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@colordx/gpu

v0.7.0

Published

colordx color math on the GPU — OKLCH/LCH/OKLab/Lab conversions and gamut tests as generated GLSL, parity-tested against @colordx/core. Ships a WebGL2 gamut-slice chart renderer

Readme

@colordx/gpu

npm version bundle size zero dependencies MIT license

Experimental companion to @colordx/core (colordx.dev) that runs its color math on the GPU for maximum speed when rendering gamut colors. Read the story behind it in this blog post.

The library's OKLCH/LCH/OKLab/Lab conversions and gamut tests are generated as GLSL and verified against @colordx/core by a parity test suite, so the exact same math runs in a shader. The first module built on that foundation is a WebGL2 gamut-slice chart renderer — the core of every OKLCH/LCH picker UI.

Install

npm install @colordx/gpu

Quick start

import { createChartRenderer } from '@colordx/gpu';

const renderer = createChartRenderer(canvas, { model: 'oklch' });
if (!renderer) {
  // WebGL2 unavailable — fall back to your CPU painting path.
}

renderer.paint({
  plane: 'cl',          // x: lightness, y: chroma, fixed hue
  value: 264,           // the fixed component (hue here)
  xMax: 1,              // lightness at the right edge
  yMax: 0.37,           // chroma at the top edge
  gamuts: [
    { space: 'srgb', border: [1, 1, 1, 1] },   // sRGB edge as a white line
    { space: 'p3', fill: true },               // also fill the P3 region
  ],
  p3Output: true,       // encode for a display-p3 drawing buffer
});

Each paint() is one full-canvas draw — call it as often as you like, every frame during a slider drag is fine.

API

createChartRenderer(canvas, options?)

Creates a WebGL2 renderer on the canvas (an HTMLCanvasElement, or an OffscreenCanvas in a worker). Returns null when WebGL2 is unavailable — keep a CPU fallback for that case.

One-way door: a canvas that has handed out a WebGL context can never provide a '2d' context again. Decide GPU vs CPU per canvas before the first paint.

| Option | Default | Description | |---|---|---| | model | 'oklch' | Polar: 'oklch' or 'lch' (CIE LCH, D50). Cartesian: 'oklab' or 'lab' (CIE Lab, D50) — same math, axes are a/b instead of C/H | | contextAttributes | — | Extra WebGLContextAttributes merged over the renderer's defaults. { preserveDrawingBuffer: true } keeps the frame readable via toDataURL / readPixels afterwards; { desynchronized: true } lowers scrub latency. Only applies when this call creates the context |

renderer.paint(opts)

Renders one gamut slice. Returns false while the WebGL context is lost (it re-initializes automatically on restore).

| Option | Description | |---|---| | plane | Polar (oklch/lch): 'cl' (x: L, y: C, fixed H) · 'ch' (x: H, y: C, fixed L) · 'lh' (x: H, y: L, fixed C). Cartesian (oklab/lab): 'ab' (x: a, y: b, fixed L) · 'la' (x: L, y: a, fixed b) · 'lb' (x: L, y: b, fixed a) | | value | The fixed component, in the model's native scale | | xMax, yMax | Component values at the right / top edges | | xMin, yMin | Component values at the left / bottom edges (default 0; set negative for an a/b axis) | | gamuts | Ordered gamut layers — see below | | chromaLUT | Per-row chroma stretch ('cl' plane, polar models) — see below | | radialLUT | Radial chroma stretch ('ab' plane, Cartesian models) — see below | | transpose | Swap which screen axis each component occupies (default false); xMax/yMax stay bound to their components | | borderWidth | Boundary line width in device pixels (default 1) | | p3Output | Encode output as Display-P3 (Chrome 104+, Safari 16.4+; silently stays sRGB elsewhere) |

gamuts — gamut layers

Gamuts are independent layers, not a fixed nesting. Each layer names a space ('srgb', 'p3', 'a98', 'rec2020', 'prophoto') and opts into a fill, a border, or both:

gamuts: [
  { space: 'srgb',    border: WHITE },             // boundary line only
  { space: 'a98',     fill: true, border: WHITE },  // fill + its own edge
  { space: 'rec2020', border: GRAY },
]
  • Fill is the union of every layer with fill: true.
  • Border draws each layer's own gamut edge (its zero-contour), composited in array order — so where two non-nested boundaries cross (e.g. a98 vs p3), the later layer's line wins. No containment is assumed, so nested and sibling gamuts render the same way.
  • A border whose gamut reaches beyond the fill (the rec2020 line above, over an a98 fill) is still drawn there — as the inner half of the line over the transparent background — so you can outline a wider gamut without filling it.
  • Wide-gamut fills display clamped to the output space (sRGB, or P3 with p3Output); the boundary line still marks the true extent.

