Use GrGammaEffect to support YUV conversion without sRGB write control

BUG=skia:

Review-Url: https://codereview.chromium.org/1970833003
This commit is contained in:
brianosman 2016-05-11 11:43:35 -07:00 committed by Commit bot
parent 748d620adc
commit 717abfd2a9

View File

@ -8,6 +8,7 @@
#include "GrContext.h"
#include "GrDrawContext.h"
#include "GrYUVProvider.h"
#include "effects/GrGammaEffect.h"
#include "effects/GrYUVEffect.h"
#include "SkCachedData.h"
@ -120,9 +121,6 @@ sk_sp<GrTexture> GrYUVProvider::refAsTexture(GrContext* ctx,
}
GrPaint paint;
// We may be decoding an sRGB image, but the result of our linear math on the YUV planes
// is already in sRGB in that case. Don't convert (which will make the image too bright).
paint.setDisableOutputConversionToSRGB(true);
SkAutoTUnref<const GrFragmentProcessor> yuvToRgbProcessor(
GrYUVEffect::CreateYUVToRGB(yuvTextures[0],
yuvTextures[1],
@ -130,6 +128,21 @@ sk_sp<GrTexture> GrYUVProvider::refAsTexture(GrContext* ctx,
yuvInfo.fSizeInfo.fSizes,
yuvInfo.fColorSpace));
paint.addColorFragmentProcessor(yuvToRgbProcessor);
// If we're decoding an sRGB image, the result of our linear math on the YUV planes is already
// in sRGB. (The encoding is just math on bytes, with no concept of color spaces.) So, we need
// to output the results of that math directly to the buffer that we will then consider sRGB.
// If we have sRGB write control, we can just tell the HW not to do the Linear -> sRGB step.
// Otherwise, we do our shader math to go from YUV -> sRGB, manually convert sRGB -> Linear,
// then let the HW convert Linear -> sRGB.
if (GrPixelConfigIsSRGB(desc.fConfig)) {
if (ctx->caps()->srgbWriteControl()) {
paint.setDisableOutputConversionToSRGB(true);
} else {
paint.addColorFragmentProcessor(GrGammaEffect::Create(2.2f))->unref();
}
}
paint.setPorterDuffXPFactory(SkXfermode::kSrc_Mode);
const SkRect r = SkRect::MakeIWH(yuvInfo.fSizeInfo.fSizes[SkYUVSizeInfo::kY].fWidth,
yuvInfo.fSizeInfo.fSizes[SkYUVSizeInfo::kY].fHeight);