The refactoring breaks off A2B0 tag support into a separate
subclass of SkColorSpace_Base, while keeping the current
(besides CLUT) functionality in a XYZTRC subclass.
ICC profile loading is now aware of this and creates the A2B0
subclass when SkColorSpace::NewICC() is called on a profile
in need of the A2B0 functionality.
The LabPCSDemo GM loads a .icc profile containing a LAB PCS and
then runs a Lab->XYZ conversion on an image using it so we can
display it and test out the A2B0 SkColorSpace functionality,
sans a/b/m-curves, as well as the Lab->XYZ conversion code.
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It will now reside in SkColorSpace_Base. Future work for SkColorSpace
will cause this function to not be desirable or sensible to call on
all SkColorSpaces. Call sites were changed to make a kSRGBLinear_Named
instead of kSRGB_Named -> makeLinearGamma() (the majority of cases),
and if that was not possible, SkColorSpace_Base::makeLinearGamma()
was called instead.
TBR=reed@google.com
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We were effectively storing the transpose, which made all of our
operations on individual colors, and our concatenation of matrices
awkward and backwards.
I'm planning to push this further into Ganesh, where I had incorrectly
adjusted to the previous layout, treating colors as row vectors in the
shaders.
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After several different strategies, this one appears to work
well. The basic test:
1) For a variety of drawing techniques, we render fixed size
rectangles. (Solid colors via paint color, bitmap, etc...)
2) For each method in #1, we render to both an sRGB and
WideGamutRGB offscreen surface. (AdobeRGB isn't wide enough
to clearly demonstrate if things are working or not).
3) Use readPixels to fetch the raw (still in wide gamut) pixel
data, then draw that directly to the final canvas.
So, for each pair of squares, they should look clearly
different. Currently, with the GPU backend, only the bicubic
bitmap paths have that behavior. Adding more test cases (and
fixing the ones that are already incorrect) will be the long
tail of gamut transformation.
Current output (with my other patchset, which fixes all
bitmap draws): https://screenshot.googleplex.com/wsL3x7eCtWE.png
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