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/*
This file is part of darktable,
copyright (c) 2019 philippe weyland.
darktable is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
darktable is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with darktable. If not, see <http://www.gnu.org/licenses/>.
*/
#include "common.h"
kernel void
lut3d_tetrahedral(read_only image2d_t in, write_only image2d_t out, const int width, const int height,
global float *clut, const int level)
{
int4 rgbi = (int4)(0);
float4 rgbd = (float4)(0.0f);
const int level2 = level * level;
const int x = get_global_id(0);
const int y = get_global_id(1);
if(x >= width || y >= height) return;
float4 input = read_imagef(in, sampleri, (int2)(x, y));
float4 output = (float4)(0.0f);
input = clamp(input, (float4)0.0f, (float4)1.0f);
rgbd = input * (float)(level - 1);
rgbi = min( max( convert_int4(rgbd), (int4)0), (int4)(level - 2));
// delta r, g, b
rgbd = rgbd - convert_float4(rgbi);
// indexes of P000 to P111 in clut
const int color = rgbi.x + rgbi.y * level + rgbi.z * level2;
const int i000 = color * 3 ; // P000
const int i100 = i000 + 3; // P100
const int i010 = (int)(color + level) * 3; // P010
const int i110 = i010 + 3; //P110
const int i001 = (int)(color + level2) * 3; // P001
const int i101 = i001 + 3; // P101
const int i011 = (int)(color + level + level2) * 3; // P011
const int i111 = i011 + 3; // P111
// float3 are 16 bytes aligned. So no way to set clut as an array of float3.
const float4 clut000 = (float4)(clut[i000], clut[i000+1], clut[i000+2], 0.0f);
const float4 clut100 = (float4)(clut[i100], clut[i100+1], clut[i100+2], 0.0f);
const float4 clut010 = (float4)(clut[i010], clut[i010+1], clut[i010+2], 0.0f);
const float4 clut110 = (float4)(clut[i110], clut[i110+1], clut[i110+2], 0.0f);
const float4 clut001 = (float4)(clut[i001], clut[i001+1], clut[i001+2], 0.0f);
const float4 clut101 = (float4)(clut[i101], clut[i101+1], clut[i101+2], 0.0f);
const float4 clut011 = (float4)(clut[i011], clut[i011+1], clut[i011+2], 0.0f);
const float4 clut111 = (float4)(clut[i111], clut[i111+1], clut[i111+2], 0.0f);
if (rgbd.x > rgbd.y)
{
if (rgbd.y > rgbd.z)
{
output = (1.0f-rgbd.x)*clut000 + (rgbd.x-rgbd.y)*clut100 + (rgbd.y-rgbd.z)*clut110 + rgbd.z*clut111;
}
else if (rgbd.x > rgbd.z)
{
output = (1.0f-rgbd.x)*clut000 + (rgbd.x-rgbd.z)*clut100 + (rgbd.z-rgbd.y)*clut101 + rgbd.y*clut111;
}
else
{
output = (1.0f-rgbd.z)*clut000 + (rgbd.z-rgbd.x)*clut001 + (rgbd.x-rgbd.y)*clut101 + rgbd.y*clut111;
}
}
else
{
if (rgbd.z > rgbd.y)
{
output = (1.0f-rgbd.z)*clut000 + (rgbd.z-rgbd.y)*clut001 + (rgbd.y-rgbd.x)*clut011 + rgbd.x*clut111;
}
else if (rgbd.z > rgbd.x)
{
output = (1.0f-rgbd.y)*clut000 + (rgbd.y-rgbd.z)*clut010 + (rgbd.z-rgbd.x)*clut011 + rgbd.x*clut111;
}
else
{
output = (1.0f-rgbd.y)*clut000 + (rgbd.y-rgbd.x)*clut010 + (rgbd.x-rgbd.z)*clut110 + rgbd.z*clut111;
}
}
output.w = input.w;
write_imagef(out, (int2)(x, y), output);
}
kernel void
lut3d_trilinear(read_only image2d_t in, write_only image2d_t out, const int width, const int height,
global float *clut, const uint level)
{
int4 rgbi = (int4)(0);
float4 rgbd = (float4)(0.0f);
const int level2 = level * level;
const int x = get_global_id(0);
const int y = get_global_id(1);
float4 tmp1;
float4 tmp2;
if(x >= width || y >= height) return;
float4 input = read_imagef(in, sampleri, (int2)(x, y));
float4 output = (float4)(0.0f);
input = clamp(input, (float4)0.0f, (float4)1.0f);
rgbd = input * (float)(level - 1);
rgbi = min( max( convert_int4(rgbd), (int4)0), (int4)(level - 2));
// delta r, g, b
rgbd = rgbd - convert_float4(rgbi);
// indexes of P000 to P111 in clut
const int color = rgbi.x + rgbi.y * level + rgbi.z * level2;
const int i000 = color * 3 ; // P000
const int i100 = i000 + 3; // P100
const int i010 = (int)(color + level) * 3; // P010
const int i110 = i010 + 3; //P110
const int i001 = (int)(color + level2) * 3; // P001
const int i101 = i001 + 3; // P101
const int i011 = (int)(color + level + level2) * 3; // P011
const int i111 = i011 + 3; // P111
// float3 are 16 bytes aligned. So no way to set clut as an array of float3.
