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/services/surfaceflinger/CompositionEngine/src/Display.cpp b/services/surfaceflinger/CompositionEngine/src/Display.cpp
index 02fa49f..4603e6b 100644
--- a/services/surfaceflinger/CompositionEngine/src/Display.cpp
+++ b/services/surfaceflinger/CompositionEngine/src/Display.cpp
@@ -237,7 +237,8 @@
applyChangedTypesToLayers(changes->changedTypes);
applyDisplayRequests(changes->displayRequests);
applyLayerRequestsToLayers(changes->layerRequests);
- applyClientTargetRequests(changes->clientTargetProperty);
+ applyClientTargetRequests(changes->clientTargetProperty,
+ changes->clientTargetWhitePointNits);
}
// Determine what type of composition we are doing from the final state
@@ -309,12 +310,14 @@
}
}
-void Display::applyClientTargetRequests(const ClientTargetProperty& clientTargetProperty) {
+void Display::applyClientTargetRequests(const ClientTargetProperty& clientTargetProperty,
+ float whitePointNits) {
if (clientTargetProperty.dataspace == ui::Dataspace::UNKNOWN) {
return;
}
editState().dataspace = clientTargetProperty.dataspace;
+ editState().clientTargetWhitePointNits = whitePointNits;
getRenderSurface()->setBufferDataspace(clientTargetProperty.dataspace);
getRenderSurface()->setBufferPixelFormat(clientTargetProperty.pixelFormat);
}