*
* 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);