Re-adding useColorManagement=true in GLESCMRenderEngineFactory class.
Bug: 173416417
Test: adb shell /data/nativetest64/librenderengine_test/librenderengine_test
Change-Id: Ifc60ecb1ba44817e5b921a35337aecfe8e07dd00
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index 3dcbf08..0e11c99 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -68,6 +68,26 @@
}
};
+class GLESCMRenderEngineFactory : public RenderEngineFactory {
+public:
+ std::string name() override { return "GLESCMRenderEngineFactory"; }
+
+ std::unique_ptr<renderengine::gl::GLESRenderEngine> createRenderEngine() override {
+ renderengine::RenderEngineCreationArgs reCreationArgs =
+ renderengine::RenderEngineCreationArgs::Builder()
+ .setPixelFormat(static_cast<int>(ui::PixelFormat::RGBA_8888))
+ .setImageCacheSize(1)
+ .setEnableProtectedContext(false)
+ .setPrecacheToneMapperShaderOnly(false)
+ .setSupportsBackgroundBlur(true)
+ .setContextPriority(renderengine::RenderEngine::ContextPriority::MEDIUM)
+ .setRenderEngineType(renderengine::RenderEngine::RenderEngineType::GLES)
+ .setUseColorManagerment(true)
+ .build();
+ return renderengine::gl::GLESRenderEngine::create(reCreationArgs);
+ }
+};
+
class RenderEngineTest : public ::testing::TestWithParam<std::shared_ptr<RenderEngineFactory>> {
public:
static sp<GraphicBuffer> allocateDefaultBuffer() {
@@ -381,9 +401,6 @@
const renderengine::ShadowSettings& shadow, const ubyte4& casterColor,
const ubyte4& backgroundColor);
- // Keep around the same renderengine object to save on initialization time.
- // For now, exercise the GL backend directly so that some caching specifics
- // can be tested without changing the interface.
std::unique_ptr<renderengine::gl::GLESRenderEngine> mRE;
// Dumb hack to avoid NPE in the EGL driver: the GraphicBuffer needs to
@@ -400,12 +417,14 @@
static void fillColor(renderengine::LayerSettings& layer, half r, half g, half b,
RenderEngineTest* /*fixture*/) {
layer.source.solidColor = half3(r, g, b);
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
}
};
struct RelaxOpaqueBufferVariant {
static void setOpaqueBit(renderengine::LayerSettings& layer) {
layer.source.buffer.isOpaque = false;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
}
static uint8_t getAlphaChannel() { return 255; }
@@ -414,6 +433,7 @@
struct ForceOpaqueBufferVariant {
static void setOpaqueBit(renderengine::LayerSettings& layer) {
layer.source.buffer.isOpaque = true;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
}
static uint8_t getAlphaChannel() {
@@ -451,6 +471,7 @@
layer.source.buffer.buffer = buf;
layer.source.buffer.textureName = texName;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
OpaquenessVariant::setOpaqueBit(layer);
}
};
@@ -460,10 +481,12 @@
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
SourceVariant::fillColor(layer, r, g, b, this);
layer.alpha = a;
@@ -500,12 +523,14 @@
template <typename SourceVariant>
void RenderEngineTest::fillRedOffsetBuffer() {
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = offsetRect();
settings.clip = offsetRectAtZero();
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layer.geometry.boundaries = offsetRectAtZero().toFloatRect();
SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0f;
@@ -531,6 +556,7 @@
template <typename SourceVariant>
void RenderEngineTest::fillBufferCheckers(uint32_t orientationFlag) {
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
// Here logical space is 2x2
settings.clip = Rect(2, 2);
@@ -539,18 +565,21 @@
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layerOne;
+ layerOne.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
Rect rectOne(0, 0, 1, 1);
layerOne.geometry.boundaries = rectOne.toFloatRect();
SourceVariant::fillColor(layerOne, 1.0f, 0.0f, 0.0f, this);
layerOne.alpha = 1.0f;
renderengine::LayerSettings layerTwo;
+ layerTwo.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
Rect rectTwo(0, 1, 1, 2);
layerTwo.geometry.boundaries = rectTwo.toFloatRect();
SourceVariant::fillColor(layerTwo, 0.0f, 1.0f, 0.0f, this);
layerTwo.alpha = 1.0f;
renderengine::LayerSettings layerThree;
+ layerThree.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
Rect rectThree(1, 0, 2, 1);
layerThree.geometry.boundaries = rectThree.toFloatRect();
SourceVariant::fillColor(layerThree, 0.0f, 0.0f, 1.0f, this);
@@ -633,10 +662,12 @@
settings.physicalDisplay = fullscreenRect();
// Here logical space is 2x2
settings.clip = Rect(2, 2);
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
// Translate one pixel diagonally
layer.geometry.positionTransform = mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1);
@@ -664,10 +695,12 @@
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
SourceVariant::fillColor(layer, 0.5f, 0.25f, 0.125f, this);
layer.alpha = 1.0f;
@@ -697,10 +730,12 @@
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
layer.geometry.roundedCornersRadius = 5.0f;
layer.geometry.roundedCornersCrop = fullscreenRect().toFloatRect();
@@ -741,18 +776,21 @@
