1// Intrinsics that are available to public SkSL (SkRuntimeEffect) 2 3// See "The OpenGL ES Shading Language, Section 8" 4 5// 8.1 : Angle and Trigonometry Functions 6$pure $genType radians($genType degrees); 7$pure $genHType radians($genHType degrees); 8$pure $genType degrees($genType radians); 9$pure $genHType degrees($genHType radians); 10 11$pure $genType sin($genType angle); 12$pure $genHType sin($genHType angle); 13$pure $genType cos($genType angle); 14$pure $genHType cos($genHType angle); 15$pure $genType tan($genType angle); 16$pure $genHType tan($genHType angle); 17 18$pure $genType asin($genType x); 19$pure $genHType asin($genHType x); 20$pure $genType acos($genType x); 21$pure $genHType acos($genHType x); 22$pure $genType atan($genType y, $genType x); 23$pure $genHType atan($genHType y, $genHType x); 24$pure $genType atan($genType y_over_x); 25$pure $genHType atan($genHType y_over_x); 26 27// 8.1 : Angle and Trigonometry Functions (GLSL ES 3.0) 28$pure $es3 $genType sinh($genType x); 29$pure $es3 $genHType sinh($genHType x); 30$pure $es3 $genType cosh($genType x); 31$pure $es3 $genHType cosh($genHType x); 32$pure $es3 $genType tanh($genType x); 33$pure $es3 $genHType tanh($genHType x); 34$pure $es3 $genType asinh($genType x); 35$pure $es3 $genHType asinh($genHType x); 36$pure $es3 $genType acosh($genType x); 37$pure $es3 $genHType acosh($genHType x); 38$pure $es3 $genType atanh($genType x); 39$pure $es3 $genHType atanh($genHType x); 40 41// 8.2 : Exponential Functions 42$pure $genType pow($genType x, $genType y); 43$pure $genHType pow($genHType x, $genHType y); 44$pure $genType exp($genType x); 45$pure $genHType exp($genHType x); 46$pure $genType log($genType x); 47$pure $genHType log($genHType x); 48$pure $genType exp2($genType x); 49$pure $genHType exp2($genHType x); 50$pure $genType log2($genType x); 51$pure $genHType log2($genHType x); 52 53$pure $genType sqrt($genType x); 54$pure $genHType sqrt($genHType x); 55$pure $genType inversesqrt($genType x); 56$pure $genHType inversesqrt($genHType x); 57 58// 8.3 : Common Functions 59$pure $genType abs($genType x); 60$pure $genHType abs($genHType x); 61$pure $genType sign($genType x); 62$pure $genHType sign($genHType x); 63$pure $genType floor($genType x); 64$pure $genHType floor($genHType x); 65$pure $genType ceil($genType x); 66$pure $genHType ceil($genHType x); 67$pure $genType fract($genType x); 68$pure $genHType fract($genHType x); 69$pure $genType mod($genType x, float y); 70$pure $genType mod($genType x, $genType y); 71$pure $genHType mod($genHType x, half y); 72$pure $genHType mod($genHType x, $genHType y); 73 74$pure $genType min($genType x, $genType y); 75$pure $genType min($genType x, float y); 76$pure $genHType min($genHType x, $genHType y); 77$pure $genHType min($genHType x, half y); 78$pure $genType max($genType x, $genType y); 79$pure $genType max($genType x, float y); 80$pure $genHType max($genHType x, $genHType y); 81$pure $genHType max($genHType x, half y); 82$pure $genType clamp($genType x, $genType minVal, $genType maxVal); 83$pure $genType clamp($genType x, float minVal, float