[RenderEngine] Introduce non-linear display color transform.
A display color transform is a non-linear color matrix that should be
applied in gamma space. Previously the non-linear display color transform
is mixed into the linear color matrix that results in incorrect color
inversion behaviour.
RenderEngineTest
fix fillBufferColorTransform calling wrong function
fillBufferColorTransform display color transform set to 0.9f
add renderengine object for useColorManagement enabled,
to test color management affected on display and layer color transform
Bug: 157203983
Test: color inversion
Test: run RenderEngineTest
Change-Id: Ic731f014a14795b80323eeaf929761c828150f91
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index d795616..d20fcc4 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -39,7 +39,7 @@
struct RenderEngineTest : public ::testing::Test {
static void SetUpTestSuite() {
- sRE = renderengine::gl::GLESRenderEngine::create(
+ renderengine::RenderEngineCreationArgs reCreationArgs =
renderengine::RenderEngineCreationArgs::Builder()
.setPixelFormat(static_cast<int>(ui::PixelFormat::RGBA_8888))
.setImageCacheSize(1)
@@ -49,13 +49,18 @@
.setSupportsBackgroundBlur(true)
.setContextPriority(renderengine::RenderEngine::ContextPriority::MEDIUM)
.setRenderEngineType(renderengine::RenderEngine::RenderEngineType::GLES)
- .build());
+ .build();
+ sRE = renderengine::gl::GLESRenderEngine::create(reCreationArgs);
+
+ reCreationArgs.useColorManagement = true;
+ sRECM = renderengine::gl::GLESRenderEngine::create(reCreationArgs);
}
static void TearDownTestSuite() {
// The ordering here is important - sCurrentBuffer must live longer
// than RenderEngine to avoid a null reference on tear-down.
sRE = nullptr;
+ sRECM = nullptr;
sCurrentBuffer = nullptr;
}
@@ -85,6 +90,9 @@
sRE->deleteTextures(1, &texName);
EXPECT_FALSE(sRE->isTextureNameKnownForTesting(texName));
}
+ for (uint32_t texName : mTexNamesCM) {
+ sRECM->deleteTextures(1, &texName);
+ }
}
void writeBufferToFile(const char* basename) {
@@ -253,10 +261,11 @@
void invokeDraw(renderengine::DisplaySettings settings,
std::vector<const renderengine::LayerSettings*> layers,
- sp<GraphicBuffer> buffer) {
+ sp<GraphicBuffer> buffer, bool useColorManagement = false) {
base::unique_fd fence;
- status_t status =
- sRE->drawLayers(settings, layers, buffer, true, base::unique_fd(), &fence);
+ status_t status = useColorManagement
+ ? sRECM->drawLayers(settings, layers, buffer, true, base::unique_fd(), &fence)
+ : sRE->drawLayers(settings, layers, buffer, true, base::unique_fd(), &fence);
sCurrentBuffer = buffer;
int fd = fence.release();
@@ -267,7 +276,11 @@
ASSERT_EQ(NO_ERROR, status);
if (layers.size() > 0) {
- ASSERT_TRUE(sRE->isFramebufferImageCachedForTesting(buffer->getId()));
+ if (useColorManagement) {
+ ASSERT_TRUE(sRECM->isFramebufferImageCachedForTesting(buffer->getId()));
+ } else {
+ ASSERT_TRUE(sRE->isFramebufferImageCachedForTesting(buffer->getId()));
+ }
}
}
@@ -322,12 +335,15 @@
void fillBufferLayerTransform();
template <typename SourceVariant>
- void fillBufferWithColorTransform();
+ void fillBufferWithColorTransform(bool useColorManagement = false);
template <typename SourceVariant>
void fillBufferColorTransform();
template <typename SourceVariant>
+ void fillBufferColorTransformCM();
+
+ template <typename SourceVariant>
void fillRedBufferWithRoundedCorners();
template <typename SourceVariant>
@@ -366,6 +382,8 @@
// For now, exercise the GL backend directly so that some caching specifics
// can be tested without changing the interface.
static std::unique_ptr<renderengine::gl::GLESRenderEngine> sRE;
+ // renderengine object with Color Management enabled
+ static std::unique_ptr<renderengine::gl::GLESRenderEngine> sRECM;
// Dumb hack to avoid NPE in the EGL driver: the GraphicBuffer needs to
// be freed *after* RenderEngine is destroyed, so that the EGL image is
// destroyed first.
