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-rw-r--r--core/fxcodec/codec/fx_codec_icc.cpp22
-rw-r--r--core/fxcodec/codec/fx_codec_jpx_unittest.cpp23
2 files changed, 34 insertions, 11 deletions
diff --git a/core/fxcodec/codec/fx_codec_icc.cpp b/core/fxcodec/codec/fx_codec_icc.cpp
index 8e48bfbfea..f0ea6bb43c 100644
--- a/core/fxcodec/codec/fx_codec_icc.cpp
+++ b/core/fxcodec/codec/fx_codec_icc.cpp
@@ -1663,17 +1663,17 @@ void AdobeCMYK_to_sRGB(FX_FLOAT c,
// Convert to uint8_t with round-to-nearest. Avoid using FXSYS_round because
// it is incredibly expensive with VC++ (tested on VC++ 2015) because round()
// is very expensive.
- // Adding 0.5f and truncating can round the wrong direction in some edge
- // cases but these do not matter in this context. For instance, the float that
- // is one ULP (unit in the last place) before 0.5 should round to zero but
- // this will round it to one. These edge cases are never hit in this function
- // due to the very limited precision of the input integers.
- // This method also doesn't handle negative or extremely large numbers, but
- // those are not needed here.
- uint8_t c1 = int(c * 255.f + 0.5f);
- uint8_t m1 = int(m * 255.f + 0.5f);
- uint8_t y1 = int(y * 255.f + 0.5f);
- uint8_t k1 = int(k * 255.f + 0.5f);
+ // The 'magic' value of 0.49999997f, the float that precedes 0.5f, was chosen
+ // because it gives identical results to FXSYS_round(). Using the constant
+ // 0.5f gives different results (1 instead of 0) for one value, 0.0019607842.
+ // That value is close to the cusp but zero is the correct answer, and
+ // getting the same answer as before is desirable.
+ // All floats from 0.0 to 1.0 were tested and now give the same results.
+ const float rounding_offset = 0.49999997f;
+ uint8_t c1 = int(c * 255.f + rounding_offset);
+ uint8_t m1 = int(m * 255.f + rounding_offset);
+ uint8_t y1 = int(y * 255.f + rounding_offset);
+ uint8_t k1 = int(k * 255.f + rounding_offset);
ASSERT(c1 == FXSYS_round(c * 255));
ASSERT(m1 == FXSYS_round(m * 255));
diff --git a/core/fxcodec/codec/fx_codec_jpx_unittest.cpp b/core/fxcodec/codec/fx_codec_jpx_unittest.cpp
index 820a618f5b..3ef14e62c3 100644
--- a/core/fxcodec/codec/fx_codec_jpx_unittest.cpp
+++ b/core/fxcodec/codec/fx_codec_jpx_unittest.cpp
@@ -19,6 +19,29 @@ static unsigned char stream_data[] = {
0x84, 0x85, 0x86, 0x87, // Include some hi-bytes, too.
};
+union Float_t {
+ Float_t(float num = 0.0f) : f(num) {}
+
+ int32_t i;
+ FX_FLOAT f;
+};
+
+TEST(fxcodec, CMYK_Rounding) {
+ // Testing all floats from 0.0 to 1.0 takes about 35 seconds in release
+ // builds and much longer in debug builds, so just test the known-dangerous
+ // range.
+ const FX_FLOAT startValue = 0.001f;
+ const FX_FLOAT endValue = 0.003f;
+ FX_FLOAT R = 0.0f, G = 0.0f, B = 0.0f;
+ // Iterate through floats by incrementing the representation, as discussed in
+ // https://randomascii.wordpress.com/2012/01/23/stupid-float-tricks-2/
+ for (Float_t f = startValue; f.f < endValue; f.i++) {
+ AdobeCMYK_to_sRGB(f.f, f.f, f.f, f.f, R, G, B);
+ }
+ // Check various other 'special' numbers.
+ AdobeCMYK_to_sRGB(0.0f, 0.25f, 0.5f, 1.0f, R, G, B);
+}
+
TEST(fxcodec, DecodeDataNullDecodeData) {
unsigned char buffer[16];
DecodeData* ptr = nullptr;