I'm playing around with using a ClutterShader to do full screen color
management using GLSL on the GPU. I'm aiming to integrate the
functionality into future versions of mutter for GNOME 3.

I'm aware of the work done by Kai-Uwe and the oyranos guys, but wanted
to do this deeply integrated into the window manager rather than as a
compiz plugin. I've not yet played with the stuff in the
net-color-spec, but it's highly likely I'll be using the sane bits of
that to do the integration with the applications.

So, lcms. In a GLSH shader I need to, basically, convert one floating
point pixel value to another. I wanted to know if you had any ideas on
ways we can make this easy to do using lcms, as we can't obviously run
lcms on the GPU. Having one shader per profile is what I wanted to do,
and maybe to pre-multiply the CLUT like the color-desktop plugin done
by Kai-Uwe, although maybe with less data. It does seem a shame
re-creating the 3d matrix as a texture which lcms already knows.

I'm not overly keen on adding huge amounts of data in the shader,
although it's compiled only once, so it should be pretty small. I've
got a hard limit of 32Mb of texture memory to work with, as I'm
targeting a couple of embedded machines we've got here.

Ideas very welcome. Thanks.

Richard.

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