maxVal); 84$pure $genHType clamp($genHType x, $genHType minVal, $genHType maxVal); 85$pure $genHType clamp($genHType x, half minVal, half maxVal); 86$pure $genType saturate($genType x); // SkSL extension 87$pure $genHType saturate($genHType x); // SkSL extension 88$pure $genType mix($genType x, $genType y, $genType a); 89$pure $genType mix($genType x, $genType y, float a); 90$pure $genHType mix($genHType x, $genHType y, $genHType a); 91$pure $genHType mix($genHType x, $genHType y, half a); 92$pure $genType step($genType edge, $genType x); 93$pure $genType step(float edge, $genType x); 94$pure $genHType step($genHType edge, $genHType x); 95$pure $genHType step(half edge, $genHType x); 96$pure $genType smoothstep($genType edge0, $genType edge1, $genType x); 97$pure $genType smoothstep(float edge0, float edge1, $genType x); 98$pure $genHType smoothstep($genHType edge0, $genHType edge1, $genHType x); 99$pure $genHType smoothstep(half edge0, half edge1, $genHType x); 100 101// 8.3 : Common Functions (GLSL ES 3.0) 102$pure $es3 $genIType abs($genIType x); 103$pure $es3 $genIType sign($genIType x); 104$pure $es3 $genIType floatBitsToInt ($genType value); 105$pure $es3 $genUType floatBitsToUint($genType value); 106$pure $es3 $genType intBitsToFloat ($genIType value); 107$pure $es3 $genType uintBitsToFloat($genUType value); 108$pure $es3 $genType trunc($genType x); 109$pure $es3 $genHType trunc($genHType x); 110$pure $es3 $genType round($genType x); 111$pure $es3 $genHType round($genHType x); 112$pure $es3 $genType roundEven($genType x); 113$pure $es3 $genHType roundEven($genHType x); 114$pure $es3 $genIType min($genIType x, $genIType y); 115$pure $es3 $genIType min($genIType x, int y); 116$pure $es3 $genUType min($genUType x, $genUType y); 117$pure $es3 $genUType min($genUType x, uint y); 118$pure $es3 $genIType max($genIType x, $genIType y); 119$pure $es3 $genIType max($genIType x, int y); 120$pure $es3 $genUType max($genUType x, $genUType y); 121$pure $es3 $genUType max($genUType x, uint y); 122$pure $es3 $genIType clamp($genIType x, $genIType minVal, $genIType maxVal); 123$pure $es3 $genIType clamp($genIType x, int minVal, int maxVal); 124$pure $es3 $genUType clamp($genUType x, $genUType minVal, $genUType maxVal); 125$pure $es3 $genUType clamp($genUType x, uint minVal, uint maxVal); 126$pure $es3 $genType mix($genType x, $genType y, $genBType a); 127$pure $es3 $genHType mix($genHType x, $genHType y, $genBType a); 128 129// 8.3 : Common Functions (GLSL ES 3.0) -- cannot be used in constant-expressions 130$pure $es3 $genBType isnan($genType x); 131$pure $es3 $genBType isnan($genHType x); 132$pure $es3 $genBType isinf($genType x); 133$pure $es3 $genBType isinf($genHType x); 134 $es3 $genType modf($genType x, out $genType i); 135 $es3 $genHType modf($genHType x, out $genHType i); 136 137// 8.4 : Floating-Point Pack and Unpack Functions (GLSL ES 3.0) 138$pure $es3 uint packUnorm2x16(float2 v); 139$pure $es3 float2 unpackUnorm2x16(uint p); 140 141// 8.5 : Geometric Functions 142$pure float length($genType x); 143$pure half length($genHType x); 144$pure float