End-to-end plumbing for dimming SDR layers
Model here is:
* HDR luminance is set to the current display brightness
* SDR luminance is set to the current SDR white point reported by
DisplayManager
Ideally we use scene-referred white points instead, so:
* PQ is always 10k nits
* HLG is always 1k nits
* Everything else is 150-200 nits
So relative dimming thresholds are fixed. But right now this is visually
less jarring (otherwise youtube UI will suddenly dim when autoplaying
HDR video).
Bug: 200310158
Test: Verified that plumbing sdr white point is sent to renderengine
Test: librenderengine_test
Test: libcompositionengine_test
Test: DataspaceUtils_test
Change-Id: I5bcea7941935c43e57cd5434e1ec69b41d31f2b4
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index 8259063..eb2b2dc 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -208,6 +208,21 @@
renderengine::ExternalTexture::Usage::WRITEABLE);
}
+ std::shared_ptr<renderengine::ExternalTexture> allocateAndFillSourceBuffer(uint32_t width,
+ uint32_t height,
+ ubyte4 color) {
+ const auto buffer = allocateSourceBuffer(width, height);
+ uint8_t* pixels;
+ buffer->getBuffer()->lock(GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN,
+ reinterpret_cast<void**>(&pixels));
+ pixels[0] = color.r;
+ pixels[1] = color.g;
+ pixels[2] = color.b;
+ pixels[3] = color.a;
+ buffer->getBuffer()->unlock();
+ return buffer;
+ }
+
RenderEngineTest() {
const ::testing::TestInfo* const test_info =
::testing::UnitTest::GetInstance()->current_test_info();
@@ -2195,6 +2210,133 @@
expectBufferColor(rect, 0, 128, 0, 128);
}
+TEST_P(RenderEngineTest, testDimming) {
+ if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
+ return;
+ }
+ initializeRenderEngine();
+
+ const auto displayRect = Rect(3, 1);
+ const renderengine::DisplaySettings display{
+ .physicalDisplay = displayRect,
+ .clip = displayRect,
+ .outputDataspace = ui::Dataspace::V0_SRGB_LINEAR,
+ .targetLuminanceNits = 1000.f,
+ };
+
+ 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 = ui::Dataspace::V0_SRGB_LINEAR,
+ .whitePointNits = 200.f,
+ };
+
+ const renderengine::LayerSettings blueLayer{
+ .geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = blueBuffer,
+ .usePremultipliedAlpha = true,
+ },
+ },
+ .alpha = 1.0f,
+ .sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR,
+ .whitePointNits = 1000.f / 51.f,
+ };
+
+ const renderengine::LayerSettings redLayer{
+ .geometry.boundaries = FloatRect(2.f, 0.f, 3.f, 1.f),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = redBuffer,
+ .usePremultipliedAlpha = true,
+ },
+ },
+ .alpha = 1.0f,
+ .sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR,
+ // 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, blueLayer, redLayer};
+ invokeDraw(display, layers);
+
+ expectBufferColor(Rect(1, 1), 0, 51, 0, 255, 1);
+ expectBufferColor(Rect(1, 0, 2, 1), 0, 0, 5, 255, 1);
+ expectBufferColor(Rect(2, 0, 3, 1), 51, 0, 0, 255, 1);
+}
+
+TEST_P(RenderEngineTest, testDimming_withoutTargetLuminance) {
+ initializeRenderEngine();
+ if (GetParam()->type() == renderengine::RenderEngine::RenderEngineType::GLES) {
+ return;
+ }
+
+ const auto displayRect = Rect(2, 1);
+ const renderengine::DisplaySettings display{
+ .physicalDisplay = displayRect,
+ .clip = displayRect,
+ .outputDataspace = ui::Dataspace::V0_SRGB_LINEAR,
+ .targetLuminanceNits = -1.f,
+ };
+
+ const auto greenBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 255, 0, 255));
+ const auto blueBuffer = allocateAndFillSourceBuffer(1, 1, ubyte4(0, 0, 255, 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 = ui::Dataspace::V0_SRGB_LINEAR,
+ .whitePointNits = 200.f,
+ };
+
+ const renderengine::LayerSettings blueLayer{
+ .geometry.boundaries = FloatRect(1.f, 0.f, 2.f, 1.f),
+ .source =
+ renderengine::PixelSource{
+ .buffer =
+ renderengine::Buffer{
+ .buffer = blueBuffer,
+ .usePremultipliedAlpha = true,
+ },
+ },
+ .alpha = 1.0f,
+ .sourceDataspace = ui::Dataspace::V0_SRGB_LINEAR,
+ .whitePointNits = 1000.f,
+ };
+
+ std::vector<renderengine::LayerSettings> layers{greenLayer, blueLayer};
+ invokeDraw(display, layers);
+
+ expectBufferColor(Rect(1, 1), 0, 51, 0, 255, 1);
+ expectBufferColor(Rect(1, 0, 2, 1), 0, 0, 255, 255);
+}
+
TEST_P(RenderEngineTest, test_isOpaque) {
initializeRenderEngine();