@@ -374,14 +392,17 @@
sp<GraphicBuffer> mBuffer;
std::vector<uint32_t> mTexNames;
+ std::vector<uint32_t> mTexNamesCM;
};
std::unique_ptr<renderengine::gl::GLESRenderEngine> RenderEngineTest::sRE = nullptr;
+std::unique_ptr<renderengine::gl::GLESRenderEngine> RenderEngineTest::sRECM = nullptr;
+
sp<GraphicBuffer> RenderEngineTest::sCurrentBuffer = nullptr;
struct ColorSourceVariant {
static void fillColor(renderengine::LayerSettings& layer, half r, half g, half b,
- RenderEngineTest* /*fixture*/) {
+ RenderEngineTest* /*fixture*/, bool /*useColorManagement*/ = false) {
layer.source.solidColor = half3(r, g, b);
}
};
@@ -409,11 +430,16 @@
template <typename OpaquenessVariant>
struct BufferSourceVariant {
static void fillColor(renderengine::LayerSettings& layer, half r, half g, half b,
- RenderEngineTest* fixture) {
+ RenderEngineTest* fixture, bool useColorManagement = false) {
sp<GraphicBuffer> buf = RenderEngineTest::allocateSourceBuffer(1, 1);
uint32_t texName;
- fixture->sRE->genTextures(1, &texName);
- fixture->mTexNames.push_back(texName);
+ if (useColorManagement) {
+ fixture->sRECM->genTextures(1, &texName);
+ fixture->mTexNamesCM.push_back(texName);
+ } else {
+ fixture->sRE->genTextures(1, &texName);
+ fixture->mTexNames.push_back(texName);
+ }
uint8_t* pixels;
buf->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
@@ -643,7 +669,7 @@
}
template <typename SourceVariant>
-void RenderEngineTest::fillBufferWithColorTransform() {
+void RenderEngineTest::fillBufferWithColorTransform(bool useColorManagement) {
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
@@ -652,12 +678,12 @@
renderengine::LayerSettings layer;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- SourceVariant::fillColor(layer, 0.5f, 0.25f, 0.125f, this);
+ SourceVariant::fillColor(layer, 0.5f, 0.25f, 0.125f, this, useColorManagement);
layer.alpha = 1.0f;
// construct a fake color matrix
// annihilate green and blue channels
- settings.colorTransform = mat4::scale(vec4(1, 0, 0, 1));
+ settings.colorTransform = mat4::scale(vec4(0.9f, 0, 0, 1));
// set red channel to red + green
layer.colorTransform = mat4(1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
@@ -666,13 +692,19 @@
layers.push_back(&layer);
- invokeDraw(settings, layers, mBuffer);
+ invokeDraw(settings, layers, mBuffer, useColorManagement);
}
template <typename SourceVariant>
void RenderEngineTest::fillBufferColorTransform() {
fillBufferWithColorTransform<SourceVariant>();
- expectBufferColor(fullscreenRect(), 191, 0, 0, 255);
+ expectBufferColor(fullscreenRect(), 172, 0, 0, 255, 1);
+}
+
+template <typename SourceVariant>
+void RenderEngineTest::fillBufferColorTransformCM() {
+ fillBufferWithColorTransform<SourceVariant>(true);
+ expectBufferColor(fullscreenRect(), 126, 0, 0, 255, 1);
}
template <typename SourceVariant>
@@ -1073,7 +1105,11 @@
}
TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_colorSource) {
- fillBufferLayerTransform<ColorSourceVariant>();
+ fillBufferColorTransform<ColorSourceVariant>();
+}
+
+TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransformCM_colorSource) {
+ fillBufferColorTransformCM<ColorSourceVariant>();
}
TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_colorSource) {
@@ -1129,7 +1165,11 @@
}
TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_opaqueBufferSource) {
- fillBufferLayerTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
+ fillBufferColorTransform<BufferSourceVariant<ForceOpaqueBufferVariant>>();
+}
+
+TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransformCM_opaqueBufferSource) {
+ fillBufferColorTransformCM<BufferSourceVariant<ForceOpaqueBufferVariant>>();
}
TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_opaqueBufferSource) {
@@ -1185,7 +1225,11 @@
}
TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransform_bufferSource) {
- fillBufferLayerTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
+ fillBufferColorTransform<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
+}
+
+TEST_F(RenderEngineTest, drawLayers_fillBufferColorTransformCM_bufferSource) {
+ fillBufferColorTransformCM<BufferSourceVariant<RelaxOpaqueBufferVariant>>();
}
TEST_F(RenderEngineTest, drawLayers_fillBufferRoundedCorners_bufferSource) {