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WebGL and Canvas content should render in the canvas's colorspace, and should export sRGB images or images with ICC profiles |
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Issue descriptionWebGL and Canvas content is implicitly sRGB, but currently behaves in an undefined combination of display referred, sRGB, and undefined space. All images loaded by WebGL and Canvas should be converted to sRGB. All images exported from WebGL and Canvas should be sRGB.
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Dec 9 2016
Already done for 2D canvas. You get this behaviour by default when color correct rendering is enabled. OTherwise, you just have to create the context with:
var ctx = canvas.getContext('2d', {colorSpace: 'srgb'});
For webGL, The plumbing for color space support is all there already. The only things missing are to make WebGLRenderingContextBase and friends take into account CanvasRenderingContext::skColorSpace to infer any necessary transforms that need to be applied on texture uploads, and to plumb the colorspace down to DrawingBuffer to get the compositing right.
The code changes are trivial. Most of the work will be in writing tests.
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Dec 9 2016
Actually, IIRC we discussed this, and we don't want to do any automatic colorspace transforms on texture uploads. The transforms are to be made explicit fore example, by using creatImageBitmap, is that right. We need to put more though into how we are going to spec this for the texImage* methods.
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Dec 10 2016
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Dec 13 2016
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Dec 13 2016
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Jun 20 2017
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Sep 28 2017
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Comment 1 by kbr@chromium.org
, Dec 8 2016