xref: /aosp_15_r20/frameworks/native/libs/shaders/shaders.cpp (revision 38e8c45f13ce32b0dcecb25141ffecaf386fa17f)
1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker  * Copyright 2021 The Android Open Source Project
3*38e8c45fSAndroid Build Coastguard Worker  *
4*38e8c45fSAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*38e8c45fSAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*38e8c45fSAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*38e8c45fSAndroid Build Coastguard Worker  *
8*38e8c45fSAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*38e8c45fSAndroid Build Coastguard Worker  *
10*38e8c45fSAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*38e8c45fSAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*38e8c45fSAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*38e8c45fSAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*38e8c45fSAndroid Build Coastguard Worker  * limitations under the License.
15*38e8c45fSAndroid Build Coastguard Worker  */
16*38e8c45fSAndroid Build Coastguard Worker 
17*38e8c45fSAndroid Build Coastguard Worker #include <shaders/shaders.h>
18*38e8c45fSAndroid Build Coastguard Worker 
19*38e8c45fSAndroid Build Coastguard Worker #include <tonemap/tonemap.h>
20*38e8c45fSAndroid Build Coastguard Worker 
21*38e8c45fSAndroid Build Coastguard Worker #include <cmath>
22*38e8c45fSAndroid Build Coastguard Worker #include <optional>
23*38e8c45fSAndroid Build Coastguard Worker 
24*38e8c45fSAndroid Build Coastguard Worker #include <math/mat4.h>
25*38e8c45fSAndroid Build Coastguard Worker #include <system/graphics-base-v1.0.h>
26*38e8c45fSAndroid Build Coastguard Worker #include <ui/ColorSpace.h>
27*38e8c45fSAndroid Build Coastguard Worker 
28*38e8c45fSAndroid Build Coastguard Worker namespace android::shaders {
29*38e8c45fSAndroid Build Coastguard Worker 
30*38e8c45fSAndroid Build Coastguard Worker namespace {
31*38e8c45fSAndroid Build Coastguard Worker 
toAidlDataspace(ui::Dataspace dataspace)32*38e8c45fSAndroid Build Coastguard Worker aidl::android::hardware::graphics::common::Dataspace toAidlDataspace(ui::Dataspace dataspace) {
33*38e8c45fSAndroid Build Coastguard Worker     return static_cast<aidl::android::hardware::graphics::common::Dataspace>(dataspace);
34*38e8c45fSAndroid Build Coastguard Worker }
35*38e8c45fSAndroid Build Coastguard Worker 
generateXYZTransforms(std::string & shader)36*38e8c45fSAndroid Build Coastguard Worker void generateXYZTransforms(std::string& shader) {
37*38e8c45fSAndroid Build Coastguard Worker     shader.append(R"(
38*38e8c45fSAndroid Build Coastguard Worker         uniform float3x3 in_rgbToXyz;
39*38e8c45fSAndroid Build Coastguard Worker         uniform float3x3 in_xyzToSrcRgb;
40*38e8c45fSAndroid Build Coastguard Worker         uniform float4x4 in_colorTransform;
41*38e8c45fSAndroid Build Coastguard Worker         float3 ToXYZ(float3 rgb) {
42*38e8c45fSAndroid Build Coastguard Worker             return in_rgbToXyz * rgb;
43*38e8c45fSAndroid Build Coastguard Worker         }
44*38e8c45fSAndroid Build Coastguard Worker 
45*38e8c45fSAndroid Build Coastguard Worker         float3 ToSrcRGB(float3 xyz) {
46*38e8c45fSAndroid Build Coastguard Worker             return in_xyzToSrcRgb * xyz;
47*38e8c45fSAndroid Build Coastguard Worker         }
48*38e8c45fSAndroid Build Coastguard Worker 
49*38e8c45fSAndroid Build Coastguard Worker         float3 ApplyColorTransform(float3 rgb) {
50*38e8c45fSAndroid Build Coastguard Worker             return (in_colorTransform * float4(rgb, 1.0)).rgb;
51*38e8c45fSAndroid Build Coastguard Worker         }
52*38e8c45fSAndroid Build Coastguard Worker     )");
53*38e8c45fSAndroid Build Coastguard Worker }
54*38e8c45fSAndroid Build Coastguard Worker 
55*38e8c45fSAndroid Build Coastguard Worker // Conversion from relative light to absolute light
56*38e8c45fSAndroid Build Coastguard Worker // Note that 1.0 == 203 nits.