This is one renderer for several pickers — an OKLCH picker overlays srgb/p3/rec2020; a wide-gamut picker shows a single working gamut like a98 over an sRGB reference. The legacy showP3 / showRec2020 / borderP3 / borderRec2020 flags still work (mapped onto equivalent layers) but are deprecated in favour of gamuts.

chromaLUT — per-row chroma stretch

By default the chroma axis is absolute, so the gamut edge sits at whatever chroma it happens to reach. Many OKLCH pickers instead stretch each lightness row so the gamut edge fills the axis. Pass a chromaLUT (polar models, 'cl' plane) — a Float32Array of max in-gamut chroma sampled along the lightness axis — built with math.maxChromaLUT:

const lut = math.maxChromaLUT({ model: 'oklch', hue: 264, gamut: 'p3' });
renderer.paint({ plane: 'cl', value: 264, xMax: 1, yMax: 0.4, gamuts, chromaLUT: lut });

The builder binary-searches the same colordx math the shader runs, so the stretched render is parity-correct by construction. Rebuild the LUT when the hue (or model/gamut) changes — a few thousand conversions, far cheaper than a per-pixel CPU pass. Omit chromaLUT for the absolute-coordinate behaviour.

The LUT is indexed by absolute lightness (entry i is at L = i/(length-1) · L_MAX), so it stays correct when xMin/xMax show only part of the lightness range. Under stretch the chroma axis is normalized 0..1 and yMin/yMax are ignored. Any length ≥ 2 works — pass size to trade precision for build time.

radialLUT — radial chroma stretch

The Cartesian analogue of chromaLUT, for the 'ab' plane (oklab/lab). By default the a/b square shows absolute coordinates, so the gamut is a small off-centre blob. Pass a radialLUT — a Float32Array of max in-gamut chroma sampled around the hue circle at the fixed lightness — and the renderer scales each direction so the gamut edge maps to a unit radius, filling the square as a disc. Read the a/b axes as the normalized direction: set xMin/yMin = -1 and xMax/yMax = 1.

const lut = math.maxChromaRadialLUT({ model: 'oklab', lightness: 0.7, gamut: 'p3' });
renderer.paint({ plane: 'ab', value: 0.7, xMin: -1, xMax: 1, yMin: -1, yMax: 1, gamuts, radialLUT: lut });

Same binary search as maxChromaLUT, so it's parity-correct too. Rebuild it when the lightness (or model/gamut) changes. Any length ≥ 2 works. Omit radialLUT for absolute a/b coordinates.

Placing a handle on a stretched chart

A picker also has to put its cursor where the GPU drew the edge. math.maxChroma gives the true max chroma at one point (for clamping a value into gamut); math.sampleChromaLUT / math.sampleRadialLUT read a LUT with exactly the shader's interpolation, so the handle lands on the rendered edge to the pixel:

// polar 'cl' with chromaLUT: y is chroma as a fraction of the row's max
const yFrac = color.c / math.sampleChromaLUT(lut, color.l / L_MAX);

// Cartesian 'ab' with radialLUT: (a, b) scaled onto the unit disc
const r = Math.hypot(color.a, color.b) / math.sampleRadialLUT(radialLut, hueDeg);

// clamp a chroma into gamut before painting a swatch
const c = Math.min(color.c, math.maxChroma({ model: 'oklch', lightness: color.l, hue: color.h, gamut: 'p3' }));

renderer.destroy()

Releases the program and texture and makes the renderer inert. It deliberately does not lose the WebGL context — a canvas can only ever produce one — so a new renderer can be created on the same canvas afterwards (a React StrictMode remount, say).

renderer.canvas · renderer.gl

The canvas the renderer owns and its WebGL2 context, exposed for readback, context sharing, or benchmarking.

math

The JS twin of the shader math, exported for reference, testing, and picker logic:

import { math } from '@colordx/gpu';
math.oklchToLinearSrgb(0.7, 0.1, 150);     // [r, g, b] linear, unclamped (polar)
math.oklabToLinearSrgb(0.7, -0.05, 0.12);  // Cartesian twin; also labToLinearSrgb
math.maxChroma({ model: 'oklch', lightness: 0.7, hue: 150, gamut: 'p3' });  // max in-gamut chroma at one point
math.maxChromaLUT({ model: 'oklch', hue: 150, gamut: 'p3' });  // per-row stretch LUT
math.maxChromaRadialLUT({ model: 'oklab', lightness: 0.7, gamut: 'p3' });  // radial stretch LUT
math.sampleChromaLUT(lut, 0.7);        // read a chromaLUT at normalized L, shader-exact
math.sampleRadialLUT(radialLut, 150);  // read a radialLUT at a hue in degrees, wraps
math.srgbLinearToP3Linear(0.9, 0.2, 0.1);  // also ...Rec2020Linear, ...A98Linear, ...ProphotoLinear

The chroma helpers accept any of the four model names (a Cartesian name means its polar twin) and throw on an unknown model or gamut or a non-finite lightness/hue, rather than returning a plausible-looking wrong answer.

Browser support

WebGL2 — all evergreen browsers. display-p3 output additionally needs Chrome 104+ / Safari 16.4+; elsewhere wide-gamut colors are clipped to sRGB for display. createChartRenderer returns null rather than throwing when unsupported.

License

MIT © Dmitrii Kriaklin