Use the more common EOTF/OETF acronyms (#4691)

Nothing wrong with EOCF/OECF but the "T" version is more common and readers will
therefore be more likely to be more familiar with it.
This commit is contained in:
Romain Guy
2021-09-30 14:44:46 -07:00
committed by GitHub
parent 0fd1c3182e
commit 4846ccd86d
4 changed files with 9 additions and 9 deletions

View File

@@ -26,11 +26,11 @@ namespace filament {
using namespace math;
float3 Color::sRGBToLinear(float3 color) noexcept {
return EOCF_sRGB(color);
return EOTF_sRGB(color);
}
float3 Color::linearToSRGB(float3 color) noexcept {
return OECF_sRGB(color);
return OETF_sRGB(color);
}
LinearColor Color::cct(float K) {

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@@ -746,8 +746,8 @@ FColorGrading::FColorGrading(FEngine& engine, const Builder& builder) {
// We need to clamp for the output transfer function
v = saturate(v);
// Apply OECF
v = OECF_sRGB(v);
// Apply OETF
v = OETF_sRGB(v);
*p++ = half4{v, 0.0f};
}

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@@ -272,7 +272,7 @@ inline float3 linearAP1_to_ACEScct(float3 x) noexcept {
return x;
}
inline float3 OECF_sRGB(float3 x) noexcept {
inline float3 OETF_sRGB(float3 x) noexcept {
constexpr float a = 0.055f;
constexpr float a1 = 1.055f;
constexpr float b = 12.92f;
@@ -283,7 +283,7 @@ inline float3 OECF_sRGB(float3 x) noexcept {
return x;
}
inline float3 EOCF_sRGB(float3 x) noexcept {
inline float3 EOTF_sRGB(float3 x) noexcept {
constexpr float a = 0.055f;
constexpr float a1 = 1.055f;
constexpr float b = 1.0f / 12.92f;
@@ -294,7 +294,7 @@ inline float3 EOCF_sRGB(float3 x) noexcept {
return x;
}
inline float3 OECF_PQ(float3 x, float maxPqValue) {
inline float3 OETF_PQ(float3 x, float maxPqValue) {
constexpr float PQ_constant_N = 2610.0f / 4096.0f / 4.0f;
constexpr float PQ_constant_M = 2523.0f / 4096.0f * 128.0f;
constexpr float PQ_constant_C1 = 3424.0f / 4096.0f;
@@ -309,7 +309,7 @@ inline float3 OECF_PQ(float3 x, float maxPqValue) {
return pow(numerator / denominator, PQ_constant_M);
}
inline float3 EOCF_PQ(float3 x, float maxPqValue) {
inline float3 EOTF_PQ(float3 x, float maxPqValue) {
constexpr float PQ_constant_N = 2610.0f / 4096.0f / 4.0f;
constexpr float PQ_constant_M = 2523.0f / 4096.0f * 128.0f;
constexpr float PQ_constant_C1 = 3424.0f / 4096.0f;

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@@ -93,7 +93,7 @@ vec4 Dither_TriangleNoiseRGB(vec4 rgba, const highp float temporalNoise01) {
/**
* Dithers the specified RGBA color based on the current time and fragment
* coordinates the input must be in the final color space (including OECF).
* coordinates the input must be in the final color space (including OETF).
* This dithering function assumes we are dithering to an 8-bit target.
* This function dithers the alpha channel assuming premultiplied output
*/