Align HLG and PQ color management to 203 nits == SDR max by default

The public HLG and PQ definitions map 203 nits to SDR white by scaling
the respective transfer functions.

Bug: 278121691
Bug: 278122024
Test: HwAccelerationTest test gradients
Test: HDR test videos match DPU and GPU composition
Test: SilkFX test HLG and PQ images
Change-Id: Id830e2ac72f5bcf8566556053fcf3af6b945581b
diff --git a/libs/shaders/tests/shaders_test.cpp b/libs/shaders/tests/shaders_test.cpp
index d45fb24..ba8bed2 100644
--- a/libs/shaders/tests/shaders_test.cpp
+++ b/libs/shaders/tests/shaders_test.cpp
@@ -35,6 +35,10 @@
     return arg.name == name && arg.value == value;
 }
 
+MATCHER_P(UniformNameEq, name, "") {
+    return arg.name == name;
+}
+
 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;
@@ -49,50 +53,44 @@
     shaders::LinearEffect effect =
             shaders::LinearEffect{.inputDataspace = ui::Dataspace::V0_SRGB_LINEAR,
                                   .outputDataspace = ui::Dataspace::V0_SRGB_LINEAR,
-                                  .fakeInputDataspace = ui::Dataspace::UNKNOWN};
+                                  .fakeOutputDataspace = ui::Dataspace::UNKNOWN};
 
     mat4 colorTransform = mat4::scale(vec4(.9, .9, .9, 1.));
     auto uniforms =
             shaders::buildLinearEffectUniforms(effect, colorTransform, 1.f, 1.f, 1.f, nullptr,
                                                aidl::android::hardware::graphics::composer3::
                                                        RenderIntent::COLORIMETRIC);
-    EXPECT_THAT(uniforms, Contains(UniformEq("in_rgbToXyz", buildUniformValue<mat4>(mat4()))));
     EXPECT_THAT(uniforms,
-                Contains(UniformEq("in_xyzToRgb", buildUniformValue<mat4>(colorTransform))));
+                Contains(UniformEq("in_rgbToXyz",
+                                   buildUniformValue<mat3>(
+                                           ColorSpace::linearExtendedSRGB().getRGBtoXYZ()))));
+    EXPECT_THAT(uniforms,
+                Contains(UniformEq("in_xyzToSrcRgb",
+                                   buildUniformValue<mat3>(
+                                           ColorSpace::linearSRGB().getXYZtoRGB()))));
+    // color transforms are already tested in renderengine's tests
+    EXPECT_THAT(uniforms, Contains(UniformNameEq("in_colorTransform")));
 }
 
 TEST_F(ShadersTest, buildLinearEffectUniforms_selectsGamutTransformMatrices) {
     shaders::LinearEffect effect =
             shaders::LinearEffect{.inputDataspace = ui::Dataspace::V0_SRGB,
                                   .outputDataspace = ui::Dataspace::DISPLAY_P3,
-                                  .fakeInputDataspace = ui::Dataspace::UNKNOWN};
+                                  .fakeOutputDataspace = ui::Dataspace::UNKNOWN};
 
     ColorSpace inputColorSpace = ColorSpace::sRGB();
-    ColorSpace outputColorSpace = ColorSpace::DisplayP3();
     auto uniforms =
             shaders::buildLinearEffectUniforms(effect, mat4(), 1.f, 1.f, 1.f, nullptr,
                                                aidl::android::hardware::graphics::composer3::
                                                        RenderIntent::COLORIMETRIC);
     EXPECT_THAT(uniforms,
                 Contains(UniformEq("in_rgbToXyz",
-                                   buildUniformValue<mat4>(mat4(inputColorSpace.getRGBtoXYZ())))));
+                                   buildUniformValue<mat3>(
+                                           ColorSpace::linearExtendedSRGB().getRGBtoXYZ()))));
     EXPECT_THAT(uniforms,
-                Contains(UniformEq("in_xyzToRgb",
-                                   buildUniformValue<mat4>(mat4(outputColorSpace.getXYZtoRGB())))));
-}
-
-TEST_F(ShadersTest, buildLinearEffectUniforms_respectsFakeInputDataspace) {
-    shaders::LinearEffect effect =
-            shaders::LinearEffect{.inputDataspace = ui::Dataspace::V0_SRGB,
-                                  .outputDataspace = ui::Dataspace::DISPLAY_P3,
-                                  .fakeInputDataspace = ui::Dataspace::DISPLAY_P3};
-
-    auto uniforms =
-            shaders::buildLinearEffectUniforms(effect, mat4(), 1.f, 1.f, 1.f, nullptr,
-                                               aidl::android::hardware::graphics::composer3::
-                                                       RenderIntent::COLORIMETRIC);
-    EXPECT_THAT(uniforms, Contains(UniformEq("in_rgbToXyz", buildUniformValue<mat4>(mat4()))));
-    EXPECT_THAT(uniforms, Contains(UniformEq("in_xyzToRgb", buildUniformValue<mat4>(mat4()))));
+                Contains(UniformEq("in_xyzToSrcRgb",
+                                   buildUniformValue<mat3>(inputColorSpace.getXYZtoRGB()))));
+    EXPECT_THAT(uniforms, Contains(UniformNameEq("in_colorTransform")));
 }
 
 } // namespace android