Use GrGammaEffect to support YUV conversion without sRGB write control
BUG=skia: Review-Url: https://codereview.chromium.org/1970833003
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@ -8,6 +8,7 @@
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#include "GrContext.h"
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#include "GrDrawContext.h"
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#include "GrYUVProvider.h"
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#include "effects/GrGammaEffect.h"
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#include "effects/GrYUVEffect.h"
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#include "SkCachedData.h"
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@ -120,9 +121,6 @@ sk_sp<GrTexture> GrYUVProvider::refAsTexture(GrContext* ctx,
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}
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GrPaint paint;
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// We may be decoding an sRGB image, but the result of our linear math on the YUV planes
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// is already in sRGB in that case. Don't convert (which will make the image too bright).
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paint.setDisableOutputConversionToSRGB(true);
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SkAutoTUnref<const GrFragmentProcessor> yuvToRgbProcessor(
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GrYUVEffect::CreateYUVToRGB(yuvTextures[0],
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yuvTextures[1],
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@ -130,6 +128,21 @@ sk_sp<GrTexture> GrYUVProvider::refAsTexture(GrContext* ctx,
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yuvInfo.fSizeInfo.fSizes,
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yuvInfo.fColorSpace));
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paint.addColorFragmentProcessor(yuvToRgbProcessor);
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// If we're decoding an sRGB image, the result of our linear math on the YUV planes is already
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// in sRGB. (The encoding is just math on bytes, with no concept of color spaces.) So, we need
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// to output the results of that math directly to the buffer that we will then consider sRGB.
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// If we have sRGB write control, we can just tell the HW not to do the Linear -> sRGB step.
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// Otherwise, we do our shader math to go from YUV -> sRGB, manually convert sRGB -> Linear,
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// then let the HW convert Linear -> sRGB.
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if (GrPixelConfigIsSRGB(desc.fConfig)) {
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if (ctx->caps()->srgbWriteControl()) {
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paint.setDisableOutputConversionToSRGB(true);
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} else {
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paint.addColorFragmentProcessor(GrGammaEffect::Create(2.2f))->unref();
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}
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}
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paint.setPorterDuffXPFactory(SkXfermode::kSrc_Mode);
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const SkRect r = SkRect::MakeIWH(yuvInfo.fSizeInfo.fSizes[SkYUVSizeInfo::kY].fWidth,
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yuvInfo.fSizeInfo.fSizes[SkYUVSizeInfo::kY].fHeight);
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