Редагувати

Поділитися через


Color management effect

Use the color management effect to transform an image from one ICC (International Color Consortium) color profile to another. The effect transforms the image according to the ICC specification.

The CLSID for this effect is CLSID_D2D1ColorManagement.

Effect properties

Display name and index enumeration Description
SourceContext
D2D1_COLORMANAGEMENT_PROP_SOURCE_COLOR_CONTEXT
The source color space information. The type is ID2D1ColorContext.
The default value is NULL.
SourceIntent
D2D1_COLORMANAGEMENT_PROP_SOURCE_RENDERING_INTENT
Which ICC rendering intent to use. The type is D2D1_COLORMANAGEMENT_RENDERING_INTENT.
The default value is D2D1_COLORMANAGEMENT_RENDERING_INTENT_PERCEPTUAL.
DestinationContext
D2D1_COLORMANAGEMENT_PROP_DESTINATION_COLOR_CONTEXT
The destination color space information. The type is ID2D1ColorContext.
The default value is NULL.
DestinationIntent
D2D1_COLORMANAGEMENT_PROP_DESTINATION_RENDERING_INTENT
Which ICC rendering intent to use. The type is D2D1_COLORMANAGEMENT_RENDERING_INTENT.
The default value is D2D1_COLORMANAGEMENT_RENDERING_INTENT_PERCEPTUAL.
AlphaMode
D2D1_COLORMANAGEMENT_PROP_ALPHA_MODE
How to interpret alpha data that is contained in the input image. The type is D2D1_COLORMANAGEMENT_ALPHA_MODE.
The default value is D2D1_COLORMANAGEMENT_ALPHA_MODE_PREMULTIPLIED.
Quality
D2D1_COLORMANAGEMENT_PROP_QUALITY
The quality level of the transform. The type is D2D1_COLORMANAGEMENT_QUALITY.
The default value is D2D1_COLORMANAGEMENT_QUALITY_NORMAL.

Rendering intent modes

Enumeration Description
D2D1_COLORMANAGEMENT_RENDERING_INTENT_PERCEPTUAL The effect compresses or expands the full color gamut of the image to fill the color gamut of the device, to produce a perceptually pleasing output that preserves color details but may sacrifice colorimetric accuracy. It is useful for general reproduction of real life content such as photos.
D2D1_COLORMANAGEMENT_RENDERING_INTENT_RELATIVE_COLORIMETRIC The effect adjusts any colors that fall outside the gamut that the output device can render to the closest color that can be rendered. It does not preserve the white point.
D2D1_COLORMANAGEMENT_RENDERING_INTENT_SATURATION The effect preserves the saturation of pure colors in the image at the possible expense of hue and lightness. It is useful for graphics like charts and diagrams.
D2D1_COLORMANAGEMENT_RENDERING_INTENT_ABSOLUTE_COLORIMETRIC The effect adjusts any colors that fall outside the gamut that the output device can render to the closest color that can be rendered. The effect does not change the in-gamut colors and preserves the white point.

Input image alpha modes

Enumeration Description
D2D1_COLORMANAGEMENT_ALPHA_MODE_PREMULTIPLIED The effect assumes the alpha mode is premultiplied.
D2D1_COLORMANAGEMENT_ALPHA_MODE_STRAIGHT The effect assumes the alpha mode is straight.

D2D1_GAMMA1_G2084 behavior changes

If your application uses the D2D1_GAMMA1_G2084 space, or one of the DXGI_COLOR_SPACE_TYPE enumeration values that use the SMPTE ST.2084 (Perceptual Quantizer) color space, then the application intends to work with HDR data.

The ID2D1DeviceContext5::CreateColorContextFromSimpleColorProfile and ID2D1DeviceContext5::CreateColorContextFromDxgiColorSpace APIs don't account for that; rather, the HDR content is scaled to fit in the 0-1 range during the G2084 DeGamma operation.

In practice, content that is encoded in this gamma space uses a reference WhiteLevel of 10,000 Nits, which would normally be represented in CCCS as 10,000 / 80 = 125.0. So, to better facilitate your app, it's simplest for this gamma conversion to also scale the luminance by a factor of 125. As of Windows 10, version 1809 (10.0; Build 17763), the behavior of the color management effect is such that it applies this scaling. That means that you, as the developer, don't have to apply a second White level adjustment effect into the pipeline.

Compliance with ICC specification

The color management effect is compliant with the ICC v4.3 specification, with these limitations:

  • The effect supports 1, 3, and 4 channel color spaces.
  • The effect doesn't support ColorSpace or Named Color profiles.

Alpha channel behavior

In general, the effect sets alpha to 1 (opaque) if there is no alpha data in the source image and the alpha data is discarded if there is no room in the destination image. The table here describes the alpha behavior.

Source colorspace, pixel format Destination colorspace, pixel format Alpha behavior
1 channel, R pixel format
1 channel, R pixel format (No alpha data)
1 channel, RGBA pixel format Alpha data is set to 1 (opaque)
3 channel, RGBA pixel format Alpha data is set to 1 (opaque)
4 channel, RGBA pixel format (No alpha data)
1 channel, RGBA pixel format
1 channel, R pixel format Alpha data is discarded
1 channel, RGBA pixel format Alpha data is passed through
3 channel, RGBA pixel format Alpha data is passed through
4 channel, RGBA pixel format Alpha data is discarded
3 channel, RGBA pixel format
1 channel, R pixel format Alpha data is discarded
1 channel, RGBA pixel format Alpha data is passed through
3 channel, RGBA pixel format Alpha data is passed through
4 channel, RGBA pixel format Alpha data is discarded
4 channel, RGBA pixel format
1 channel, R pixel format (No alpha data)
1 channel, RGBA pixel format Alpha data is set to 1 (opaque)
3 channel, RGBA pixel format Alpha data is set to 1 (opaque)
4 channel, RGBA pixel format (No alpha data)

Quality modes

Mode Description
D2D1_COLORMANAGEMENT_QUALITY_PROOF The lowest quality mode. This mode requires feature level 9_1 or above.
D2D1_COLORMANAGEMENT_QUALITY_NORMAL Normal quality mode. This mode requires feature level 9_1 or above.
D2D1_COLORMANAGEMENT_QUALITY_BEST The best quality mode. This mode requires feature level 10_0 or above, as well as floating point precision buffers. This mode supports floating point precision as well as extended range as defined in the ICC v4.3 specification.

The color management effect fails when drawing if the application requests a quality mode that is not supported by the hardware. You can determine the feature level when you call D3D11CreateDevice. You can check for floating point buffer support by calling ID2D1EffectContext::IsBufferPrecisionSupported with the value D2D1_BUFFER_PRECISION_32BPC_FLOAT.

Sample code

For an example of this effect, download the Direct2D effects photo adjustment sample, and see Lesson 4 of the sample.

Requirements

Requirement Value
Minimum supported client Windows 8 and Platform Update for Windows 7 [desktop apps | Windows Store apps]
Minimum supported server Windows 8 and Platform Update for Windows 7 [desktop apps | Windows Store apps]
Header d2d1effects.h
Library d2d1.lib, dxguid.lib