| /* |
| * Copyright 2021 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 <shaders/shaders.h> |
| |
| #include <tonemap/tonemap.h> |
| |
| #include <cmath> |
| #include <optional> |
| |
| #include <math/mat4.h> |
| #include <system/graphics-base-v1.0.h> |
| #include <ui/ColorSpace.h> |
| |
| namespace android::shaders { |
| |
| namespace { |
| |
| aidl::android::hardware::graphics::common::Dataspace toAidlDataspace(ui::Dataspace dataspace) { |
| return static_cast<aidl::android::hardware::graphics::common::Dataspace>(dataspace); |
| } |
| |
| void generateXYZTransforms(std::string& shader) { |
| shader.append(R"( |
| uniform float3x3 in_rgbToXyz; |
| uniform float3x3 in_xyzToSrcRgb; |
| uniform float4x4 in_colorTransform; |
| float3 ToXYZ(float3 rgb) { |
| return in_rgbToXyz * rgb; |
| } |
| |
| float3 ToSrcRGB(float3 xyz) { |
| return in_xyzToSrcRgb * xyz; |
| } |
| |
| float3 ApplyColorTransform(float3 rgb) { |
| return (in_colorTransform * float4(rgb, 1.0)).rgb; |
| } |
| )"); |
| } |
| |
| // Conversion from relative light to absolute light |
| // Note that 1.0 == 203 nits. |
| void generateLuminanceScalesForOOTF(ui::Dataspace inputDataspace, std::string& shader) { |
| switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) { |
| case HAL_DATASPACE_TRANSFER_HLG: |
| // BT. 2408 says that a signal level of 0.75 == 203 nits for HLG, but that's after |
| // applying OOTF. But we haven't applied OOTF yet, so we need to scale by a different |
| // constant instead. |
| shader.append(R"( |
| float3 ScaleLuminance(float3 xyz) { |
| return xyz * 264.96; |
| } |
| )"); |
| break; |
| default: |
| shader.append(R"( |
| float3 ScaleLuminance(float3 xyz) { |
| return xyz * 203.0; |
| } |
| )"); |
| break; |
| } |
| } |
| |
| // Normalizes from absolute light back to relative light (maps from [0, maxNits] back to [0, 1]) |
| static void generateLuminanceNormalizationForOOTF(ui::Dataspace inputDataspace, |
| ui::Dataspace outputDataspace, |
| std::string& shader) { |
| switch (outputDataspace & HAL_DATASPACE_TRANSFER_MASK) { |
| case HAL_DATASPACE_TRANSFER_ST2084: |
| shader.append(R"( |
| float3 NormalizeLuminance(float3 xyz) { |
| return xyz / 203.0; |
| } |
| )"); |
| break; |
| case HAL_DATASPACE_TRANSFER_HLG: |
| switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) { |
| case HAL_DATASPACE_TRANSFER_HLG: |
| shader.append(R"( |
| float3 NormalizeLuminance(float3 xyz) { |
| return xyz / 264.96; |
| } |
| )"); |
| break; |
| default: |
| // Transcoding to HLG requires applying the inverse OOTF |
| // with the expectation that the OOTF is then applied during |
| // tonemapping downstream. |
| // BT. 2100-2 operates on normalized luminances, so renormalize to the input to |
| // correctly adjust gamma. |
| // Note that following BT. 2408 for HLG OETF actually maps 0.75 == ~264.96 nits, |
| // rather than 203 nits, because 203 nits == OOTF(invOETF(0.75)), so even though |
| // we originally scaled by 203 nits we need to re-normalize to 264.96 nits when |
| // converting to the correct brightness range. |
| shader.append(R"( |
| float3 NormalizeLuminance(float3 xyz) { |
| float ootfGain = pow(xyz.y / 1000.0, -0.2 / 1.2); |
| return xyz * ootfGain / 264.96; |
| } |
| )"); |
| break; |
| } |
| break; |
| default: |
| switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) { |
| case HAL_DATASPACE_TRANSFER_HLG: |
| case HAL_DATASPACE_TRANSFER_ST2084: |
