blob: 974a5d05aa84477693af361a769e7e9dc4f92cd2 [file] [log] [blame]
/*
* Copyright 2022 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "Tonemapper.h"
#include <SkRuntimeEffect.h>
#include <log/log.h>
// libshaders only exists on Android devices
#ifdef __ANDROID__
#include <shaders/shaders.h>
#endif
#include "utils/Color.h"
namespace android::uirenderer {
namespace {
// custom tonemapping only exists on Android devices
#ifdef __ANDROID__
class ColorFilterRuntimeEffectBuilder : public SkRuntimeEffectBuilder {
public:
explicit ColorFilterRuntimeEffectBuilder(sk_sp<SkRuntimeEffect> effect)
: SkRuntimeEffectBuilder(std::move(effect)) {}
sk_sp<SkColorFilter> makeColorFilter() {
return this->effect()->makeColorFilter(this->uniforms());
}
};
static sk_sp<SkColorFilter> createLinearEffectColorFilter(const shaders::LinearEffect& linearEffect,
float maxDisplayLuminance,
float currentDisplayLuminanceNits,
float maxLuminance) {
auto shaderString = SkString(shaders::buildLinearEffectSkSL(linearEffect));
auto [runtimeEffect, error] = SkRuntimeEffect::MakeForColorFilter(std::move(shaderString));
if (!runtimeEffect) {
LOG_ALWAYS_FATAL("LinearColorFilter construction error: %s", error.c_str());
}
ColorFilterRuntimeEffectBuilder effectBuilder(std::move(runtimeEffect));
const auto uniforms =
shaders::buildLinearEffectUniforms(linearEffect, android::mat4(), maxDisplayLuminance,
currentDisplayLuminanceNits, maxLuminance);
for (const auto& uniform : uniforms) {
effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size());
}
return effectBuilder.makeColorFilter();
}
static ui::Dataspace extractTransfer(ui::Dataspace dataspace) {
return static_cast<ui::Dataspace>(dataspace & HAL_DATASPACE_TRANSFER_MASK);
}
static bool isHdrDataspace(ui::Dataspace dataspace) {
const auto transfer = extractTransfer(dataspace);
return transfer == ui::Dataspace::TRANSFER_ST2084 || transfer == ui::Dataspace::TRANSFER_HLG;
}
static ui::Dataspace getDataspace(const SkImageInfo& image) {
return static_cast<ui::Dataspace>(
ColorSpaceToADataSpace(image.colorSpace(), image.colorType()));
}
#endif
} // namespace
// Given a source and destination image info, and the max content luminance, generate a tonemaping
// shader and tag it on the supplied paint.
void tonemapPaint(const SkImageInfo& source, const SkImageInfo& destination, float maxLuminanceNits,
SkPaint& paint) {
// custom tonemapping only exists on Android devices
#ifdef __ANDROID__
const auto sourceDataspace = getDataspace(source);
const auto destinationDataspace = getDataspace(destination);
if (extractTransfer(sourceDataspace) != extractTransfer(destinationDataspace) &&
(isHdrDataspace(sourceDataspace) || isHdrDataspace(destinationDataspace))) {
const auto effect = shaders::LinearEffect{
.inputDataspace = sourceDataspace,
.outputDataspace = destinationDataspace,
.undoPremultipliedAlpha = source.alphaType() == kPremul_SkAlphaType,
.type = shaders::LinearEffect::SkSLType::ColorFilter};
constexpr float kMaxDisplayBrightnessNits = 1000.f;
constexpr float kCurrentDisplayBrightnessNits = 500.f;
sk_sp<SkColorFilter> colorFilter = createLinearEffectColorFilter(
effect, kMaxDisplayBrightnessNits, kCurrentDisplayBrightnessNits, maxLuminanceNits);
if (paint.getColorFilter()) {
paint.setColorFilter(SkColorFilters::Compose(paint.refColorFilter(), colorFilter));
} else {
paint.setColorFilter(colorFilter);
}
}
#else
return;
#endif
}
} // namespace android::uirenderer