generateLuminanceScalesForOOTF(ui::Dataspace inputDataspace,std::string & shader)57*38e8c45fSAndroid Build Coastguard Worker void generateLuminanceScalesForOOTF(ui::Dataspace inputDataspace, std::string& shader) {
58*38e8c45fSAndroid Build Coastguard Worker     switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
59*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_TRANSFER_HLG:
60*38e8c45fSAndroid Build Coastguard Worker             // BT. 2408 says that a signal level of 0.75 == 203 nits for HLG, but that's after
61*38e8c45fSAndroid Build Coastguard Worker             // applying OOTF. But we haven't applied OOTF yet, so we need to scale by a different
62*38e8c45fSAndroid Build Coastguard Worker             // constant instead.
63*38e8c45fSAndroid Build Coastguard Worker             shader.append(R"(
64*38e8c45fSAndroid Build Coastguard Worker                 float3 ScaleLuminance(float3 xyz) {
65*38e8c45fSAndroid Build Coastguard Worker                     return xyz * 264.96;
66*38e8c45fSAndroid Build Coastguard Worker                 }
67*38e8c45fSAndroid Build Coastguard Worker             )");
68*38e8c45fSAndroid Build Coastguard Worker             break;
69*38e8c45fSAndroid Build Coastguard Worker         default:
70*38e8c45fSAndroid Build Coastguard Worker             shader.append(R"(
71*38e8c45fSAndroid Build Coastguard Worker                 float3 ScaleLuminance(float3 xyz) {
72*38e8c45fSAndroid Build Coastguard Worker                     return xyz * 203.0;
73*38e8c45fSAndroid Build Coastguard Worker                 }
74*38e8c45fSAndroid Build Coastguard Worker             )");
75*38e8c45fSAndroid Build Coastguard Worker             break;
76*38e8c45fSAndroid Build Coastguard Worker     }
77*38e8c45fSAndroid Build Coastguard Worker }
78*38e8c45fSAndroid Build Coastguard Worker 
79*38e8c45fSAndroid Build Coastguard Worker // Normalizes from absolute light back to relative light (maps from [0, maxNits] back to [0, 1])
generateLuminanceNormalizationForOOTF(ui::Dataspace inputDataspace,ui::Dataspace outputDataspace,std::string & shader)80*38e8c45fSAndroid Build Coastguard Worker static void generateLuminanceNormalizationForOOTF(ui::Dataspace inputDataspace,
81*38e8c45fSAndroid Build Coastguard Worker                                                   ui::Dataspace outputDataspace,
82*38e8c45fSAndroid Build Coastguard Worker                                                   std::string& shader) {
83*38e8c45fSAndroid Build Coastguard Worker     switch (outputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
84*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_TRANSFER_ST2084:
85*38e8c45fSAndroid Build Coastguard Worker             shader.append(R"(
86*38e8c45fSAndroid Build Coastguard Worker                 float3 NormalizeLuminance(float3 xyz) {
87*38e8c45fSAndroid Build Coastguard Worker                     return xyz / 203.0;
88*38e8c45fSAndroid Build Coastguard Worker                 }
89*38e8c45fSAndroid Build Coastguard Worker             )");
90*38e8c45fSAndroid Build Coastguard Worker             break;
91*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_TRANSFER_HLG:
92*38e8c45fSAndroid Build Coastguard Worker             switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
93*38e8c45fSAndroid Build Coastguard Worker                 case HAL_DATASPACE_TRANSFER_HLG:
94*38e8c45fSAndroid Build Coastguard Worker                     shader.append(R"(
95*38e8c45fSAndroid Build Coastguard Worker                             float3 NormalizeLuminance(float3 xyz) {
96*38e8c45fSAndroid Build Coastguard Worker                                 return xyz / 264.96;
97*38e8c45fSAndroid Build Coastguard Worker                             }
98*38e8c45fSAndroid Build Coastguard Worker                         )");
99*38e8c45fSAndroid Build Coastguard Worker                     break;
100*38e8c45fSAndroid Build Coastguard Worker                 default:
101*38e8c45fSAndroid Build Coastguard Worker                     // Transcoding to HLG requires applying the inverse OOTF
102*38e8c45fSAndroid Build Coastguard Worker                     // with the expectation that the OOTF is then applied during
103*38e8c45fSAndroid Build Coastguard Worker                     // tonemapping downstream.
