drm: Fix color LUT rounding
The current implementation of drm_color_lut_extract() generates weird results. Eg. if we go through all the values for 16->8bpc conversion we see the following pattern: in out (count) 0 - 7f -> 0 (128) 80 - 17f -> 1 (256) 180 - 27f -> 2 (256) 280 - 37f -> 3 (256) ... fb80 - fc7f -> fc (256) fc80 - fd7f -> fd (256) fd80 - fe7f -> fe (256) fe80 - ffff -> ff (384) So less values map to 0 and more values map 0xff, which doesn't seem particularly great. To get just the same number of input values to map to the same output values we'd just need to drop the rounding entrirely. But perhaps a better idea would be to follow the OpenGL int<->float conversion rules, in which case we get the following results: in out (count) 0 - 80 -> 0 (129) 81 - 181 -> 1 (257) 182 - 282 -> 2 (257) 283 - 383 -> 3 (257) ... fc7c - fd7c -> fc (257) fd7d - fe7d -> fd (257) fe7e - ff7e -> fe (257) ff7f - ffff -> ff (129) Note that since the divisor is constant the compiler is able to optimize away the integer division in most cases. The only exception is the _ULL() case on 32bit architectures since that gets emitted as inline asm via do_div() and thus the compiler doesn't get to optimize it. Signed-off-by: Ville Syrjälä <ville.syrjala@linux.intel.com> Link: https://patchwork.freedesktop.org/patch/msgid/20231013131402.24072-2-ville.syrjala@linux.intel.comReviewed-by: Chaitanya Kumar Borah <chaitanya.kumar.borah@intel.com> Reviewed-by: Jani Nikula <jani.nikula@intel.com> Acked-by: Maxime Ripard <mripard@kernel.org>
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