distance($genType p0, $genType p1); 145$pure half distance($genHType p0, $genHType p1); 146$pure float dot($genType x, $genType y); 147$pure half dot($genHType x, $genHType y); 148$pure float3 cross(float3 x, float3 y); 149$pure half3 cross(half3 x, half3 y); 150$pure $genType normalize($genType x); 151$pure $genHType normalize($genHType x); 152$pure $genType faceforward($genType N, $genType I, $genType Nref); 153$pure $genHType faceforward($genHType N, $genHType I, $genHType Nref); 154$pure $genType reflect($genType I, $genType N); 155$pure $genHType reflect($genHType I, $genHType N); 156$pure $genType refract($genType I, $genType N, float eta); 157$pure $genHType refract($genHType I, $genHType N, half eta); 158 159// 8.6 : Matrix Functions 160$pure $squareMat matrixCompMult($squareMat x, $squareMat y); 161$pure $squareHMat matrixCompMult($squareHMat x, $squareHMat y); 162$pure $es3 $mat matrixCompMult($mat x, $mat y); 163$pure $es3 $hmat matrixCompMult($hmat x, $hmat y); 164 165// 8.6 : Matrix Functions (GLSL 1.4, poly-filled by SkSL as needed) 166$pure $squareMat inverse($squareMat m); 167$pure $squareHMat inverse($squareHMat m); 168 169// 8.6 : Matrix Functions (GLSL ES 3.0) 170$pure $es3 float determinant($squareMat m); 171$pure $es3 half determinant($squareHMat m); 172$pure $es3 $squareMat transpose($squareMat m); 173$pure $es3 $squareHMat transpose($squareHMat m); 174$pure $es3 float2x3 transpose(float3x2 m); 175$pure $es3 half2x3 transpose(half3x2 m); 176$pure $es3 float2x4 transpose(float4x2 m); 177$pure $es3 half2x4 transpose(half4x2 m); 178$pure $es3 float3x2 transpose(float2x3 m); 179$pure $es3 half3x2 transpose(half2x3 m); 180$pure $es3 float3x4 transpose(float4x3 m); 181$pure $es3 half3x4 transpose(half4x3 m); 182$pure $es3 float4x2 transpose(float2x4 m); 183$pure $es3 half4x2 transpose(half2x4 m); 184$pure $es3 float4x3 transpose(float3x4 m); 185$pure $es3 half4x3 transpose(half3x4 m); 186$pure $es3 $squareMat outerProduct($vec c, $vec r); 187$pure $es3 $squareHMat outerProduct($hvec c, $hvec r); 188$pure $es3 float2x3 outerProduct(float3 c, float2 r); 189$pure $es3 half2x3 outerProduct(half3 c, half2 r); 190$pure $es3 float3x2 outerProduct(float2 c, float3 r); 191$pure $es3 half3x2 outerProduct(half2 c, half3 r); 192$pure $es3 float2x4 outerProduct(float4 c, float2 r); 193$pure $es3 half2x4 outerProduct(half4 c, half2 r); 194$pure $es3 float4x2 outerProduct(float2 c, float4 r); 195$pure $es3 half4x2 outerProduct(half2 c, half4 r); 196$pure $es3 float3x4 outerProduct(float4 c, float3 r); 197$pure $es3 half3x4 outerProduct(half4 c, half3 r); 198$pure $es3 float4x3 outerProduct(float3 c, float4 r); 199$pure $es3 half4x3 outerProduct(half3 c, half4 r); 200 201// 8.7 : Vector Relational Functions 202$pure $bvec lessThan($vec x, $vec y); 203$pure $bvec lessThan($hvec x, $hvec y); 204$pure $bvec lessThan($ivec x, $ivec y); 205$pure $bvec lessThan($svec x, $svec y); 206$pure $bvec lessThanEqual($vec x, $vec y); 207$pure $bvec lessThanEqual($hvec x, $hvec y); 208$pure $bvec lessThanEqual($ivec x, $ivec y); 209$pure $bvec lessThanEqual($svec x, $svec