104*38e8c45fSAndroid Build Coastguard Worker                     // BT. 2100-2 operates on normalized luminances, so renormalize to the input to
105*38e8c45fSAndroid Build Coastguard Worker                     // correctly adjust gamma.
106*38e8c45fSAndroid Build Coastguard Worker                     // Note that following BT. 2408 for HLG OETF actually maps 0.75 == ~264.96 nits,
107*38e8c45fSAndroid Build Coastguard Worker                     // rather than 203 nits, because 203 nits == OOTF(invOETF(0.75)), so even though
108*38e8c45fSAndroid Build Coastguard Worker                     // we originally scaled by 203 nits we need to re-normalize to 264.96 nits when
109*38e8c45fSAndroid Build Coastguard Worker                     // converting to the correct brightness range.
110*38e8c45fSAndroid Build Coastguard Worker                     shader.append(R"(
111*38e8c45fSAndroid Build Coastguard Worker                             float3 NormalizeLuminance(float3 xyz) {
112*38e8c45fSAndroid Build Coastguard Worker                                 float ootfGain = pow(xyz.y / 1000.0, -0.2 / 1.2);
113*38e8c45fSAndroid Build Coastguard Worker                                 return xyz * ootfGain / 264.96;
114*38e8c45fSAndroid Build Coastguard Worker                             }
115*38e8c45fSAndroid Build Coastguard Worker                         )");
116*38e8c45fSAndroid Build Coastguard Worker                     break;
117*38e8c45fSAndroid Build Coastguard Worker             }
118*38e8c45fSAndroid Build Coastguard Worker             break;
119*38e8c45fSAndroid Build Coastguard Worker         default:
120*38e8c45fSAndroid Build Coastguard Worker             switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
121*38e8c45fSAndroid Build Coastguard Worker                 case HAL_DATASPACE_TRANSFER_HLG:
122*38e8c45fSAndroid Build Coastguard Worker                 case HAL_DATASPACE_TRANSFER_ST2084:
123*38e8c45fSAndroid Build Coastguard Worker                     // libtonemap outputs a range [0, in_libtonemap_displayMaxLuminance], so
124*38e8c45fSAndroid Build Coastguard Worker                     // normalize back to [0, 1] when the output is SDR.
