]> git.sesse.net Git - movit/blobdiff - main.cpp
Add a new framework for 1D-LUTs via fp16 textures. Make the gamma compression and...
[movit] / main.cpp
index 1386a0f1def99395e9296d0ef81fa1cac29329bd..666a1edc779e1e1faf439afbff1c2f4725bc9c21 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -178,44 +178,6 @@ int main(int argc, char **argv)
        //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
        //check_error();
 
-#if 0
-       // sRGB reverse LUT
-       glBindTexture(GL_TEXTURE_1D, SRGB_REVERSE_LUT);
-       check_error();
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       check_error();
-       float srgb_reverse_tex[4096];
-       for (unsigned i = 0; i < 4096; ++i) {
-               float x = i / 4095.0;
-               if (x < 0.0031308f) {
-                       srgb_reverse_tex[i] = 12.92f * x;
-               } else {
-                       srgb_reverse_tex[i] = 1.055f * pow(x, 1.0f / 2.4f) - 0.055f;
-               }
-       }
-       glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 4096, 0, GL_LUMINANCE, GL_FLOAT, srgb_reverse_tex);
-       check_error();
-
-       // sRGB LUT
-       glBindTexture(GL_TEXTURE_1D, SRGB_LUT);
-       check_error();
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       check_error();
-       float srgb_tex[256];
-       for (unsigned i = 0; i < 256; ++i) {
-               float x = i / 255.0;
-               if (x < 0.04045f) {
-                       srgb_tex[i] = x * (1.0f / 12.92f);
-               } else {
-                       srgb_tex[i] = pow((x + 0.055) * (1.0 / 1.055f), 2.4);
-               }
-       }
-       glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 256, 0, GL_LUMINANCE, GL_FLOAT, srgb_tex);
-       check_error();
-#endif
-
        // generate a PDO to hold the data we read back with glReadPixels()
        // (Intel/DRI goes into a slow path if we don't read to PDO)
        glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);