Don't double-apply display color transform
When composer is already handling the display color transform, don't
apply the display color transform again when concatenating the dimming
matrix with the display-wide color transform applied in renderengine.
Bug: 229153333
Test: night light
Change-Id: Ibd468b427d574048e635c14ad831318f27a9811e
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index 2493242..31598e3 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -91,6 +91,14 @@
sign(linear.b) * OETF_sRGB(linear.b));
}
+// clang-format off
+// Converts red channels to green channels, and zeroes out an existing green channel.
+static const auto kRemoveGreenAndMoveRedToGreenMat4 = mat4(0, 1, 0, 0,
+ 0, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1);
+// clang-format on
+
} // namespace
class RenderEngineFactory {
@@ -2557,6 +2565,133 @@
expectBufferColor(Rect(2, 0, 3, 1), 122, 0, 0, 255, 1);
}
+TEST_P(RenderEngineTest, testDimming_inGammaSpace_withDisplayColorTransform) {
+ if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
+ GTEST_SKIP();
+ }
+ initializeRenderEngine();
+
+ const ui::Dataspace dataspace = static_cast<ui::Dataspace>(ui::Dataspace::STANDARD_BT709 |
+ ui::Dataspace::TRANSFER_GAMMA2_2 |
+ ui::Dataspace::RANGE_FULL);
+
+ const auto displayRect = Rect(3, 1);
+ const renderengine::DisplaySettings display{
+ .physicalDisplay = displayRect,
+ .clip = displayRect,
+ .outputDataspace = dataspace,
+ .colorTransform = kRemoveGreenAndMoveRedToGreenMat4,
+ .targetLuminanceNits = 1000.f,
+ .dimmingStage = aidl::android::hardware::graphics::composer3::DimmingStage::GAMMA_OETF,
+ };
+
+ const auto greenBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 255, 0, 255));
+ const auto blueBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 0, 255, 255));
+ const auto redBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(255, 0, 0, 255));
+
+ const renderengine::LayerSettings greenLayer{
+ .geometry.boundaries = FloatRect(0.f, 0.f, 1.f, 1.f),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = greenBuffer,
+ .usePremultipliedAlpha = true,
+ },
+ },
+ .alpha = 1.0f,
+ .sourceDataspace = dataspace,
+ .whitePointNits = 200.f,
+ };
+
+ const renderengine::LayerSettings redLayer{
+ .geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = redBuffer,
+ .usePremultipliedAlpha = true,
+ },
+ },
+ .alpha = 1.0f,
+ .sourceDataspace = dataspace,
+ // When the white point is not set for a layer, just ignore it and treat it as the same
+ // as the max layer
+ .whitePointNits = -1.f,
+ };
+
+ std::vector<renderengine::LayerSettings> layers{greenLayer, redLayer};
+ invokeDraw(display, layers);
+
+ expectBufferColor(Rect(1, 1), 0, 0, 0, 255, 1);
+ expectBufferColor(Rect(1, 0, 2, 1), 0, 122, 0, 255, 1);
+}
+
+TEST_P(RenderEngineTest, testDimming_inGammaSpace_withDisplayColorTransform_deviceHandles) {
+ if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
+ GTEST_SKIP();
+ }
+ initializeRenderEngine();
+
+ const ui::Dataspace dataspace = static_cast<ui::Dataspace>(ui::Dataspace::STANDARD_BT709 |
+ ui::Dataspace::TRANSFER_GAMMA2_2 |
+ ui::Dataspace::RANGE_FULL);
+
+ const auto displayRect = Rect(3, 1);
+ const renderengine::DisplaySettings display{
+ .physicalDisplay = displayRect,
+ .clip = displayRect,
+ .outputDataspace = dataspace,
+ .colorTransform = kRemoveGreenAndMoveRedToGreenMat4,
+ .deviceHandlesColorTransform = true,
+ .targetLuminanceNits = 1000.f,
+ .dimmingStage = aidl::android::hardware::graphics::composer3::DimmingStage::GAMMA_OETF,
+ };
+
+ const auto greenBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 255, 0, 255));
+ const auto blueBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 0, 255, 255));
+ const auto redBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(255, 0, 0, 255));
+
+ const renderengine::LayerSettings greenLayer{
+ .geometry.boundaries = FloatRect(0.f, 0.f, 1.f, 1.f),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = greenBuffer,
+ .usePremultipliedAlpha = true,
+ },
+ },
+ .alpha = 1.0f,
+ .sourceDataspace = dataspace,
+ .whitePointNits = 200.f,
+ };
+
+ const renderengine::LayerSettings redLayer{
+ .geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = redBuffer,
+ .usePremultipliedAlpha = true,
+ },
+ },
+ .alpha = 1.0f,
+ .sourceDataspace = dataspace,
+ // When the white point is not set for a layer, just ignore it and treat it as the same
+ // as the max layer
+ .whitePointNits = -1.f,
+ };
+
+ std::vector<renderengine::LayerSettings> layers{greenLayer, redLayer};
+ invokeDraw(display, layers);
+
+ expectBufferColor(Rect(1, 1), 0, 122, 0, 255, 1);
+ expectBufferColor(Rect(1, 0, 2, 1), 122, 0, 0, 255, 1);
+}
+
TEST_P(RenderEngineTest, testDimming_withoutTargetLuminance) {
initializeRenderEngine();
if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
@@ -2796,10 +2931,7 @@
// pure red to pure green. That will occur when the R8 buffer is
// 255. When the R8 buffer is 0, it will still change to black, as
// with r8_behaves_as_mask.
- .colorTransform = mat4(0, 1, 0, 0,
- 0, 0, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1),
+ .colorTransform = kRemoveGreenAndMoveRedToGreenMat4,
.deviceHandlesColorTransform = false,
};