| // libtonemap outputs a range [0, in_libtonemap_displayMaxLuminance], so |
| // normalize back to [0, 1] when the output is SDR. |
| shader.append(R"( |
| float3 NormalizeLuminance(float3 xyz) { |
| return xyz / in_libtonemap_displayMaxLuminance; |
| } |
| )"); |
| break; |
| default: |
| // Otherwise normalize back down to the range [0, 1] |
| // TODO: get this working for extended range outputs |
| shader.append(R"( |
| float3 NormalizeLuminance(float3 xyz) { |
| return xyz / 203.0; |
| } |
| )"); |
| break; |
| } |
| } |
| } |
| |
| void generateOOTF(ui::Dataspace inputDataspace, ui::Dataspace outputDataspace, |
| std::string& shader) { |
| shader.append(tonemap::getToneMapper() |
| ->generateTonemapGainShaderSkSL(toAidlDataspace(inputDataspace), |
| toAidlDataspace(outputDataspace)) |
| .c_str()); |
| |
| generateLuminanceScalesForOOTF(inputDataspace, shader); |
| generateLuminanceNormalizationForOOTF(inputDataspace, outputDataspace, shader); |
| |
| // Some tonemappers operate on CIE luminance, other tonemappers operate on linear rgb |
| // luminance in the source gamut. |
| shader.append(R"( |
| float3 OOTF(float3 linearRGB) { |
| float3 scaledLinearRGB = ScaleLuminance(linearRGB); |
| float3 scaledXYZ = ToXYZ(scaledLinearRGB); |
| |
| float gain = libtonemap_LookupTonemapGain(ToSrcRGB(scaledXYZ), scaledXYZ); |
| |
| return NormalizeLuminance(scaledXYZ * gain); |
| } |
| )"); |
| } |
| |
| void generateOETF(std::string& shader) { |
| // Only support gamma 2.2 for now |
| shader.append(R"( |
| float3 OETF(float3 linear) { |
| return sign(linear) * pow(abs(linear), float3(1.0 / 2.2)); |
| } |
| )"); |
| } |
| |
| void generateEffectiveOOTF(bool undoPremultipliedAlpha, LinearEffect::SkSLType type, |
| bool needsCustomOETF, std::string& shader) { |
| switch (type) { |
| case LinearEffect::SkSLType::ColorFilter: |
| shader.append(R"( |
| half4 main(half4 inputColor) { |
| float4 c = float4(inputColor); |
| )"); |
| break; |
| case LinearEffect::SkSLType::Shader: |
| shader.append(R"( |
| uniform shader child; |
| half4 main(float2 xy) { |
| float4 c = float4(child.eval(xy)); |
| )"); |
| break; |
| } |
| if (undoPremultipliedAlpha) { |
| shader.append(R"( |
| c.rgb = c.rgb / (c.a + 0.0019); |
| )"); |
| } |
| // We are using linear sRGB as a working space, with 1.0 == 203 nits |
| shader.append(R"( |
| c.rgb = ApplyColorTransform(OOTF(toLinearSrgb(c.rgb))); |
| )"); |
| if (needsCustomOETF) { |
| shader.append(R"( |
| c.rgb = OETF(c.rgb); |
| )"); |
| } else { |
| shader.append(R"( |
| c.rgb = fromLinearSrgb(c.rgb); |
| )"); |
| } |
| if (undoPremultipliedAlpha) { |
| shader.append(R"( |
| c.rgb = c.rgb * (c.a + 0.0019); |
| )"); |
| } |
| shader.append(R"( |
| return c; |
| } |
| )"); |
| } |
| |
| template <typename T, std::enable_if_t<std::is_trivially_copyable<T>::value, bool> = true> |
| std::vector<uint8_t> buildUniformValue(T value) { |
| std::vector<uint8_t> result; |
| result.resize(sizeof(value)); |
| std::memcpy(result.data(), &value, sizeof(value)); |
| return result; |
| } |
| |
| } // namespace |
| |
| std::string buildLinearEffectSkSL(const LinearEffect& linearEffect) { |
| std::string shaderString; |
| generateXYZTransforms(shaderString); |
| generateOOTF(linearEffect.inputDataspace, linearEffect.outputDataspace, shaderString); |
| |
| const bool needsCustomOETF = (linearEffect.fakeOutputDataspace & HAL_DATASPACE_TRANSFER_MASK) == |
| HAL_DATASPACE_TRANSFER_GAMMA2_2; |
