// SPDX-License-Identifier: LGPL-2.1-only // Copyright (C) 2026 Liberux Labs, S. L. //! CPU-side gradient sampling and LUT baking. //! //! The GPU gradient path in `gles_render` shaders samples a 1D lookup //! texture baked on the CPU: for each gradient we precompute N equally //! spaced samples across an extended `t` domain (so stops outside //! `[0, 1]` are covered without extra shader logic), already colour-space //! converted, and upload those N × 4 bytes as an RGBA8 texture. //! //! # Extrapolation //! //! Stops whose `position` falls outside `[0, 1]` are supported by //! **linear extrapolation**: below the first stop we prolong the //! `(first, second)` slope, above the last stop we prolong the //! `(last-1, last)` slope. Values are not clamped. This is the //! physically correct behaviour for CSS `linear-gradient` stops defined //! with positions outside the visible range. //! //! # Colour spaces //! //! [`GradientSpace::Srgb`] interpolates raw sRGB channels (cheap, looks //! muddy on saturated gradients). [`GradientSpace::LinearRgb`] — the //! default — converts each stop to linear light, interpolates, and //! converts the result back to sRGB. [`GradientSpace::Oklab`] is not yet //! implemented and silently falls back to `LinearRgb`. use crate::types::Color; use super::paint::{ ColorStop, GradientSpace }; /// How many samples the LUT stores along the `t` axis. pub const LUT_SAMPLES: usize = 512; /// Extended `t` domain the LUT covers. Wide enough to comfortably contain /// the typical out-of-`[0, 1]` stops produced by design-tool exports. pub const LUT_DOMAIN: ( f32, f32 ) = ( -2.0, 3.0 ); // ─── sRGB ↔ linear ─────────────────────────────────────────────────────────── /// Convert one sRGB gamma-encoded channel to linear light. #[ inline ] pub fn srgb_to_linear( x: f32 ) -> f32 { if x <= 0.04045 { x / 12.92 } else { ((x + 0.055) / 1.055).powf( 2.4 ) } } /// Convert one linear-light channel to sRGB gamma-encoded. #[ inline ] pub fn linear_to_srgb( x: f32 ) -> f32 { if x <= 0.0031308 { x * 12.92 } else { 1.055 * x.powf( 1.0 / 2.4 ) - 0.055 } } // ─── Sampling ──────────────────────────────────────────────────────────────── /// Sample the stops at position `t` using the requested interpolation /// space. Stops need not be sorted. `t` may fall outside `[0, 1]`. pub fn sample_stops( stops: &[ColorStop], t: f32, space: GradientSpace ) -> Color { if stops.is_empty() { return Color::TRANSPARENT; } if stops.len() == 1 { return stops[0].color; } // Sort by position. We do this each call because gradients hold at // most a handful of stops and the LUT builder only calls us N times // per gradient build (not per pixel). let mut sorted: Vec<&ColorStop> = stops.iter().collect(); sorted.sort_by( |a, b| a.position.partial_cmp( &b.position ).unwrap_or( std::cmp::Ordering::Equal ) ); // Pick the bracketing pair. Below the first stop we extrapolate from // `(first, second)`; above the last, from `(last-1, last)`. let n = sorted.len(); let ( a, b ) = if t <= sorted[0].position { ( sorted[0], sorted[1] ) } else if t >= sorted[n - 1].position { ( sorted[n - 2], sorted[n - 1] ) } else { let mut pair = ( sorted[0], sorted[1] ); for win in sorted.windows( 2 ) { if t >= win[0].position && t <= win[1].position { pair = ( win[0], win[1] ); break; } } pair }; let dt = b.position - a.position; let u = if dt.abs() < 1e-6 { 0.0 } else { ( t - a.position ) / dt }; mix_colors( a.color, b.color, u, space ) } /// Linear mix of two colours at parameter `u` (not clamped — the caller /// has already chosen the right bracketing pair). fn mix_colors( a: Color, b: Color, u: f32, space: GradientSpace ) -> Color { let alpha = a.a + ( b.a - a.a ) * u; match space { GradientSpace::Srgb => Color { r: a.r + ( b.r - a.r ) * u, g: a.g + ( b.g - a.g ) * u, b: a.b + ( b.b - a.b ) * u, a: alpha, }, GradientSpace::LinearRgb => mix_linear( a, b, u, alpha ), // TODO: proper Oklab mix. For now fall back to linear-light. GradientSpace::Oklab => mix_linear( a, b, u, alpha ), } } fn mix_linear( a: Color, b: Color, u: f32, alpha: f32 ) -> Color { let ar = srgb_to_linear( a.r ); let ag = srgb_to_linear( a.g ); let ab = srgb_to_linear( a.b ); let br = srgb_to_linear( b.r ); let bg = srgb_to_linear( b.g ); let bb = srgb_to_linear( b.b ); let r = linear_to_srgb( ar + ( br - ar ) * u ); let g = linear_to_srgb( ag + ( bg - ag ) * u ); let b = linear_to_srgb( ab + ( bb - ab ) * u ); Color { r, g, b, a: alpha } } // ─── LUT baking ────────────────────────────────────────────────────────────── /// Build an RGBA8 LUT of `LUT_SAMPLES` equally spaced samples spanning /// [`LUT_DOMAIN`]. The returned vector has `LUT_SAMPLES * 4` bytes in /// straight-alpha, row-major. The GPU shader expects this layout and /// premultiplies at sample time. pub fn build_lut_bytes( stops: &[ColorStop], space: GradientSpace ) -> Vec { let ( t0, t1 ) = LUT_DOMAIN; let n = LUT_SAMPLES; let mut out = Vec::with_capacity( n * 4 ); for i in 0..n { let t = t0 + ( t1 - t0 ) * ( i as f32 / ( n - 1 ) as f32 ); let c = sample_stops( stops, t, space ); out.push( ( c.r.clamp( 0.0, 1.0 ) * 255.0 + 0.5 ) as u8 ); out.push( ( c.g.clamp( 0.0, 1.0 ) * 255.0 + 0.5 ) as u8 ); out.push( ( c.b.clamp( 0.0, 1.0 ) * 255.0 + 0.5 ) as u8 ); out.push( ( c.a.clamp( 0.0, 1.0 ) * 255.0 + 0.5 ) as u8 ); } out } // ─── Tests ─────────────────────────────────────────────────────────────────── #[ cfg( test ) ] mod tests { use super::*; fn approx( a: f32, b: f32 ) -> bool { ( a - b ).abs() < 2e-2 } #[ test ] fn srgb_linear_roundtrip_is_stable() { for &v in &[ 0.0, 0.04, 0.1, 0.25, 0.5, 0.75, 1.0 ] { let back = linear_to_srgb( srgb_to_linear( v ) ); assert!( ( v - back ).abs() < 1e-5, "roundtrip {} -> {}", v, back ); } } #[ test ] fn sample_at_exact_stop_returns_that_stop() { let stops = vec! [ ColorStop { position: 0.0, color: Color::WHITE }, ColorStop { position: 1.0, color: Color::BLACK }, ]; let a = sample_stops( &stops, 0.0, GradientSpace::Srgb ); let b = sample_stops( &stops, 1.0, GradientSpace::Srgb ); assert_eq!( a, Color::WHITE ); assert_eq!( b, Color::BLACK ); } #[ test ] fn sample_midpoint_srgb_is_halfway() { let stops = vec! [ ColorStop { position: 0.0, color: Color::rgb( 0.0, 0.0, 0.0 ) }, ColorStop { position: 1.0, color: Color::rgb( 1.0, 1.0, 1.0 ) }, ]; let m = sample_stops( &stops, 0.5, GradientSpace::Srgb ); assert!