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authorThomas Hellstrom <[email protected]>2016-03-04 11:49:31 +0100
committerThomas Hellstrom <[email protected]>2017-02-22 10:19:27 +0100
commit4c3fe3257de2cf9e00554c426aea676d57faea43 (patch)
treeeca44190255a0ffa9e75c5b1587b097c40da3629 /bin/shortlog_mesa.sh
parentf01e947cdb81f182202146c01e8678770eebf68e (diff)
gallium/vl: Simplify usage of full range matrices
When looking at the full range matrices, it becomes obvious that the difference between the standard matrices and the full range matrices is that the full range matrices are multiplied by 1.164. Together with offsetting the y value with -16/255, this will scale and offset RGB with the desired quantities. However, the standard SMPTE 240M matrix seems to differ a bit since the U and V coefficients are only multiplied with 1.138 to get the full range matrix. This would actually alter the color somewhat so I figure that's an error. The full range matrix is consistent with Nvidia's VDPAU implementation. We can also incorporate the ybias in the brightness simplifying the calculation somewhat. Signed-off-by: Thomas Hellstrom <[email protected]> Reviewed-by: Sinclair Yeh <[email protected]> Reviewed-by: Christian König <[email protected]>
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