125*38e8c45fSAndroid Build Coastguard Worker                     shader.append(R"(
126*38e8c45fSAndroid Build Coastguard Worker                         float3 NormalizeLuminance(float3 xyz) {
127*38e8c45fSAndroid Build Coastguard Worker                             return xyz / in_libtonemap_displayMaxLuminance;
128*38e8c45fSAndroid Build Coastguard Worker                         }
129*38e8c45fSAndroid Build Coastguard Worker                     )");
130*38e8c45fSAndroid Build Coastguard Worker                     break;
131*38e8c45fSAndroid Build Coastguard Worker                 default:
132*38e8c45fSAndroid Build Coastguard Worker                     // Otherwise normalize back down to the range [0, 1]
133*38e8c45fSAndroid Build Coastguard Worker                     // TODO: get this working for extended range outputs
134*38e8c45fSAndroid Build Coastguard Worker                     shader.append(R"(
135*38e8c45fSAndroid Build Coastguard Worker                         float3 NormalizeLuminance(float3 xyz) {
136*38e8c45fSAndroid Build Coastguard Worker                             return xyz / 203.0;
137*38e8c45fSAndroid Build Coastguard Worker                         }
138*38e8c45fSAndroid Build Coastguard Worker                     )");
139*38e8c45fSAndroid Build Coastguard Worker                     break;
140*38e8c45fSAndroid Build Coastguard Worker             }
141*38e8c45fSAndroid Build Coastguard Worker     }
142*38e8c45fSAndroid Build Coastguard Worker }
143*38e8c45fSAndroid Build Coastguard Worker 
generateOOTF(ui::Dataspace inputDataspace,ui::Dataspace outputDataspace,std::string & shader)144*38e8c45fSAndroid Build Coastguard Worker void generateOOTF(ui::Dataspace inputDataspace, ui::Dataspace outputDataspace,
145*38e8c45fSAndroid Build Coastguard Worker                   std::string& shader) {
146*38e8c45fSAndroid Build Coastguard Worker     shader.append(tonemap::getToneMapper()
147*38e8c45fSAndroid Build Coastguard Worker                           ->generateTonemapGainShaderSkSL(toAidlDataspace(inputDataspace),
148*38e8c45fSAndroid Build Coastguard Worker                                                           toAidlDataspace(outputDataspace))
149*38e8c45fSAndroid Build Coastguard Worker                           .c_str());
150*38e8c45fSAndroid Build Coastguard Worker 
151*38e8c45fSAndroid Build Coastguard Worker     generateLuminanceScalesForOOTF(inputDataspace, shader);
152*38e8c45fSAndroid Build Coastguard Worker     generateLuminanceNormalizationForOOTF(inputDataspace, outputDataspace, shader);
153*38e8c45fSAndroid Build Coastguard Worker 
154*38e8c45fSAndroid Build Coastguard Worker     // Some tonemappers operate on CIE luminance, other tonemappers operate on linear rgb
155*38e8c45fSAndroid Build Coastguard Worker     // luminance in the source gamut.
156*38e8c45fSAndroid Build Coastguard Worker     shader.append(R"(
157*38e8c45fSAndroid Build Coastguard Worker             float3 OOTF(float3 linearRGB) {
158*38e8c45fSAndroid Build Coastguard Worker                 float3 scaledLinearRGB = ScaleLuminance(linearRGB);
159*38e8c45fSAndroid Build Coastguard Worker                 float3 scaledXYZ = ToXYZ(scaledLinearRGB);
160*38e8c45fSAndroid Build Coastguard Worker 
161*38e8c45fSAndroid Build Coastguard Worker                 float gain = libtonemap_LookupTonemapGain(ToSrcRGB(scaledXYZ), scaledXYZ);
162*38e8c45fSAndroid Build Coastguard Worker 
163*38e8c45fSAndroid Build Coastguard Worker                 return NormalizeLuminance(scaledXYZ * gain);
