1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319
|
/*
* 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
|