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/*
* 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