const float4 clut000 = (float4)(clut[i000], clut[i000+1], clut[i000+2], 0.0f);
const float4 clut100 = (float4)(clut[i100], clut[i100+1], clut[i100+2], 0.0f);
const float4 clut010 = (float4)(clut[i010], clut[i010+1], clut[i010+2], 0.0f);
const float4 clut110 = (float4)(clut[i110], clut[i110+1], clut[i110+2], 0.0f);
const float4 clut001 = (float4)(clut[i001], clut[i001+1], clut[i001+2], 0.0f);
const float4 clut101 = (float4)(clut[i101], clut[i101+1], clut[i101+2], 0.0f);
const float4 clut011 = (float4)(clut[i011], clut[i011+1], clut[i011+2], 0.0f);
const float4 clut111 = (float4)(clut[i111], clut[i111+1], clut[i111+2], 0.0f);
tmp1 = clut000*(1.0f-rgbd.x) + clut100*rgbd.x;
tmp2 = clut010*(1.0f-rgbd.x) + clut110*rgbd.x;
output = tmp1*(1.0f-rgbd.y) + tmp2*rgbd.y;
tmp1 = clut001*(1.0f-rgbd.x) + clut101*rgbd.x;
tmp2 = clut011*(1.0f-rgbd.x) + clut111*rgbd.x;
tmp1 = tmp1*(1.0f-rgbd.y) + tmp2*rgbd.y;
output = output*(1.0f-rgbd.z) + tmp1*rgbd.z;
output.w = input.w;
write_imagef(out, (int2)(x, y), output);
}
kernel void
lut3d_pyramid(read_only image2d_t in, write_only image2d_t out, const int width, const int height,
global float *clut, const uint level)
{
int4 rgbi = (int4)(0);
float4 rgbd = (float4)(0.0f);
const int level2 = level * level;
const int x = get_global_id(0);
const int y = get_global_id(1);
if(x >= width || y >= height) return;
float4 input = read_imagef(in, sampleri, (int2)(x, y));
float4 output = (float4)(0.0f);
input = clamp(input, (float4)0.0f, (float4)1.0f);
rgbd = input * (float)(level - 1);
rgbi = min( max( convert_int4(rgbd), (int4)0), (int4)(level - 2));
// delta r, g, b
rgbd = rgbd - convert_float4(rgbi);
// indexes of P000 to P111 in clut
const int color = rgbi.x + rgbi.y * level + rgbi.z * level2;
const int i000 = color * 3 ; // P000
const int i100 = i000 + 3; // P100
const int i010 = (int)(color + level) * 3; // P010
const int i110 = i010 + 3; //P110
const int i001 = (int)(color + level2) * 3; // P001
const int i101 = i001 + 3; // P101
const int i011 = (int)(color + level + level2) * 3; // P011
const int i111 = i011 + 3; // P111
// float3 are 16 bytes aligned. So no way to set clut as an array of float3.
const float4 clut000 = (float4)(clut[i000], clut[i000+1], clut[i000+2], 0.0f);
const float4 clut100 = (float4)(clut[i100], clut[i100+1], clut[i100+2], 0.0f);
const float4 clut010 = (float4)(clut[i010], clut[i010+1], clut[i010+2], 0.0f);
const float4 clut110 = (float4)(clut[i110], clut[i110+1], clut[i110+2], 0.0f);
const float4 clut001 = (float4)(clut[i001], clut[i001+1], clut[i001+2], 0.0f);
const float4 clut101 = (float4)(clut[i101], clut[i101+1], clut[i101+2], 0.0f);
const float4 clut011 = (float4)(clut[i011], clut[i011+1], clut[i011+2], 0.0f);
const float4 clut111 = (float4)(clut[i111], clut[i111+1], clut[i111+2], 0.0f);
if (rgbd.y > rgbd.x && rgbd.z > rgbd.x)
{
output = clut000 + (clut111-clut011)*rgbd.x + (clut010-clut000)*rgbd.y + (clut001-clut000)*rgbd.z
+ (clut011-clut001-clut010+clut000)*rgbd.y*rgbd.z;
}
else if (rgbd.x > rgbd.y && rgbd.z > rgbd.y)
{
output = clut000 + (clut100-clut000)*rgbd.x + (clut111-clut101)*rgbd.y + (clut001-clut000)*rgbd.z
+ (clut101-clut001-clut100+clut000)*rgbd.x*rgbd.z;
}
else
{
output = clut000 + (clut100-clut000)*rgbd.x + (clut010-clut000)*rgbd.y + (clut111-clut110)*rgbd.z
+ (clut110-clut100-clut010+clut000)*rgbd.x*rgbd.y;
}
output.w = input.w;
write_imagef(out, (int2)(x, y), output);
}
kernel void
lut3d_none(read_only image2d_t in, write_only image2d_t out, const int width, const int height)
{
const int x = get_global_id(0);
const int y = get_global_id(1);
if(x >= width || y >= height) return;
float4 input = read_imagef(in, sampleri, (int2)(x, y));
write_imagef(out, (int2)(x, y), input);
}
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