y); 210$pure $bvec greaterThan($vec x, $vec y); 211$pure $bvec greaterThan($hvec x, $hvec y); 212$pure $bvec greaterThan($ivec x, $ivec y); 213$pure $bvec greaterThan($svec x, $svec y); 214$pure $bvec greaterThanEqual($vec x, $vec y); 215$pure $bvec greaterThanEqual($hvec x, $hvec y); 216$pure $bvec greaterThanEqual($ivec x, $ivec y); 217$pure $bvec greaterThanEqual($svec x, $svec y); 218$pure $bvec equal($vec x, $vec y); 219$pure $bvec equal($hvec x, $hvec y); 220$pure $bvec equal($ivec x, $ivec y); 221$pure $bvec equal($svec x, $svec y); 222$pure $bvec equal($bvec x, $bvec y); 223$pure $bvec notEqual($vec x, $vec y); 224$pure $bvec notEqual($hvec x, $hvec y); 225$pure $bvec notEqual($ivec x, $ivec y); 226$pure $bvec notEqual($svec x, $svec y); 227$pure $bvec notEqual($bvec x, $bvec y); 228 229$pure $es3 $bvec lessThan($usvec x, $usvec y); 230$pure $es3 $bvec lessThan($uvec x, $uvec y); 231$pure $es3 $bvec lessThanEqual($uvec x, $uvec y); 232$pure $es3 $bvec lessThanEqual($usvec x, $usvec y); 233$pure $es3 $bvec greaterThan($uvec x, $uvec y); 234$pure $es3 $bvec greaterThan($usvec x, $usvec y); 235$pure $es3 $bvec greaterThanEqual($uvec x, $uvec y); 236$pure $es3 $bvec greaterThanEqual($usvec x, $usvec y); 237$pure $es3 $bvec equal($uvec x, $uvec y); 238$pure $es3 $bvec equal($usvec x, $usvec y); 239$pure $es3 $bvec notEqual($uvec x, $uvec y); 240$pure $es3 $bvec notEqual($usvec x, $usvec y); 241 242$pure bool any($bvec x); 243$pure bool all($bvec x); 244$pure $bvec not($bvec x); 245 246// 8.9 : Fragment Processing Functions (GLSL ES 3.0) 247$pure $es3 $genType dFdx($genType p); 248$pure $es3 $genType dFdy($genType p); 249$pure $es3 $genHType dFdx($genHType p); 250$pure $es3 $genHType dFdy($genHType p); 251$pure $es3 $genType fwidth($genType p); 252$pure $es3 $genHType fwidth($genHType p); 253 254 255// SkSL utility functions 256 257// The max() guards against division by zero when the incoming color is transparent black 258$pure half4 unpremul(half4 color) { return half4 (color.rgb / max(color.a, 0.0001), color.a); } 259$pure float4 unpremul(float4 color) { return float4(color.rgb / max(color.a, 0.0001), color.a); } 260 261// Similar, but used for polar-space CSS colors 262$export $pure half4 $unpremul_polar(half4 color) { 263 return half4(color.r, color.gb / max(color.a, 0.0001), color.a); 264} 265 266// Convert RGBA -> HSLA (including unpremul). 267// 268// Based on work by Sam Hocevar, Emil Persson, and Ian Taylor [1][2][3]. High-level ideas: 269// 270// - minimize the number of branches by sorting and computing the hue phase in parallel (vec4s) 271// 272// - trade the third sorting branch for a potentially faster std::min and leaving 2nd/3rd 273// channels unsorted (based on the observation that swapping both the channels and the bias sign 274// has no effect under abs) 275// 276// - use epsilon offsets for denominators, to avoid explicit zero-checks 277// 278// An additional trick we employ is deferring premul->unpremul conversion until the very end: the 279// alpha factor gets naturally simplified for H and S, and only L requires a dedicated unpremul 280// division (so we trade three divs for one). 