| /* |
| * Copyright 2021 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #pragma once |
| |
| #include <math/mat4.h> |
| #include <tonemap/tonemap.h> |
| #include <ui/GraphicTypes.h> |
| #include <cstddef> |
| |
| namespace android::shaders { |
| |
| /** |
| * Arguments for creating an effect that applies color transformations in linear XYZ space. |
| * A linear effect is decomposed into the following steps when operating on an image: |
| * 1. Electrical-Optical Transfer Function (EOTF) maps the input RGB signal into the intended |
| * relative display brightness of the scene in nits for each RGB channel |
| * 2. Transformation matrix from linear RGB brightness to linear XYZ, to operate on display |
| * luminance. |
| * 3. Opto-Optical Transfer Function (OOTF) applies a "rendering intent". This can include tone |
| * mapping to display SDR content alongside HDR content, or any number of subjective transformations |
| * 4. Transformation matrix from linear XYZ back to linear RGB brightness. |
| * 5. Opto-Electronic Transfer Function (OETF) maps the display brightness of the scene back to |
| * output RGB colors. |
| * |
| * For further reading, consult the recommendation in ITU-R BT.2390-4: |
| * https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2390-4-2018-PDF-E.pdf |
| * |
| * Skia normally attempts to do its own simple tone mapping, i.e., the working color space is |
| * intended to be the output surface. However, Skia does not support complex tone mapping such as |
| * polynomial interpolation. As such, this filter assumes that tone mapping has not yet been applied |
| * to the source colors. so that the tone mapping process is only applied once by this effect. Tone |
| * mapping is applied when presenting HDR content (content with HLG or PQ transfer functions) |
| * alongside other content, whereby maximum input luminance is mapped to maximum output luminance |
| * and intermediate values are interpolated. |
| */ |
| struct LinearEffect { |
| // Input dataspace of the source colors. |
| const ui::Dataspace inputDataspace = ui::Dataspace::SRGB; |
| |
| // Working dataspace for the output surface, for conversion from linear space. |
| const ui::Dataspace outputDataspace = ui::Dataspace::SRGB; |
| |
| // Sets whether alpha premultiplication must be undone. |
| // This is required if the source colors use premultiplied alpha and is not opaque. |
| const bool undoPremultipliedAlpha = false; |
| |
| // "Fake" dataspace of the source colors. This is used for applying an EOTF to compute linear |
| // RGB. This is used when Skia is expected to color manage the input image based on the |
| // dataspace of the provided source image and destination surface. SkRuntimeEffects use the |
| // destination color space as the working color space. RenderEngine deliberately sets the color |
| // space for input images and destination surfaces to be the same whenever LinearEffects are |
| // expected to be used so that color-management is controlled by RenderEngine, but other users |
| // of a LinearEffect may not be able to control the color space of the images and surfaces. So |
| // fakeInputDataspace is used to essentially masquerade the input dataspace to be the output |
| // dataspace for correct conversion to linear colors. |
| ui::Dataspace fakeInputDataspace = ui::Dataspace::UNKNOWN; |
| }; |
| |
| static inline bool operator==(const LinearEffect& lhs, const LinearEffect& rhs) { |
| return lhs.inputDataspace == rhs.inputDataspace && lhs.outputDataspace == rhs.outputDataspace && |
| lhs.undoPremultipliedAlpha == rhs.undoPremultipliedAlpha && |
| lhs.fakeInputDataspace == rhs.fakeInputDataspace; |
| } |
| |
| struct LinearEffectHasher { |
| // Inspired by art/runtime/class_linker.cc |
| // Also this is what boost:hash_combine does |
| static size_t HashCombine(size_t seed, size_t val) { |
| return seed ^ (val + 0x9e3779b9 + (seed << 6) + (seed >> 2)); |
| } |
| size_t operator()(const LinearEffect& le) const { |
| size_t result = std::hash<ui::Dataspace>{}(le.inputDataspace); |
| result = HashCombine(result, std::hash<ui::Dataspace>{}(le.outputDataspace)); |
| result = HashCombine(result, std::hash<bool>{}(le.undoPremultipliedAlpha)); |
| return HashCombine(result, std::hash<ui::Dataspace>{}(le.fakeInputDataspace)); |
| } |
| }; |
| |
| // Generates a shader string that applies color transforms in linear space. |
| // Typical use-cases supported: |
| // 1. Apply tone-mapping |
| // 2. Apply color transform matrices in linear space |
| std::string buildLinearEffectSkSL(const LinearEffect& linearEffect); |
| |
| // Generates a list of uniforms to set on the LinearEffect shader above. |
| std::vector<tonemap::ShaderUniform> buildLinearEffectUniforms(const LinearEffect& linearEffect, |
| const mat4& colorTransform, |
| float maxDisplayLuminance, |
| float currentDisplayLuminanceNits, |
| float maxLuminance); |
| |
| } // namespace android::shaders |