size(), 1024u); | ||
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| std::vector<Color> expected_colors(1024); | ||
| for (size_t i = 0; i < 1024; i++) { | ||
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@@ -1855,7 +1868,7 @@ TEST(GeometryTest, Gradient) { | |
| Color::Lerp(Color::Black(), Color::Blue(), (t - 0.25) / 0.75); | ||
| } | ||
| } | ||
| ASSERT_COLOR_BUFFER_NEAR(gradient.color_bytes, expected_colors); | ||
| EXPECT_COLORS_NEAR(gradient.colors, expected_colors); | ||
| } | ||
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| { | ||
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@@ -1867,8 +1880,8 @@ TEST(GeometryTest, Gradient) { | |
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| auto gradient = CreateGradientBuffer(colors, stops); | ||
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| ASSERT_COLOR_BUFFER_NEAR(gradient.color_bytes, colors); | ||
| ASSERT_EQ(gradient.texture_size, 4u); | ||
| EXPECT_COLORS_NEAR(gradient.colors, colors); | ||
| EXPECT_EQ(gradient.colors.size(), 4u); | ||
| } | ||
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| { | ||
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@@ -1885,8 +1898,8 @@ TEST(GeometryTest, Gradient) { | |
| Color::Lerp(Color::Blue(), Color::Green(), 0.6666), | ||
| Color::Green(), | ||
| }; | ||
| ASSERT_COLOR_BUFFER_NEAR(gradient.color_bytes, lerped_colors); | ||
| ASSERT_EQ(gradient.texture_size, 5u); | ||
| EXPECT_COLORS_NEAR(gradient.colors, lerped_colors); | ||
| EXPECT_EQ(gradient.colors.size(), 5u); | ||
| } | ||
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| { | ||
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@@ -1900,8 +1913,34 @@ TEST(GeometryTest, Gradient) { | |
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| auto gradient = CreateGradientBuffer(colors, stops); | ||
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| ASSERT_EQ(gradient.texture_size, 1024u); | ||
| ASSERT_EQ(gradient.color_bytes.size(), 1024u * 4); | ||
| EXPECT_EQ(gradient.colors.size(), 1024u); | ||
| } | ||
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| { | ||
| // Gradient with wide-gamut (out of [0, 1]) colors produces wide-gamut | ||
| // values. | ||
| Color p3_red = Color(1.0931f, -0.2268f, -0.1501f, 1.0f); | ||
| Color p3_green = Color(-0.5116f, 1.0183f, -0.3107f, 1.0f); | ||
| std::vector<Color> colors = {p3_red, p3_green}; | ||
| std::vector<Scalar> stops = {0.0f, 1.0f}; | ||
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| auto gradient = CreateGradientBuffer(colors, stops); | ||
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| EXPECT_EQ(gradient.colors.size(), 2u); | ||
| EXPECT_COLORS_NEAR(gradient.colors, colors); | ||
| } | ||
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| { | ||
| // Multi-stop wide-gamut gradient interpolates floats accurately. | ||
| Color p3_red = Color(1.0931f, -0.2268f, -0.1501f, 1.0f); | ||
| Color p3_green = Color(-0.5116f, 1.0183f, -0.3107f, 1.0f); | ||
| std::vector<Color> colors = {p3_red, Color::White(), p3_green}; | ||
| std::vector<Scalar> stops = {0.0f, 0.5f, 1.0f}; | ||
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| auto gradient = CreateGradientBuffer(colors, stops); | ||
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| EXPECT_EQ(gradient.colors.size(), 3u); | ||
| EXPECT_COLORS_NEAR(gradient.colors, colors); | ||
| } | ||
| } | ||
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