Re: [PATCH AUTOSEL 6.1 04/53] drm: Fix color LUT rounding

From: Ville Syrjälä
Date: Mon Jan 22 2024 - 13:02:01 EST


On Mon, Jan 22, 2024 at 10:08:05AM -0500, Sasha Levin wrote:
> From: Ville Syrjälä <ville.syrjala@xxxxxxxxxxxxxxx>
>
> [ Upstream commit c6fbb6bca10838485b820e8a26c23996f77ce580 ]

Why is this being backported?

>
> 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@xxxxxxxxxxxxxxx>
> Link: https://patchwork.freedesktop.org/patch/msgid/20231013131402.24072-2-ville.syrjala@xxxxxxxxxxxxxxx
> Reviewed-by: Chaitanya Kumar Borah <chaitanya.kumar.borah@xxxxxxxxx>
> Reviewed-by: Jani Nikula <jani.nikula@xxxxxxxxx>
> Acked-by: Maxime Ripard <mripard@xxxxxxxxxx>
> Signed-off-by: Sasha Levin <sashal@xxxxxxxxxx>
> ---
> include/drm/drm_color_mgmt.h | 19 ++++++++-----------
> 1 file changed, 8 insertions(+), 11 deletions(-)
>
> diff --git a/include/drm/drm_color_mgmt.h b/include/drm/drm_color_mgmt.h
> index 81c298488b0c..54b2b2467bfd 100644
> --- a/include/drm/drm_color_mgmt.h
> +++ b/include/drm/drm_color_mgmt.h
> @@ -36,20 +36,17 @@ struct drm_plane;
> *
> * Extract a degamma/gamma LUT value provided by user (in the form of
> * &drm_color_lut entries) and round it to the precision supported by the
> - * hardware.
> + * hardware, following OpenGL int<->float conversion rules
> + * (see eg. OpenGL 4.6 specification - 2.3.5 Fixed-Point Data Conversions).
> */
> static inline u32 drm_color_lut_extract(u32 user_input, int bit_precision)
> {
> - u32 val = user_input;
> - u32 max = 0xffff >> (16 - bit_precision);
> -
> - /* Round only if we're not using full precision. */
> - if (bit_precision < 16) {
> - val += 1UL << (16 - bit_precision - 1);
> - val >>= 16 - bit_precision;
> - }
> -
> - return clamp_val(val, 0, max);
> + if (bit_precision > 16)
> + return DIV_ROUND_CLOSEST_ULL(mul_u32_u32(user_input, (1 << bit_precision) - 1),
> + (1 << 16) - 1);
> + else
> + return DIV_ROUND_CLOSEST(user_input * ((1 << bit_precision) - 1),
> + (1 << 16) - 1);
> }
>
> u64 drm_color_ctm_s31_32_to_qm_n(u64 user_input, u32 m, u32 n);
> --
> 2.43.0

--
Ville Syrjälä
Intel