util: implement table-based + linear interpolation linear-to-srgb conversion

Should be much faster, seems to work in softpipe.
While here (also it's now disabled) fix up the pow factor - the former value
is what is in GL core it is however not actually accurate to fp32 standard
(as it is 1.0/2.4), and if someone would do all the accurate math there's no
reason to waste 8 mantissa bits or so...

v2: use real table generating function instead of just printing the values
(might take a bit longer as it does calculations on some 3+ million floats
but much more descriptive obviously).
Also fix up another inaccurate pow factor (this time in the python code) -
wondering where the couple one bit errors came from :-(.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Reviewed-by: Zack Rusin <zackr@vmware.com>
This commit is contained in:
Roland Scheidegger 2013-08-06 16:55:47 +02:00
parent 2d9fea95e8
commit e3b5e2db1b
2 changed files with 102 additions and 11 deletions

View file

@ -39,6 +39,7 @@
#include "pipe/p_compiler.h"
#include "u_pack_color.h"
#include "u_math.h"
@ -51,23 +52,58 @@ util_format_srgb_to_linear_8unorm_table[256];
extern const uint8_t
util_format_linear_to_srgb_8unorm_table[256];
extern const unsigned
util_format_linear_to_srgb_helper_table[104];
/**
* Convert a unclamped linear float to srgb value in the [0,255].
* XXX this hasn't been tested (render to srgb surface).
* XXX this needs optimization.
*/
static INLINE uint8_t
util_format_linear_float_to_srgb_8unorm(float x)
{
if (x >= 1.0f)
return 255;
else if (x >= 0.0031308f)
return float_to_ubyte(1.055f * powf(x, 0.41666f) - 0.055f);
else if (x > 0.0f)
return float_to_ubyte(12.92f * x);
else
return 0;
/* this would be exact but (probably much) slower */
if (0) {
if (x >= 1.0f)
return 255;
else if (x >= 0.0031308f)
return float_to_ubyte(1.055f * powf(x, 0.41666666f) - 0.055f);
else if (x > 0.0f)
return float_to_ubyte(12.92f * x);
else
return 0;
}
else {
/*
* This is taken from https://gist.github.com/rygorous/2203834
* Use LUT and do linear interpolation.
*/
union fi almostone, minval, f;
unsigned tab, bias, scale, t;
almostone.ui = 0x3f7fffff;
minval.ui = (127-13) << 23;
/*
* Clamp to [2^(-13), 1-eps]; these two values map to 0 and 1, respectively.
* The tests are carefully written so that NaNs map to 0, same as in the
* reference implementation.
*/
if (!(x > minval.f))
x = minval.f;
if (x > almostone.f)
x = almostone.f;
/* Do the table lookup and unpack bias, scale */
f.f = x;
tab = util_format_linear_to_srgb_helper_table[(f.ui - minval.ui) >> 20];
bias = (tab >> 16) << 9;
scale = tab & 0xffff;
/* Grab next-highest mantissa bits and perform linear interpolation */
t = (f.ui >> 12) & 0xff;
return (uint8_t) ((bias + scale*t) >> 16);
}
}

View file

@ -40,6 +40,7 @@ CopyRight = '''
import math
import struct
def srgb_to_linear(x):
@ -51,10 +52,11 @@ def srgb_to_linear(x):
def linear_to_srgb(x):
if x >= 0.0031308:
return 1.055 * math.pow(x, 0.41666) - 0.055
return 1.055 * math.pow(x, 0.41666666) - 0.055
else:
return 12.92 * x
def generate_srgb_tables():
print 'const float'
print 'util_format_srgb_8unorm_to_linear_float_table[256] = {'
@ -84,6 +86,59 @@ def generate_srgb_tables():
print '};'
print
# calculate the table interpolation values used in float linear to unorm8 srgb
numexp = 13
mantissa_msb = 3
# stepshift is just used to only use every x-th float to make things faster,
# 5 is largest value which still gives exact same table as 0
stepshift = 5
nbuckets = numexp << mantissa_msb
bucketsize = (1 << (23 - mantissa_msb)) >> stepshift
mantshift = 12
valtable = []
sum_aa = float(bucketsize)
sum_ab = 0.0
sum_bb = 0.0
for i in range(0, bucketsize):
j = (i << stepshift) >> mantshift
sum_ab += j
sum_bb += j*j
inv_det = 1.0 / (sum_aa * sum_bb - sum_ab * sum_ab)
for bucket in range(0, nbuckets):
start = ((127 - numexp) << 23) + bucket*(bucketsize << stepshift)
sum_a = 0.0
sum_b = 0.0
for i in range(0, bucketsize):
j = (i << stepshift) >> mantshift
fint = start + (i << stepshift)
ffloat = struct.unpack('f', struct.pack('I', fint))[0]
val = linear_to_srgb(ffloat) * 255.0 + 0.5
sum_a += val
sum_b += j*val
solved_a = inv_det * (sum_bb*sum_a - sum_ab*sum_b)
solved_b = inv_det * (sum_aa*sum_b - sum_ab*sum_a)
scaled_a = solved_a * 65536.0 / 512.0
scaled_b = solved_b * 65536.0
int_a = int(scaled_a + 0.5)
int_b = int(scaled_b + 0.5)
valtable.append((int_a << 16) + int_b)
print 'const unsigned'
print 'util_format_linear_to_srgb_helper_table[104] = {'
for j in range(0, nbuckets, 4):
print ' ',
for i in range(j, j + 4):
print '0x%08x,' % (valtable[i],),
print
print '};'
print
def main():
print '/* This file is autogenerated by u_format_srgb.py. Do not edit directly. */'