281// 282// [1] http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv 283// [2] http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl 284// [3] http://www.chilliant.com/rgb2hsv.html 285 286$export $pure half4 $rgb_to_hsl(half3 c, half a) { 287 half4 p = (c.g < c.b) ? half4(c.bg, -1, 2/3.0) 288 : half4(c.gb, 0, -1/3.0); 289 half4 q = (c.r < p.x) ? half4(p.x, c.r, p.yw) 290 : half4(c.r, p.x, p.yz); 291 292 // q.x -> max channel value 293 // q.yz -> 2nd/3rd channel values (unsorted) 294 // q.w -> bias value dependent on max channel selection 295 296 const half kEps = 0.0001; 297 half pmV = q.x; 298 half pmC = pmV - min(q.y, q.z); 299 half pmL = pmV - pmC * 0.5; 300 half H = abs(q.w + (q.y - q.z) / (pmC * 6 + kEps)); 301 half S = pmC / (a + kEps - abs(pmL * 2 - a)); 302 half L = pmL / (a + kEps); 303 304 return half4(H, S, L, a); 305} 306 307// Convert HSLA -> RGBA (including clamp and premul). 308// 309// Based on work by Sam Hocevar, Emil Persson, and Ian Taylor [1][2][3]. 310// 311// [1] http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv 312// [2] http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl 313// [3] http://www.chilliant.com/rgb2hsv.html 314 315$export $pure half3 $hsl_to_rgb(half3 hsl) { 316 half C = (1 - abs(2 * hsl.z - 1)) * hsl.y; 317 half3 p = hsl.xxx + half3(0, 2/3.0, 1/3.0); 318 half3 q = saturate(abs(fract(p) * 6 - 3) - 1); 319 320 return (q - 0.5) * C + hsl.z; 321} 322 323$export $pure half4 $hsl_to_rgb(half3 hsl, half a) { 324 return saturate(half4($hsl_to_rgb(hsl) * a, a)); 325} 326 327// Color conversion functions used in gradient interpolation, based on 328// https://www.w3.org/TR/css-color-4/#color-conversion-code 329// TODO(skia:13108): For all of these, we can eliminate any linear math at the beginning 330// (by removing the corresponding linear math at the end of the CPU code). 331$export $pure half3 $css_lab_to_xyz(half3 lab) { 332 const half k = 24389 / 27.0; 333 const half e = 216 / 24389.0; 334 335 half3 f; 336 f[1] = (lab[0] + 16) / 116; 337 f[0] = (lab[1] / 500) + f[1]; 338 f[2] = f[1] - (lab[2] / 200); 339 340 half3 f_cubed = pow(f, half3(3)); 341 342 half3 xyz = half3( 343 f_cubed[0] > e ? f_cubed[0] : (116 * f[0] - 16) / k, 344 lab[0] > k * e ? f_cubed[1] : lab[0] / k, 345 f_cubed[2] > e ? f_cubed[2] : (116 * f[2] - 16) / k 346 ); 347 348 const half3 D50 = half3(0.3457 / 0.3585, 1.0, (1.0 - 0.3457 - 0.3585) / 0.3585); 349 return xyz * D50; 350} 351 352// Skia stores all polar colors with hue in the first component, so this "LCH -> Lab" transform 353// actually takes "HCL". This is also used to do the same polar transform for OkHCL to OkLAB. 