/usr/share/psychtoolbox-3/PsychGLImageProcessing/PsychHelperCreateARGB2101010RemapCLUT.m is in psychtoolbox-3-common 3.0.11.20140816.dfsg1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 | function remapCLUTId = PsychHelperCreateARGB2101010RemapCLUT
% remapCLUTId = PsychHelperCreateARGB2101010RemapCLUT;
%
% Helper function for Psychtoolbox imaging pipeline, called by
% PsychImaging(), not meant to be called by normal user code!
%
% Build a 3 rows by 1024 texels RGBA8 lookup texture for mapping HDR RGB
% pixel values in range 0-1023 (ie. 10 bpc resolution) to RGBA8 framebuffer
% pixels which will be suitable to drive a ARGB2101010 framebuffer scanout
% engine (CRTC). If a graphics cards framebuffer scanout engine CRTC is
% configured for 2101010 10 bpc framebuffer mode, this will make sure that
% HDR pixel data is shown properly onscreen.
%
% This texture is used as CLUT texture for the
% RGBMultiLUTLookupCombine_FormattingShader.frag.txt in the final output
% formatting chain of the imaging pipeline.
%
% The expected pixel layout in 10bpc mode is: ARGB2101010, ie.:
% A2R10G10B10 -- That's how a 32 bit pixel is interpreted for video
% scanout. However the OpenGL system on all current OS with standard
% drivers can only output A8R8G8B8 formatted pixels. We solve this via the
% imaging pipeline: Screen() and OpenGL drawing ops go to the imaging
% pipelines virtual framebuffer with 16bpc float or 32 bpc float precision.
% At Flip time, our shader remaps that 0.0 - 1.0 values to the range 0-1023
% ie. 10 bpc, then uses the CLUT texture created with this function to
% lookup corresponding ARGB8 color tuples for the framebuffer, combines
% them into a single ARGB8 tuple by addition (logical OR), then writes that
% ARGB tuple to the framebuffer. At display scanout time, the CRTC's will
% find 32 bit pixels properly formatted for ARGB2101010 scanout.
%
% History:
% 01/13/08 Written (MK).
% 08/29/11 Add caching for LUT in mat file to speed this up a bit (MK).
% This routine assumes that a mogl GL context is properly set up:
global GL;
% Try to get LUT from cached .mat file -- faster:
cachedFile = [PsychtoolboxConfigDir 'argb2101010remaplut.mat'];
if exist(cachedFile, 'file')
% Get cached LUT from file:
load(cachedFile);
else
% Build lookup table: 3 LUT's (Red,Green,Blue) with 1024 slots with 4
% output color components RGBA8 per entry, ie., a 32 bpp value:
clut = uint8(zeros(1, 3 * 1024 * 4));
% Startindex for 1st LUT entry:
j=1;
% First the RED LUT: Texrow 1
for i=0:1023
% Memory order is ARGB:
% Nothing in blue:
clut(j)= 0;
j=j+1;
% Nothing in green:
clut(j)= 0;
j=j+1;
% 4 LSB of red into 4 MSB of red:
clut(j)= bitshift(bitand(i, bin2dec('1111')), 4);
j=j+1;
% 6 MSB of red into 6 LSB of alpha:
clut(j)= bitshift(bitand(i, bin2dec('1111110000')), -4);
j=j+1;
% 2 MSB of alpha are left to a constant zero. They would encode the 2
% bit alpha channel, but that is unused in our configuration. Alpha is
% handled at render time by the high-res drawbuffer and earlier part of
% imaging pipeline...
end
% Then the GREEN LUT: Texrow 2
for i=0:1023
% Memory order is ARGB:
% Nothing in blue
clut(j)= 0;
j=j+1;
% LSB 6 bits of green into 6 MSB of green:
clut(j)= bitshift(bitand(i, bin2dec('111111')), 2);
j=j+1;
% MSB 4 bits of green into 4 LSB of red:
clut(j)= bitshift(bitand(i, bin2dec('1111000000')), -6);
j=j+1;
% Nothing in alpha:
clut(j)= 0;
j=j+1;
end
% Finally the BLUE LUT: Texrow 3
for i=0:1023
% Memory order is ARGB:
% LSB 8 bits of blue into blue:
clut(j)= bitand(i, bin2dec('11111111'));
j=j+1;
% MSB 2 bits of blue into 2 LSB of green:
clut(j)= bitshift(bitand(i, bin2dec('1100000000')), -8);
j=j+1;
% Nothing in red:
clut(j)= 0;
j=j+1;
% Nothing in alpha:
clut(j)= 0;
j=j+1;
end
% Cache computed LUT in users config dir:
save(cachedFile, 'clut', '-mat', '-V6');
end
% Hostformat defines byte-order in host memory:
% This should work on any little-endian system (Windows/Linux On IntelPC,
% Linux on IntelMac, OS/X on IntelMac) - pretty much everything.
% On BigEndian systems (OS/X PowerPC) we may need to replace this by a
% GL.UNSIGNED_INT_8_8_8_8 instead to reverse byte order at conversion time.
hostformat = GL.UNSIGNED_INT_8_8_8_8_REV;
% Create and setup texture from 'clut':
remapCLUTId = glGenTextures(1);
glBindTexture(GL.TEXTURE_RECTANGLE_EXT, remapCLUTId);
glTexImage2D(GL.TEXTURE_RECTANGLE_EXT, 0, GL.RGBA, 1024, 3, 0, GL.BGRA, hostformat, clut);
glBindTexture(GL.TEXTURE_RECTANGLE_EXT, 0);
% Ready.
return;
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