Support screenshots of HDR content

Previously screenshots always rendered to either an SDR or a wide gamut
colorspace. For screenshotting HDR content, this is only appropriate
when the resulting screenshot (a) never leaves the device and (b) the
relevant code has workarounds for the display to appropriately handle
its luminance range.

HDR screenshots will now have two paths:
* A standard path for rendering to HLG. HLG was chosen because the OOTF
  shape is less hand-wavey than PQ's, does not require metadata, and
  bands less at 8-bits of color.
* A special path for "display-native" screenshots. This is for
  use-cases like screen rotation where there are stricter color accuracy
  requirements for round-tripping.

Skia already encodes the resulting screenshot by supplying an HLG CICP
alongside a backwards-compatible transfer function, so it's only
sufficient to change how SurfaceFlinger renders.

Bug: 242324609
Bug: 276812775
Test: screencap binary
Test: rotation animation
Test: swiping in Recents
Change-Id: Ic9edb92391d3beb38d076fba8f15e3fdcc2b8f50
diff --git a/libs/shaders/shaders.cpp b/libs/shaders/shaders.cpp
index a3c403e..19518ea 100644
--- a/libs/shaders/shaders.cpp
+++ b/libs/shaders/shaders.cpp
@@ -191,31 +191,35 @@
                 )");
             break;
         default:
+            // Input is SDR so map to its white point luminance
             switch (outputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
-                case HAL_DATASPACE_TRANSFER_ST2084:
+                // Max HLG output is nominally 1000 nits, but BT. 2100-2 allows
+                // for gamma correcting the HLG OOTF for displays with a different
+                // dynamic range. Scale to 1000 nits to apply an inverse OOTF against
+                // a reference display correctly.
+                // TODO: Use knowledge of the dimming ratio here to prevent
+                // unintended gamma shaft.
                 case HAL_DATASPACE_TRANSFER_HLG:
-                    // SDR -> HDR tonemap
                     shader.append(R"(
                             float3 ScaleLuminance(float3 xyz) {
-                                return xyz * in_libtonemap_inputMaxLuminance;
+                                return xyz * 1000.0;
                             }
                         )");
                     break;
                 default:
-                    // Input and output are both SDR, so no tone-mapping is expected so
-                    // no-op the luminance normalization.
                     shader.append(R"(
-                                float3 ScaleLuminance(float3 xyz) {
-                                    return xyz * in_libtonemap_displayMaxLuminance;
-                                }
-                            )");
+                            float3 ScaleLuminance(float3 xyz) {
+                                return xyz * in_libtonemap_displayMaxLuminance;
+                            }
+                        )");
                     break;
             }
     }
 }
 
 // Normalizes from absolute light back to relative light (maps from [0, maxNits] back to [0, 1])
-static void generateLuminanceNormalizationForOOTF(ui::Dataspace outputDataspace,
+static void generateLuminanceNormalizationForOOTF(ui::Dataspace inputDataspace,
+                                                  ui::Dataspace outputDataspace,
                                                   std::string& shader) {
     switch (outputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
         case HAL_DATASPACE_TRANSFER_ST2084:
@@ -226,11 +230,28 @@
                 )");
             break;
         case HAL_DATASPACE_TRANSFER_HLG:
-            shader.append(R"(
-                    float3 NormalizeLuminance(float3 xyz) {
-                        return xyz / 1000.0;
-                    }
-                )");
+            switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
+                case HAL_DATASPACE_TRANSFER_HLG:
+                    shader.append(R"(
+                            float3 NormalizeLuminance(float3 xyz) {
+                                return xyz / 1000.0;
+                            }
+                        )");
+                    break;
+                default:
+                    // Transcoding to HLG requires applying the inverse OOTF
+                    // with the expectation that the OOTF is then applied during
+                    // tonemapping downstream.
+                    shader.append(R"(
+                            float3 NormalizeLuminance(float3 xyz) {
+                                // BT. 2100-2 operates on normalized luminances,
+                                // so renormalize to the input
+                                float ootfGain = pow(xyz.y / 1000.0, -0.2 / 1.2) / 1000.0;
+                                return xyz * ootfGain;
+                            }
+                        )");
+                    break;
+            }
             break;
         default:
             shader.append(R"(
@@ -250,7 +271,7 @@
                           .c_str());
 
     generateLuminanceScalesForOOTF(inputDataspace, outputDataspace, shader);
-    generateLuminanceNormalizationForOOTF(outputDataspace, shader);
+    generateLuminanceNormalizationForOOTF(inputDataspace, outputDataspace, shader);
 
     shader.append(R"(
             float3 OOTF(float3 linearRGB, float3 xyz) {
@@ -501,9 +522,8 @@
 
     tonemap::Metadata metadata{.displayMaxLuminance = maxDisplayLuminance,
                                // If the input luminance is unknown, use display luminance (aka,
-                               // no-op any luminance changes)
-                               // This will be the case for eg screenshots in addition to
-                               // uncalibrated displays
+                               // no-op any luminance changes).
+                               // This is expected to only be meaningful for PQ content
                                .contentMaxLuminance =
                                        maxLuminance > 0 ? maxLuminance : maxDisplayLuminance,
                                .currentDisplayLuminance = currentDisplayLuminanceNits > 0