( approx( m.r, 0.5 ) && approx( m.g, 0.5 ) && approx( m.b, 0.5 ) ); } #[ test ] fn sample_midpoint_linear_rgb_is_brighter_than_srgb() { // Classic demonstration that linear-light midpoint is brighter // than the naive sRGB midpoint when interpolating 0 → 1. let stops = vec! [ ColorStop { position: 0.0, color: Color::rgb( 0.0, 0.0, 0.0 ) }, ColorStop { position: 1.0, color: Color::rgb( 1.0, 1.0, 1.0 ) }, ]; let m_srgb = sample_stops( &stops, 0.5, GradientSpace::Srgb ); let m_linear = sample_stops( &stops, 0.5, GradientSpace::LinearRgb ); assert!( m_linear.r > m_srgb.r, "linear {:?} should be brighter than srgb {:?}", m_linear, m_srgb ); } #[ test ] fn extrapolation_below_first_stop_continues_slope() { // stops at 0.0 (white) and 1.0 (black). Extrapolating to -1.0 // along the same slope lands above 1.0 — we do NOT clamp; the // LUT baker will clip when converting to u8. let stops = vec! [ ColorStop { position: 0.0, color: Color::WHITE }, ColorStop { position: 1.0, color: Color::BLACK }, ]; let c = sample_stops( &stops, -1.0, GradientSpace::Srgb ); // Slope is (-1, -1, -1) per unit of t; at t=-1 we get rgb=(2,2,2). assert!( c.r > 1.0, "extrapolation should exceed 1.0 before clamp: {}", c.r ); } #[ test ] fn extrapolation_above_last_stop_continues_slope() { let stops = vec! [ ColorStop { position: 0.0, color: Color::rgb( 0.2, 0.2, 0.2 ) }, ColorStop { position: 1.0, color: Color::rgb( 0.8, 0.8, 0.8 ) }, ]; let c = sample_stops( &stops, 2.0, GradientSpace::Srgb ); // Slope (0.6, 0.6, 0.6) per unit. At t=2.0, rgb=(1.4, …) — exceeds 1.0. assert!( c.r > 1.0, "extrapolation should exceed 1.0: {}", c.r ); } #[ test ] fn alpha_mixes_linearly_across_spaces() { let stops = vec! [ ColorStop { position: 0.0, color: Color::rgba( 1.0, 0.0, 0.0, 1.0 ) }, ColorStop { position: 1.0, color: Color::rgba( 1.0, 0.0, 0.0, 0.0 ) }, ]; for space in [ GradientSpace::Srgb, GradientSpace::LinearRgb, GradientSpace::Oklab ] { let m = sample_stops( &stops, 0.5, space ); assert!( approx( m.a, 0.5 ), "alpha should mix linearly in {:?}: got {}", space, m.a ); } } #[ test ] fn unsorted_stops_are_handled() { let stops = vec! [ ColorStop { position: 1.0, color: Color::BLACK }, ColorStop { position: 0.0, color: Color::WHITE }, ]; let a = sample_stops( &stops, 0.0, GradientSpace::Srgb ); let b = sample_stops( &stops, 1.0, GradientSpace::Srgb ); assert_eq!( a, Color::WHITE ); assert_eq!( b, Color::BLACK ); } #[ test ] fn build_lut_has_expected_length() { let stops = vec! [ ColorStop { position: 0.0, color: Color::WHITE }, ColorStop { position: 1.0, color: Color::BLACK }, ]; let bytes = build_lut_bytes( &stops, GradientSpace::LinearRgb ); assert_eq!( bytes.len(), LUT_SAMPLES * 4 ); } #[ test ] fn build_lut_clips_extrapolation_to_u8_range() { let stops = vec! [ ColorStop { position: 0.0, color: Color::WHITE }, ColorStop { position: 1.0, color: Color::BLACK }, ]; let bytes = build_lut_bytes( &stops, GradientSpace::Srgb ); // All bytes must be in [0, 255] — no panics from out-of-range casts. for b in &bytes { let _ = *b; } } }