164*38e8c45fSAndroid Build Coastguard Worker             }
165*38e8c45fSAndroid Build Coastguard Worker         )");
166*38e8c45fSAndroid Build Coastguard Worker }
167*38e8c45fSAndroid Build Coastguard Worker 
generateOETF(std::string & shader)168*38e8c45fSAndroid Build Coastguard Worker void generateOETF(std::string& shader) {
169*38e8c45fSAndroid Build Coastguard Worker     // Only support gamma 2.2 for now
170*38e8c45fSAndroid Build Coastguard Worker     shader.append(R"(
171*38e8c45fSAndroid Build Coastguard Worker         float3 OETF(float3 linear) {
172*38e8c45fSAndroid Build Coastguard Worker             return sign(linear) * pow(abs(linear), float3(1.0 / 2.2));
173*38e8c45fSAndroid Build Coastguard Worker         }
174*38e8c45fSAndroid Build Coastguard Worker     )");
175*38e8c45fSAndroid Build Coastguard Worker }
176*38e8c45fSAndroid Build Coastguard Worker 
generateEffectiveOOTF(bool undoPremultipliedAlpha,LinearEffect::SkSLType type,bool needsCustomOETF,std::string & shader)177*38e8c45fSAndroid Build Coastguard Worker void generateEffectiveOOTF(bool undoPremultipliedAlpha, LinearEffect::SkSLType type,
178*38e8c45fSAndroid Build Coastguard Worker                            bool needsCustomOETF, std::string& shader) {
179*38e8c45fSAndroid Build Coastguard Worker     switch (type) {
180*38e8c45fSAndroid Build Coastguard Worker         case LinearEffect::SkSLType::ColorFilter:
181*38e8c45fSAndroid Build Coastguard Worker             shader.append(R"(
182*38e8c45fSAndroid Build Coastguard Worker                 half4 main(half4 inputColor) {
183*38e8c45fSAndroid Build Coastguard Worker                     float4 c = float4(inputColor);
184*38e8c45fSAndroid Build Coastguard Worker             )");
185*38e8c45fSAndroid Build Coastguard Worker             break;
186*38e8c45fSAndroid Build Coastguard Worker         case LinearEffect::SkSLType::Shader:
187*38e8c45fSAndroid Build Coastguard Worker             shader.append(R"(
188*38e8c45fSAndroid Build Coastguard Worker                 uniform shader child;
189*38e8c45fSAndroid Build Coastguard Worker                 half4 main(float2 xy) {
190*38e8c45fSAndroid Build Coastguard Worker                     float4 c = float4(child.eval(xy));
191*38e8c45fSAndroid Build Coastguard Worker             )");
192*38e8c45fSAndroid Build Coastguard Worker             break;
193*38e8c45fSAndroid Build Coastguard Worker     }
194*38e8c45fSAndroid Build Coastguard Worker     if (undoPremultipliedAlpha) {
195*38e8c45fSAndroid Build Coastguard Worker         shader.append(R"(
196*38e8c45fSAndroid Build Coastguard Worker             c.rgb = c.rgb / (c.a + 0.0019);
197*38e8c45fSAndroid Build Coastguard Worker         )");
198*38e8c45fSAndroid Build Coastguard Worker     }
199*38e8c45fSAndroid Build Coastguard Worker     // We are using linear sRGB as a working space, with 1.0 == 203 nits
200*38e8c45fSAndroid Build Coastguard Worker     shader.append(R"(
201*38e8c45fSAndroid Build Coastguard Worker         c.rgb = ApplyColorTransform(OOTF(toLinearSrgb(c.rgb)));
202*38e8c45fSAndroid Build Coastguard Worker     )");
203*38e8c45fSAndroid Build Coastguard Worker     if (needsCustomOETF) {
204*38e8c45fSAndroid Build Coastguard Worker         shader.append(R"(
205*38e8c45fSAndroid Build Coastguard Worker             c.rgb = OETF(c.rgb);
206*38e8c45fSAndroid Build Coastguard Worker         )");
207*38e8c45fSAndroid Build Coastguard Worker     } else {
208*38e8c45fSAndroid Build Coastguard Worker         shader.append(R"(
209*38e8c45fSAndroid Build Coastguard Worker             c.rgb = fromLinearSrgb(c.rgb);