354// See similar comments & logic in SkGradientShaderBase.cpp. 355$pure half3 $css_hcl_to_lab(half3 hcl) { 356 return half3( 357 hcl[2], 358 hcl[1] * cos(radians(hcl[0])), 359 hcl[1] * sin(radians(hcl[0])) 360 ); 361} 362 363$export $pure half3 $css_hcl_to_xyz(half3 hcl) { 364 return $css_lab_to_xyz($css_hcl_to_lab(hcl)); 365} 366 367$export $pure half3 $css_oklab_to_linear_srgb(half3 oklab) { 368 half l_ = oklab.x + 0.3963377774 * oklab.y + 0.2158037573 * oklab.z, 369 m_ = oklab.x - 0.1055613458 * oklab.y - 0.0638541728 * oklab.z, 370 s_ = oklab.x - 0.0894841775 * oklab.y - 1.2914855480 * oklab.z; 371 372 half l = l_*l_*l_, 373 m = m_*m_*m_, 374 s = s_*s_*s_; 375 376 return half3( 377 +4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, 378 -1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, 379 -0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s 380 ); 381} 382 383$export $pure half3 $css_okhcl_to_linear_srgb(half3 okhcl) { 384 return $css_oklab_to_linear_srgb($css_hcl_to_lab(okhcl)); 385} 386 387$export $pure half3 $css_oklab_gamut_map_to_linear_srgb(half3 oklab) { 388 // Constants for the normal vector of the plane formed by white, black, and 389 // the specified vertex of the gamut. 390 const half2 normal_R = half2(0.409702, -0.912219); 391 const half2 normal_M = half2(-0.397919, -0.917421); 392 const half2 normal_B = half2(-0.906800, 0.421562); 393 const half2 normal_C = half2(-0.171122, 0.985250); 394 const half2 normal_G = half2(0.460276, 0.887776); 395 const half2 normal_Y = half2(0.947925, 0.318495); 396 397 // For the triangles formed by white (W) or black (K) with the vertices 398 // of Yellow and Red (YR), Red and Magenta (RM), etc, the constants to be 399 // used to compute the intersection of a line of constant hue and luminance 400 // with that plane. 401 const half c0_YR = 0.091132; 402 const half2 cW_YR = half2(0.070370, 0.034139); 403 const half2 cK_YR = half2(0.018170, 0.378550); 404 const half c0_RM = 0.113902; 405 const half2 cW_RM = half2(0.090836, 0.036251); 406 const half2 cK_RM = half2(0.226781, 0.018764); 407 const half c0_MB = 0.161739; 408 const half2 cW_MB = half2(-0.008202, -0.264819); 409 const half2 cK_MB = half2( 0.187156, -0.284304); 410 const half c0_BC = 0.102047; 411 const half2 cW_BC = half2(-0.014804, -0.162608); 412 const half2 cK_BC = half2(-0.276786, 0.004193); 413 const half c0_CG = 0.092029; 414 const half2 cW_CG = half2(-0.038533, -0.001650); 415 const half2 cK_CG = half2(-0.232572, -0.094331); 416 const half c0_GY = 0.081709; 417 const half2 cW_GY = half2(-0.034601, -0.002215); 418 const half2 cK_GY = half2( 0.012185, 0.338031); 419 420 half2 ab = oklab.yz; 421 422 // Find the planes to intersect with and set the constants based on those 423 // planes. 424 half c0; 425 half2 cW; 426 half2 cK; 427 if (dot(ab, normal_R) < 0.0) { 428 if (dot(ab, normal_G) < 0.0) { 429 if (dot(ab, normal_C) < 0.0) { 430 c0 = c0_BC; cW = cW_BC; cK = cK_BC; 431 } else { 432 c0 = c0_CG; cW = cW_CG; cK = cK_CG; 433 } 434 } else { 435 if (dot(ab, normal_Y) < 0.0) { 436 c0 = c0_GY; cW = cW_GY; cK = cK_GY; 437 } else { 438 c0 = c0_YR; cW = cW_YR; cK = cK_YR; 439 } 440 } 441 } else { 442 if (dot(ab, normal_B) < 0.0) { 443 if (dot(ab, normal_M) < 0.0) { 444 c0 = c0_RM; cW = cW_RM; cK = cK_RM; 445 } else { 446 c0 = c0_MB; cW = cW_MB; cK = cK_MB; 447 } 448 } else { 449 c0 = c0_BC; cW = cW_BC; cK = cK_BC; 450 } 451 } 452 453 // Perform the intersection. 454 half alpha = 1.0; 455 456 // Intersect with the plane with white. 