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fixes iOS alpha blending #565

Merged
merged 1 commit into from
Jan 4, 2024
Merged

fixes iOS alpha blending #565

merged 1 commit into from
Jan 4, 2024

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stmitt
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@stmitt stmitt commented Jan 4, 2024

Summary by CodeRabbit

  • Refactor
    • Improved color processing in graphics rendering by adjusting RGB values using a new gamma parameter.
    • Enhanced visual output by applying opacity to the final color in the shader.

@stmitt stmitt marked this pull request as ready for review January 4, 2024 14:07
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coderabbitai bot commented Jan 4, 2024

Walkthrough

The update to the RasterShader.metal file in the iOS graphics framework brings a refined approach to color rendering. The shader's fragment function now incorporates gamma correction into the RGB color values, ensuring a more accurate representation of colors. Moreover, it applies opacity to the final color output, enhancing the control over transparency effects in rendered graphics.

Changes

File Path Change Summary
ios/.../RasterShader.metal Adjusted RGB values with gamma correction and applied opacity to final color output in rasterFragmentShader.

Poem

🎨✨
In the shader's gentle hand,
Colors dance at the command.
Gamma's touch, a subtle sway,
Opacity's veil, in light or gray.
🐰💻

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Review Status

Actionable comments generated: 2

Configuration used: CodeRabbit UI

Commits Files that changed from the base of the PR and between 1d44023 and f7436bf.
Files selected for processing (1)
  • ios/graphics/Shader/Metal/RasterShader.metal (1 hunks)
Additional comments: 1
ios/graphics/Shader/Metal/RasterShader.metal (1)
  • 65-65: The final color output on line 65 multiplies the rgb values by color.a, which is standard for alpha blending. However, it is important to ensure that the rgb values have not been premultiplied by alpha earlier in the shader. If they have been, this operation would incorrectly apply the alpha twice. Please verify that the rgb values are not premultiplied by alpha before this line.
Verification successful

The search for any lines where rgb is premultiplied by color.a in the RasterShader.metal file did not yield any results. This suggests that there are no instances of rgb being premultiplied by the alpha component in the shader code prior to the line in question.

Based on the information available and the results of the script, it appears that the concern raised in the review comment about rgb being premultiplied by alpha before the final multiplication on line 65 is unfounded.

Scripts Executed

The following scripts were executed for the analysis:


Script:

#!/bin/bash
# Search for any premultiplication of rgb values by alpha in the shader file.
rg --type metal "rgb \*=.*color.a" ios/graphics/Shader/Metal/RasterShader.metal

Length of output: 111



Script:

#!/bin/bash
# Search for any premultiplication of rgb values by alpha in the shader file without specifying the file type.
rg "rgb \*=.*color.a" ios/graphics/Shader/Metal/RasterShader.metal

Length of output: 68

Comment on lines +63 to +65
rgb = pow(rgb, (1.0 / (gamma)));
rgb = mix(brightnessMin, brightnessMax, min(rgb / color.a, float3(1.0)));
return float4(rgb * color.a, color.a) * styling[0].opacity;
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The gamma correction logic on line 63 appears to be correct, as it inverses the gamma to adjust the color's luminance. However, the use of min(rgb / color.a, float3(1.0)) on line 64 is potentially problematic. Dividing rgb by color.a could lead to incorrect results when color.a is not equal to 1. This is because the RGB values are being scaled by an amount inversely proportional to the alpha value, which is not a standard approach in alpha blending and could lead to colors being incorrectly brightened when the alpha is low.

A standard approach would be to premultiply the RGB values by the alpha before applying any blending or gamma correction, ensuring that the transparency affects the color intensity appropriately.

- rgb = mix(brightnessMin, brightnessMax, min(rgb / color.a, float3(1.0)));
+ rgb = mix(brightnessMin, brightnessMax, min(rgb, float3(1.0))); // Assuming rgb is already premultiplied by alpha

Committable suggestion

IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation.

Suggested change
rgb = pow(rgb, (1.0 / (gamma)));
rgb = mix(brightnessMin, brightnessMax, min(rgb / color.a, float3(1.0)));
return float4(rgb * color.a, color.a) * styling[0].opacity;
rgb = pow(rgb, (1.0 / (gamma)));
rgb = mix(brightnessMin, brightnessMax, min(rgb, float3(1.0))); // Assuming rgb is already premultiplied by alpha
return float4(rgb * color.a, color.a) * styling[0].opacity;


rgb = pow(rgb, (1.0 / (gamma)));
rgb = mix(brightnessMin, brightnessMax, min(rgb / color.a, float3(1.0)));
return float4(rgb * color.a, color.a) * styling[0].opacity;
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The final color is multiplied by styling[0].opacity again on line 65, which seems redundant since the alpha component color.a is already scaled by styling[0].opacity at the beginning of the function. This could result in the opacity being applied twice, which is likely not the intended effect. Consider removing the redundant multiplication by opacity.

- return float4(rgb * color.a, color.a) * styling[0].opacity;
+ return float4(rgb * color.a, color.a);

Committable suggestion

IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation.

Suggested change
return float4(rgb * color.a, color.a) * styling[0].opacity;
return float4(rgb * color.a, color.a);

@stmitt stmitt merged commit 8ebf024 into develop Jan 4, 2024
2 checks passed
@stmitt stmitt deleted the bugfix/ios-alpha-blending branch January 4, 2024 14:14
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2 participants