| if (needsCustomOETF) { |
| generateOETF(shaderString); |
| } |
| generateEffectiveOOTF(linearEffect.undoPremultipliedAlpha, linearEffect.type, needsCustomOETF, |
| shaderString); |
| return shaderString; |
| } |
| |
| ColorSpace toColorSpace(ui::Dataspace dataspace) { |
| switch (dataspace & HAL_DATASPACE_STANDARD_MASK) { |
| case HAL_DATASPACE_STANDARD_BT709: |
| return ColorSpace::sRGB(); |
| case HAL_DATASPACE_STANDARD_DCI_P3: |
| return ColorSpace::DisplayP3(); |
| case HAL_DATASPACE_STANDARD_BT2020: |
| case HAL_DATASPACE_STANDARD_BT2020_CONSTANT_LUMINANCE: |
| return ColorSpace::BT2020(); |
| case HAL_DATASPACE_STANDARD_ADOBE_RGB: |
| return ColorSpace::AdobeRGB(); |
| // TODO(b/208290320): BT601 format and variants return different primaries |
| case HAL_DATASPACE_STANDARD_BT601_625: |
| case HAL_DATASPACE_STANDARD_BT601_625_UNADJUSTED: |
| case HAL_DATASPACE_STANDARD_BT601_525: |
| case HAL_DATASPACE_STANDARD_BT601_525_UNADJUSTED: |
| // TODO(b/208290329): BT407M format returns different primaries |
| case HAL_DATASPACE_STANDARD_BT470M: |
| // TODO(b/208290904): FILM format returns different primaries |
| case HAL_DATASPACE_STANDARD_FILM: |
| case HAL_DATASPACE_STANDARD_UNSPECIFIED: |
| default: |
| return ColorSpace::sRGB(); |
| } |
| } |
| |
| // Generates a list of uniforms to set on the LinearEffect shader above. |
| std::vector<tonemap::ShaderUniform> buildLinearEffectUniforms( |
| const LinearEffect& linearEffect, const mat4& colorTransform, float maxDisplayLuminance, |
| float currentDisplayLuminanceNits, float maxLuminance, AHardwareBuffer* buffer, |
| aidl::android::hardware::graphics::composer3::RenderIntent renderIntent) { |
| std::vector<tonemap::ShaderUniform> uniforms; |
| |
| auto inputColorSpace = toColorSpace(linearEffect.inputDataspace); |
| auto outputColorSpace = toColorSpace(linearEffect.outputDataspace); |
| |
| uniforms.push_back( |
| {.name = "in_rgbToXyz", |
| .value = buildUniformValue<mat3>(ColorSpace::linearExtendedSRGB().getRGBtoXYZ())}); |
| uniforms.push_back({.name = "in_xyzToSrcRgb", |
| .value = buildUniformValue<mat3>(inputColorSpace.getXYZtoRGB())}); |
| // Transforms xyz colors to linear source colors, then applies the color transform, then |
| // transforms to linear extended RGB for skia to color manage. |
| uniforms.push_back({.name = "in_colorTransform", |
| .value = buildUniformValue<mat4>( |
| mat4(ColorSpace::linearExtendedSRGB().getXYZtoRGB()) * |
| // TODO: the color transform ideally should be applied |
| // in the source colorspace, but doing that breaks |
| // renderengine tests |
| mat4(outputColorSpace.getRGBtoXYZ()) * colorTransform * |
| mat4(outputColorSpace.getXYZtoRGB()))}); |
| |
| tonemap::Metadata metadata{.displayMaxLuminance = maxDisplayLuminance, |
| // If the input luminance is unknown, use display luminance (aka, |
| // no-op any luminance changes). |
| // This is expected to only be meaningful for PQ content |
| .contentMaxLuminance = |
| maxLuminance > 0 ? maxLuminance : maxDisplayLuminance, |
| .currentDisplayLuminance = currentDisplayLuminanceNits > 0 |
| ? currentDisplayLuminanceNits |
| : maxDisplayLuminance, |
| .buffer = buffer, |
| .renderIntent = renderIntent}; |
| |
| for (const auto uniform : tonemap::getToneMapper()->generateShaderSkSLUniforms(metadata)) { |
| uniforms.push_back(uniform); |
| } |
| |
| return uniforms; |
| } |
| |
| } // namespace android::shaders |