457 half w_denom = dot(cW, ab); 458 if (w_denom > 0.0) { 459 half one_minus_L = 1.0 - oklab.r; 460 half w_num = c0*one_minus_L; 461 if (w_num < w_denom) { 462 alpha = min(alpha, w_num / w_denom); 463 } 464 } 465 466 // Intersect with the plane with black. 467 half k_denom = dot(cK, ab); 468 if (k_denom > 0.0) { 469 half L = oklab.r; 470 half k_num = c0*L; 471 if (k_num < k_denom) { 472 alpha = min(alpha, k_num / k_denom); 473 } 474 } 475 476 // Attenuate the ab coordinate by alpha. 477 oklab.yz *= alpha; 478 479 return $css_oklab_to_linear_srgb(oklab); 480} 481 482$export $pure half3 $css_okhcl_gamut_map_to_linear_srgb(half3 okhcl) { 483 return $css_oklab_gamut_map_to_linear_srgb($css_hcl_to_lab(okhcl)); 484} 485 486// TODO(skia:13108): Use our optimized version (though it has different range) 487// Doing so might require fixing (re-deriving?) the math for the HWB version below 488$export $pure half3 $css_hsl_to_srgb(half3 hsl) { 489 hsl.x = mod(hsl.x, 360); 490 if (hsl.x < 0) { 491 hsl.x += 360; 492 } 493 494 hsl.yz /= 100; 495 496 half3 k = mod(half3(0, 8, 4) + hsl.x/30, 12); 497 half a = hsl.y * min(hsl.z, 1 - hsl.z); 498 return hsl.z - a * clamp(min(k - 3, 9 - k), -1, 1); 499} 500 501$export $pure half3 $css_hwb_to_srgb(half3 hwb) { 502 half3 rgb; 503 hwb.yz /= 100; 504 if (hwb.y + hwb.z >= 1) { 505 // Emit grayscale 506 rgb = half3(hwb.y / (hwb.y + hwb.z)); 507 } else { 508 rgb = $css_hsl_to_srgb(half3(hwb.x, 100, 50)); 509 rgb *= (1 - hwb.y - hwb.z); 510 rgb += hwb.y; 511 } 512 return rgb; 513} 514 515/* 516 * The actual output color space of this function depends on the input color space 517 * (it might be sRGB, linear sRGB, or linear XYZ). The actual space is what's stored 518 * in the gradient/SkColor4fXformer's fIntermediateColorSpace. 519 */ 520$export $pure half4 $interpolated_to_rgb_unpremul(half4 color, int colorSpace, int doUnpremul) { 521 const int kDestination = 0; 522 const int kSRGBLinear = 1; 523 const int kLab = 2; 524 const int kOKLab = 3; 525 const int kOKLabGamutMap = 4; 526 const int kLCH = 5; 527 const int kOKLCH = 6; 528 const int kOKLCHGamutMap = 7; 529 const int kSRGB = 8; 530 const int kHSL = 9; 531 const int kHWB = 10; 532 533 if (bool(doUnpremul)) { 534 switch (colorSpace) { 535 case kLab: 536 case kOKLab: 537 case kOKLabGamutMap: color = unpremul(color); break; 538 case kLCH: 539 case kOKLCH: 540 case kOKLCHGamutMap: 541 case kHSL: 542 case kHWB: color = $unpremul_polar(color); break; 543 } 544 } 545 switch (colorSpace) { 546 case kLab: color.rgb = $css_lab_to_xyz(color.rgb); break; 547 case kOKLab: color.rgb = $css_oklab_to_linear_srgb(color.rgb); break; 548 case kOKLabGamutMap: color.rgb = $css_oklab_gamut_map_to_linear_srgb(color.rgb); break; 549 case kLCH: color.rgb = $css_hcl_to_xyz(color.rgb); break; 550 case kOKLCH: color.rgb = $css_okhcl_to_linear_srgb(color.rgb); break; 551 case kOKLCHGamutMap: color.rgb = $css_okhcl_gamut_map_to_linear_srgb(color.rgb); break; 552 case kHSL: color.rgb = $css_hsl_to_srgb(color.rgb); break; 553 case kHWB: color.rgb = $css_hwb_to_srgb(color.rgb); break; 554 } 555 return color; 556} 557