auto center = DEFAULT_DISPLAY_WIDTH / 2;
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings backgroundLayer;
+ backgroundLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
backgroundLayer.geometry.boundaries = fullscreenRect().toFloatRect();
SourceVariant::fillColor(backgroundLayer, 0.0f, 1.0f, 0.0f, this);
backgroundLayer.alpha = 1.0f;
layers.push_back(&backgroundLayer);
renderengine::LayerSettings leftLayer;
+ leftLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
leftLayer.geometry.boundaries =
Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT).toFloatRect();
SourceVariant::fillColor(leftLayer, 1.0f, 0.0f, 0.0f, this);
@@ -760,6 +798,7 @@
layers.push_back(&leftLayer);
renderengine::LayerSettings blurLayer;
+ blurLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
blurLayer.geometry.boundaries = fullscreenRect().toFloatRect();
blurLayer.backgroundBlurRadius = blurRadius;
blurLayer.alpha = 0;
@@ -778,10 +817,12 @@
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layersFirst;
renderengine::LayerSettings layerOne;
+ layerOne.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layerOne.geometry.boundaries =
FloatRect(0, 0, DEFAULT_DISPLAY_WIDTH / 3.0, DEFAULT_DISPLAY_HEIGHT / 3.0);
SourceVariant::fillColor(layerOne, 1.0f, 0.0f, 0.0f, this);
@@ -796,6 +837,7 @@
std::vector<const renderengine::LayerSettings*> layersSecond;
renderengine::LayerSettings layerTwo;
+ layerTwo.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
layerTwo.geometry.boundaries =
FloatRect(DEFAULT_DISPLAY_WIDTH / 3.0, DEFAULT_DISPLAY_HEIGHT / 3.0,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT);
@@ -815,10 +857,12 @@
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
// Here will allocate a checker board texture, but transform texture
// coordinates so that only the upper left is applied.
sp<GraphicBuffer> buf = allocateSourceBuffer(2, 2);
@@ -966,6 +1010,7 @@
const renderengine::ShadowSettings& shadow,
const ubyte4& casterColor, const ubyte4& backgroundColor) {
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
@@ -973,6 +1018,7 @@
// add background layer
renderengine::LayerSettings bgLayer;
+ bgLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
bgLayer.geometry.boundaries = fullscreenRect().toFloatRect();
ColorSourceVariant::fillColor(bgLayer, backgroundColor.r / 255.0f, backgroundColor.g / 255.0f,
backgroundColor.b / 255.0f, this);
@@ -981,6 +1027,7 @@
// add shadow layer
renderengine::LayerSettings shadowLayer;
+ shadowLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
shadowLayer.geometry.boundaries = castingLayer.geometry.boundaries;
shadowLayer.alpha = castingLayer.alpha;
shadowLayer.shadow = shadow;
@@ -988,6 +1035,7 @@
// add layer casting the shadow
renderengine::LayerSettings layer = castingLayer;
+ layer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
SourceVariant::fillColor(layer, casterColor.r / 255.0f, casterColor.g / 255.0f,
casterColor.b / 255.0f, this);
layers.push_back(&layer);
@@ -996,7 +1044,8 @@
}
INSTANTIATE_TEST_SUITE_P(PerRenderEngineType, RenderEngineTest,
- testing::Values(std::make_shared<GLESRenderEngineFactory>()));
+ testing::Values(std::make_shared<GLESRenderEngineFactory>(),
+ std::make_shared<GLESCMRenderEngineFactory>()));
TEST_P(RenderEngineTest, drawLayers_noLayersToDraw) {
const auto& renderEngineFactory = GetParam();
@@ -1009,6 +1058,7 @@
mRE = renderEngineFactory->createRenderEngine();
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
@@ -1025,6 +1075,7 @@
mRE = renderEngineFactory->createRenderEngine();
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
@@ -1046,6 +1097,7 @@
mRE = renderEngineFactory->createRenderEngine();
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
@@ -1390,6 +1442,7 @@
mRE = renderEngineFactory->createRenderEngine();
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
@@ -1488,6 +1541,7 @@
Rect casterBounds(DEFAULT_DISPLAY_WIDTH / 3.0f, DEFAULT_DISPLAY_HEIGHT / 3.0f);
casterBounds.offsetBy(shadowLength + 1, shadowLength + 1);
renderengine::LayerSettings castingLayer;
+ castingLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
castingLayer.geometry.boundaries = casterBounds.toFloatRect();
castingLayer.alpha = 1.0f;
renderengine::ShadowSettings settings =
@@ -1508,6 +1562,7 @@
Rect casterBounds(DEFAULT_DISPLAY_WIDTH / 3.0f, DEFAULT_DISPLAY_HEIGHT / 3.0f);
casterBounds.offsetBy(shadowLength + 1, shadowLength + 1);
renderengine::LayerSettings castingLayer;
+ castingLayer.sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR;
castingLayer.geometry.boundaries = casterBounds.toFloatRect();
castingLayer.alpha = 1.0f;
renderengine::ShadowSettings settings =
@@ -1577,6 +1632,7 @@
renderengine::DisplaySettings settings;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
@@ -1606,6 +1662,7 @@
mRE = renderEngineFactory->createRenderEngine();
renderengine::DisplaySettings settings;
+ settings.outputDataspace = ui::Dataspace::V0_SRGB_LINEAR;
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();