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/DisplayHardware/ComposerHal.h b/services/surfaceflinger/DisplayHardware/ComposerHal.h
index 3bbce7b..3cc5e5e 100644
--- a/services/surfaceflinger/DisplayHardware/ComposerHal.h
+++ b/services/surfaceflinger/DisplayHardware/ComposerHal.h
@@ -221,7 +221,11 @@
virtual V2_4::Error getLayerGenericMetadataKeys(
std::vector<IComposerClient::LayerGenericMetadataKey>* outKeys) = 0;
virtual Error getClientTargetProperty(
- Display display, IComposerClient::ClientTargetProperty* outClientTargetProperty) = 0;
+ Display display, IComposerClient::ClientTargetProperty* outClientTargetProperty,
+ float* outWhitePointNits) = 0;
+
+ // AIDL Composer
+ virtual Error setLayerWhitePointNits(Display display, Layer layer, float whitePointNits) = 0;
};
} // namespace android::Hwc2