Supply extra brightness parameters to RenderEngine
A future CL will update the HLG->SDR tonemapping algorithm to consider
current display brightness, as recommended by BT2100.
In preparation for this:
* Fix an issue where maxLuminance was using the current display
brightness if supplied from DisplayManager instead of the max luminance
* Add currentDisplayBrightnessNits to the RenderEngine interface to
support the current brightness
* Plumb current display brightness all the way to libtonemap, where
nothing uses it (yet)
Bug: 206035964
Test: libcompositionengine_test
Change-Id: I3e9f0fdb23fbb08c50e4733e5a16bcd20948d750
diff --git a/libs/renderengine/include/renderengine/DisplaySettings.h b/libs/renderengine/include/renderengine/DisplaySettings.h
index b4cab39..2c51ccd 100644
--- a/libs/renderengine/include/renderengine/DisplaySettings.h
+++ b/libs/renderengine/include/renderengine/DisplaySettings.h
@@ -43,6 +43,9 @@
// Maximum luminance pulled from the display's HDR capabilities.
float maxLuminance = 1.0f;
+ // Current luminance of the display
+ float currentLuminanceNits = -1.f;
+
// Output dataspace that will be populated if wide color gamut is used, or
// DataSpace::UNKNOWN otherwise.
ui::Dataspace outputDataspace = ui::Dataspace::UNKNOWN;
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index cc90946..063ce67 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -656,6 +656,7 @@
parameters.layerDimmingRatio, 1.f));
return createLinearEffectShader(parameters.shader, effect, runtimeEffect, colorTransform,
parameters.display.maxLuminance,
+ parameters.display.currentLuminanceNits,
parameters.layer.source.buffer.maxLuminanceNits);
}
return parameters.shader;
diff --git a/libs/renderengine/skia/filters/LinearEffect.cpp b/libs/renderengine/skia/filters/LinearEffect.cpp
index 36305ae..6077c2e 100644
--- a/libs/renderengine/skia/filters/LinearEffect.cpp
+++ b/libs/renderengine/skia/filters/LinearEffect.cpp
@@ -44,14 +44,15 @@
const shaders::LinearEffect& linearEffect,
sk_sp<SkRuntimeEffect> runtimeEffect,
const mat4& colorTransform, float maxDisplayLuminance,
- float maxLuminance) {
+ float currentDisplayLuminanceNits, float maxLuminance) {
ATRACE_CALL();
SkRuntimeShaderBuilder effectBuilder(runtimeEffect);
effectBuilder.child("child") = shader;
- const auto uniforms = shaders::buildLinearEffectUniforms(linearEffect, colorTransform,
- maxDisplayLuminance, maxLuminance);
+ const auto uniforms =
+ shaders::buildLinearEffectUniforms(linearEffect, colorTransform, maxDisplayLuminance,
+ currentDisplayLuminanceNits, maxLuminance);
for (const auto& uniform : uniforms) {
effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size());
diff --git a/libs/renderengine/skia/filters/LinearEffect.h b/libs/renderengine/skia/filters/LinearEffect.h
index 8eb6670..e0a556b 100644
--- a/libs/renderengine/skia/filters/LinearEffect.h
+++ b/libs/renderengine/skia/filters/LinearEffect.h
@@ -37,13 +37,14 @@
// matrix transforming from linear XYZ to linear RGB immediately before OETF.
// We also provide additional HDR metadata upon creating the shader:
// * The max display luminance is the max luminance of the physical display in nits
+// * The current luminance of the physical display in nits
// * The max luminance is provided as the max luminance for the buffer, either from the SMPTE 2086
// or as the max light level from the CTA 861.3 standard.
sk_sp<SkShader> createLinearEffectShader(sk_sp<SkShader> inputShader,
const shaders::LinearEffect& linearEffect,
sk_sp<SkRuntimeEffect> runtimeEffect,
const mat4& colorTransform, float maxDisplayLuminance,
- float maxLuminance);
+ float currentDisplayLuminanceNits, float maxLuminance);
} // namespace skia
} // namespace renderengine
} // namespace android
diff --git a/libs/shaders/include/shaders/shaders.h b/libs/shaders/include/shaders/shaders.h
index 712a27a..43828cc 100644
--- a/libs/shaders/include/shaders/shaders.h
+++ b/libs/shaders/include/shaders/shaders.h
@@ -100,6 +100,7 @@
std::vector<tonemap::ShaderUniform> buildLinearEffectUniforms(const LinearEffect& linearEffect,
const mat4& colorTransform,
float maxDisplayLuminance,
+ float currentDisplayLuminanceNits,
float maxLuminance);
} // namespace android::shaders
diff --git a/libs/shaders/shaders.cpp b/libs/shaders/shaders.cpp
index 6019c4a..4d88d5d 100644
--- a/libs/shaders/shaders.cpp
+++ b/libs/shaders/shaders.cpp
@@ -463,6 +463,7 @@
std::vector<tonemap::ShaderUniform> buildLinearEffectUniforms(const LinearEffect& linearEffect,
const mat4& colorTransform,
float maxDisplayLuminance,
+ float currentDisplayLuminanceNits,
float maxLuminance) {
std::vector<tonemap::ShaderUniform> uniforms;
if (linearEffect.inputDataspace == linearEffect.outputDataspace) {
@@ -480,6 +481,7 @@
}
tonemap::Metadata metadata{.displayMaxLuminance = maxDisplayLuminance,
+ .currentDisplayLuminanceNits = currentDisplayLuminanceNits,
// 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
diff --git a/libs/tonemap/include/tonemap/tonemap.h b/libs/tonemap/include/tonemap/tonemap.h
index bd7b72d..6233e6c 100644
--- a/libs/tonemap/include/tonemap/tonemap.h
+++ b/libs/tonemap/include/tonemap/tonemap.h
@@ -42,7 +42,11 @@
// This metadata should not be used for manipulating the source code of the shader program directly,
// as otherwise caching by other system of these shaders may break.
struct Metadata {
+ // The maximum luminance of the display in nits
float displayMaxLuminance = 0.0;
+ // The current luminance of the display in nits
+ float currentDisplayLuminanceNits = 0.0;
+ // The maximum luminance of the content in nits
float contentMaxLuminance = 0.0;
};