Example #1
0
void draw(SkCanvas* canvas) {
    SkBitmap bitmap;
    bitmap.setInfo(SkImageInfo::MakeN32(16, 32, kPremul_SkAlphaType,
            SkColorSpace::MakeSRGBLinear()));
    SkColorSpace* colorSpace = bitmap.colorSpace();
    SkDebugf("gammaCloseToSRGB: %s  gammaIsLinear: %s  isSRGB: %s\n",
            colorSpace->gammaCloseToSRGB() ? "true" : "false",
            colorSpace->gammaIsLinear() ? "true" : "false",
            colorSpace->isSRGB() ? "true" : "false");
}
Example #2
0
    sk_sp<SkData> encode_bitmap_for_png(SkBitmap bitmap) {
        const int w = bitmap.width(),
                h = bitmap.height();
        // PNG wants unpremultiplied 8-bit RGBA pixels (16-bit could work fine too).
        // We leave the gamma of these bytes unspecified, to continue the status quo,
        // which we think generally is to interpret them as sRGB.

        SkAutoTMalloc<uint32_t> rgba(w*h);

        auto srgbColorSpace = SkColorSpace::NewNamed(SkColorSpace::kSRGB_Named);
        if (bitmap. colorType() ==  kN32_SkColorType &&
            bitmap.colorSpace() == srgbColorSpace.get()) {
            // These are premul sRGB 8-bit pixels in SkPMColor order.
            // We want unpremul sRGB 8-bit pixels in RGBA order.  We'll get there via floats.
            bitmap.lockPixels();
            auto px = (const uint32_t*)bitmap.getPixels();
            if (!px) {
                return nullptr;
            }
            for (int i = 0; i < w*h; i++) {
                Sk4f fs = Sk4f_fromS32(px[i]);         // Convert up to linear floats.
#if defined(SK_PMCOLOR_IS_BGRA)
                fs = SkNx_shuffle<2,1,0,3>(fs);        // Shuffle to RGBA, if not there already.
#endif
                float invA = 1.0f / fs[3];
                fs = fs * Sk4f(invA, invA, invA, 1);   // Unpremultiply.
                rgba[i] = Sk4f_toS32(fs);              // Pack down to sRGB bytes.
            }

        } else if (bitmap.colorType() == kRGBA_F16_SkColorType) {
            // These are premul linear half-float pixels in RGBA order.
            // We want unpremul sRGB 8-bit pixels in RGBA order.  We'll get there via floats.
            bitmap.lockPixels();
            auto px = (const uint64_t*)bitmap.getPixels();
            if (!px) {
                return nullptr;
            }
            for (int i = 0; i < w*h; i++) {
                // Convert up to linear floats.
                Sk4f fs(SkHalfToFloat(static_cast<SkHalf>(px[i] >> (0 * 16))),
                        SkHalfToFloat(static_cast<SkHalf>(px[i] >> (1 * 16))),
                        SkHalfToFloat(static_cast<SkHalf>(px[i] >> (2 * 16))),
                        SkHalfToFloat(static_cast<SkHalf>(px[i] >> (3 * 16))));
                fs = Sk4f::Max(0.0f, Sk4f::Min(fs, 1.0f));  // Clamp
                float invA = 1.0f / fs[3];
                fs = fs * Sk4f(invA, invA, invA, 1);  // Unpremultiply.
                rgba[i] = Sk4f_toS32(fs);             // Pack down to sRGB bytes.
            }

        } else {