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authorOz Linden <oz@lindenlab.com>2020-06-15 15:29:04 -0400
committerOz Linden <oz@lindenlab.com>2020-06-15 15:29:04 -0400
commit86009f885efc796850d3e5b612c896a9d737fb86 (patch)
tree404923800dbc6d09ea72b10de0c7f4bb103d1e62 /indra/llmath/llmath.h
parent17598f936bb6b099f21fc32aa80b68258cdfd0b9 (diff)
parent1702a65665879d0c68df4c6b4fdb60f815ab7abb (diff)
SL-10297: merge up to master at 6.4.3
Diffstat (limited to 'indra/llmath/llmath.h')
-rw-r--r--indra/llmath/llmath.h29
1 files changed, 29 insertions, 0 deletions
diff --git a/indra/llmath/llmath.h b/indra/llmath/llmath.h
index e508c9a199..8f01ad6c1c 100644
--- a/indra/llmath/llmath.h
+++ b/indra/llmath/llmath.h
@@ -537,6 +537,35 @@ inline void ll_remove_outliers(std::vector<VEC_TYPE>& data, F32 k)
}
}
+// Converts given value from a linear RGB floating point value (0..1) to a gamma corrected (sRGB) value.
+// Some shaders require color values in linear space, while others require color values in gamma corrected (sRGB) space.
+// Note: in our code, values labeled as sRGB are ALWAYS gamma corrected linear values, NOT linear values with monitor gamma applied
+// Note: stored color values should always be gamma corrected linear (i.e. the values returned from an on-screen color swatch)
+// Note: DO NOT cache the conversion. This leads to error prone synchronization and is actually slower in the typical case due to cache misses
+inline float linearTosRGB(const float val) {
+ if (val < 0.0031308f) {
+ return val * 12.92f;
+ }
+ else {
+ return 1.055f * pow(val, 1.0f / 2.4f) - 0.055f;
+ }
+}
+
+// Converts given value from a gamma corrected (sRGB) floating point value (0..1) to a linear color value.
+// Some shaders require color values in linear space, while others require color values in gamma corrected (sRGB) space.
+// Note: In our code, values labeled as sRGB are gamma corrected linear values, NOT linear values with monitor gamma applied
+// Note: Stored color values should generally be gamma corrected sRGB.
+// If you're serializing the return value of this function, you're probably doing it wrong.
+// Note: DO NOT cache the conversion. This leads to error prone synchronization and is actually slower in the typical case due to cache misses.
+inline float sRGBtoLinear(const float val) {
+ if (val < 0.04045f) {
+ return val / 12.92f;
+ }
+ else {
+ return pow((val + 0.055f) / 1.055f, 2.4f);
+ }
+}
+
// Include simd math header
#include "llsimdmath.h"