Support HDR tonemapping in TextureView
This reuses the HDR tonemapping curve that was used in RenderEngine,
however display-level metadata may not be aligned. But because there are
no composition changes that can cause flicker, e.g., switching rapidly
between using a TextureView and a SurfaceView, then that should be okay.
That means that the HDR tonemapping is not as high quality as it could
be, but it is much better than before.
Bug: 200309590
Test: builds, boots
Test: Instagram video preview
Change-Id: I4dd042333f383f383d568b6f2326ee14facd08ed
diff --git a/libs/hwui/pipeline/skia/LayerDrawable.cpp b/libs/hwui/pipeline/skia/LayerDrawable.cpp
index 1439656..553b08f 100644
--- a/libs/hwui/pipeline/skia/LayerDrawable.cpp
+++ b/libs/hwui/pipeline/skia/LayerDrawable.cpp
@@ -15,12 +15,19 @@
*/
#include "LayerDrawable.h"
+
+#include <shaders/shaders.h>
+#include <utils/Color.h>
#include <utils/MathUtils.h>
+#include "DeviceInfo.h"
#include "GrBackendSurface.h"
#include "SkColorFilter.h"
+#include "SkRuntimeEffect.h"
#include "SkSurface.h"
#include "gl/GrGLTypes.h"
+#include "math/mat4.h"
+#include "system/graphics-base-v1.0.h"
#include "system/window.h"
namespace android {
@@ -69,6 +76,35 @@
isIntegerAligned(dstDevRect.y()));
}
+static sk_sp<SkShader> createLinearEffectShader(sk_sp<SkShader> shader,
+ const shaders::LinearEffect& linearEffect,
+ float maxDisplayLuminance, float maxLuminance) {
+ auto shaderString = SkString(shaders::buildLinearEffectSkSL(linearEffect));
+ auto [runtimeEffect, error] = SkRuntimeEffect::MakeForShader(std::move(shaderString));
+ if (!runtimeEffect) {
+ LOG_ALWAYS_FATAL("LinearColorFilter construction error: %s", error.c_str());
+ }
+
+ SkRuntimeShaderBuilder effectBuilder(std::move(runtimeEffect));
+
+ effectBuilder.child("child") = std::move(shader);
+
+ const auto uniforms = shaders::buildLinearEffectUniforms(linearEffect, mat4(),
+ maxDisplayLuminance, maxLuminance);
+
+ for (const auto& uniform : uniforms) {
+ effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size());
+ }
+
+ return effectBuilder.makeShader(nullptr, false);
+}
+
+static bool isHdrDataspace(ui::Dataspace dataspace) {
+ const auto transfer = dataspace & HAL_DATASPACE_TRANSFER_MASK;
+
+ return transfer == HAL_DATASPACE_TRANSFER_ST2084 || transfer == HAL_DATASPACE_TRANSFER_HLG;
+}
+
// TODO: Context arg probably doesn't belong here – do debug check at callsite instead.
bool LayerDrawable::DrawLayer(GrRecordingContext* context,
SkCanvas* canvas,
@@ -150,8 +186,30 @@
sampling = SkSamplingOptions(SkFilterMode::kLinear);
}
- canvas->drawImageRect(layerImage.get(), skiaSrcRect, skiaDestRect, sampling, &paint,
- constraint);
+ const auto sourceDataspace = static_cast<ui::Dataspace>(
+ ColorSpaceToADataSpace(layerImage->colorSpace(), layerImage->colorType()));
+ const SkImageInfo& imageInfo = canvas->imageInfo();
+ const auto destinationDataspace = static_cast<ui::Dataspace>(
+ ColorSpaceToADataSpace(imageInfo.colorSpace(), imageInfo.colorType()));
+
+ if (isHdrDataspace(sourceDataspace) || isHdrDataspace(destinationDataspace)) {
+ const auto effect = shaders::LinearEffect{
+ .inputDataspace = sourceDataspace,
+ .outputDataspace = destinationDataspace,
+ .undoPremultipliedAlpha = layerImage->alphaType() == kPremul_SkAlphaType,
+ .fakeInputDataspace = destinationDataspace};
+ auto shader = layerImage->makeShader(sampling,
+ SkMatrix::RectToRect(skiaSrcRect, skiaDestRect));
+ constexpr float kMaxDisplayBrightess = 1000.f;
+ shader = createLinearEffectShader(std::move(shader), effect, kMaxDisplayBrightess,
+ layer->getMaxLuminanceNits());
+ paint.setShader(shader);
+ canvas->drawRect(skiaDestRect, paint);
+ } else {
+ canvas->drawImageRect(layerImage.get(), skiaSrcRect, skiaDestRect, sampling, &paint,
+ constraint);
+ }
+
canvas->restore();
// restore the original matrix
if (useLayerTransform) {