210*38e8c45fSAndroid Build Coastguard Worker         )");
211*38e8c45fSAndroid Build Coastguard Worker     }
212*38e8c45fSAndroid Build Coastguard Worker     if (undoPremultipliedAlpha) {
213*38e8c45fSAndroid Build Coastguard Worker         shader.append(R"(
214*38e8c45fSAndroid Build Coastguard Worker             c.rgb = c.rgb * (c.a + 0.0019);
215*38e8c45fSAndroid Build Coastguard Worker         )");
216*38e8c45fSAndroid Build Coastguard Worker     }
217*38e8c45fSAndroid Build Coastguard Worker     shader.append(R"(
218*38e8c45fSAndroid Build Coastguard Worker             return c;
219*38e8c45fSAndroid Build Coastguard Worker         }
220*38e8c45fSAndroid Build Coastguard Worker     )");
221*38e8c45fSAndroid Build Coastguard Worker }
222*38e8c45fSAndroid Build Coastguard Worker 
223*38e8c45fSAndroid Build Coastguard Worker template <typename T, std::enable_if_t<std::is_trivially_copyable<T>::value, bool> = true>
buildUniformValue(T value)224*38e8c45fSAndroid Build Coastguard Worker std::vector<uint8_t> buildUniformValue(T value) {
225*38e8c45fSAndroid Build Coastguard Worker     std::vector<uint8_t> result;
226*38e8c45fSAndroid Build Coastguard Worker     result.resize(sizeof(value));
227*38e8c45fSAndroid Build Coastguard Worker     std::memcpy(result.data(), &value, sizeof(value));
228*38e8c45fSAndroid Build Coastguard Worker     return result;
229*38e8c45fSAndroid Build Coastguard Worker }
230*38e8c45fSAndroid Build Coastguard Worker 
231*38e8c45fSAndroid Build Coastguard Worker } // namespace
232*38e8c45fSAndroid Build Coastguard Worker 
buildLinearEffectSkSL(const LinearEffect & linearEffect)233*38e8c45fSAndroid Build Coastguard Worker std::string buildLinearEffectSkSL(const LinearEffect& linearEffect) {
234*38e8c45fSAndroid Build Coastguard Worker     std::string shaderString;
235*38e8c45fSAndroid Build Coastguard Worker     generateXYZTransforms(shaderString);
236*38e8c45fSAndroid Build Coastguard Worker     generateOOTF(linearEffect.inputDataspace, linearEffect.outputDataspace, shaderString);
237*38e8c45fSAndroid Build Coastguard Worker 
238*38e8c45fSAndroid Build Coastguard Worker     const bool needsCustomOETF = (linearEffect.fakeOutputDataspace & HAL_DATASPACE_TRANSFER_MASK) ==
239*38e8c45fSAndroid Build Coastguard Worker             HAL_DATASPACE_TRANSFER_GAMMA2_2;
240*38e8c45fSAndroid Build Coastguard Worker     if (needsCustomOETF) {
241*38e8c45fSAndroid Build Coastguard Worker         generateOETF(shaderString);
242*38e8c45fSAndroid Build Coastguard Worker     }
243*38e8c45fSAndroid Build Coastguard Worker     generateEffectiveOOTF(linearEffect.undoPremultipliedAlpha, linearEffect.type, needsCustomOETF,
244*38e8c45fSAndroid Build Coastguard Worker                           shaderString);
245*38e8c45fSAndroid Build Coastguard Worker     return shaderString;
246*38e8c45fSAndroid Build Coastguard Worker }
247*38e8c45fSAndroid Build Coastguard Worker 
toColorSpace(ui::Dataspace dataspace)248*38e8c45fSAndroid Build Coastguard Worker ColorSpace toColorSpace(ui::Dataspace dataspace) {
249*38e8c45fSAndroid Build Coastguard Worker     switch (dataspace & HAL_DATASPACE_STANDARD_MASK) {
250*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_BT709:
251*38e8c45fSAndroid Build Coastguard Worker             return ColorSpace::sRGB();
252*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_DCI_P3:
253*38e8c45fSAndroid Build Coastguard Worker             return ColorSpace::DisplayP3();
254*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_BT2020:
255*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_BT2020_CONSTANT_LUMINANCE:
256*38e8c45fSAndroid Build Coastguard Worker             return ColorSpace::BT2020();
257*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_ADOBE_RGB:
258*38e8c45fSAndroid Build Coastguard Worker             return ColorSpace::AdobeRGB();
259*38e8c45fSAndroid Build Coastguard Worker             // TODO(b/208290320): BT601 format and variants return different primaries
260*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_BT601_625:
261*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_BT601_625_UNADJUSTED:
262*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_BT601_525:
263*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_BT601_525_UNADJUSTED:
264*38e8c45fSAndroid Build Coastguard Worker             // TODO(b/208290329): BT407M format returns different primaries
265*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_BT470M:
266*38e8c45fSAndroid Build Coastguard Worker             // TODO(b/208290904): FILM format returns different primaries
267*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_FILM:
268*38e8c45fSAndroid Build Coastguard Worker         case HAL_DATASPACE_STANDARD_UNSPECIFIED:
269*38e8c45fSAndroid Build Coastguard Worker         default:
270*38e8c45fSAndroid Build Coastguard Worker             return ColorSpace::sRGB();
271*38e8c45fSAndroid Build Coastguard Worker     }
272*38e8c45fSAndroid Build Coastguard Worker }
273*38e8c45fSAndroid Build Coastguard Worker 
274*38e8c45fSAndroid Build Coastguard Worker // Generates a list of uniforms to set on the LinearEffect shader above.
buildLinearEffectUniforms(const LinearEffect & linearEffect,const mat4 & colorTransform,float maxDisplayLuminance,float currentDisplayLuminanceNits,float maxLuminance,AHardwareBuffer * buffer,aidl::android::hardware::graphics::composer3::RenderIntent renderIntent)275*38e8c45fSAndroid Build Coastguard Worker std::vector<tonemap::ShaderUniform> buildLinearEffectUniforms(
276*38e8c45fSAndroid Build Coastguard Worker         const LinearEffect& linearEffect, const mat4& colorTransform, float maxDisplayLuminance,
277*38e8c45fSAndroid Build Coastguard Worker         float currentDisplayLuminanceNits, float maxLuminance, AHardwareBuffer* buffer,
278*38e8c45fSAndroid Build Coastguard Worker         aidl::android::hardware::graphics::composer3::RenderIntent renderIntent) {
279*38e8c45fSAndroid Build Coastguard Worker     std::vector<tonemap::ShaderUniform> uniforms;
280*38e8c45fSAndroid Build Coastguard Worker 
281*38e8c45fSAndroid Build Coastguard Worker     auto inputColorSpace = toColorSpace(linearEffect.inputDataspace);
282*38e8c45fSAndroid Build Coastguard Worker     auto outputColorSpace = toColorSpace(linearEffect.outputDataspace);
283*38e8c45fSAndroid Build Coastguard Worker 
284*38e8c45fSAndroid Build Coastguard Worker     uniforms.push_back(
285*38e8c45fSAndroid Build Coastguard Worker             {.name = "in_rgbToXyz",
286*38e8c45fSAndroid Build Coastguard Worker              .value = buildUniformValue<mat3>(ColorSpace::linearExtendedSRGB().getRGBtoXYZ())});
287*38e8c45fSAndroid Build Coastguard Worker     uniforms.push_back({.name = "in_xyzToSrcRgb",
288*38e8c45fSAndroid Build Coastguard Worker                         .value = buildUniformValue<mat3>(inputColorSpace.getXYZtoRGB())});
289*38e8c45fSAndroid Build Coastguard Worker     // Transforms xyz colors to linear source colors, then applies the color transform, then
290*38e8c45fSAndroid Build Coastguard Worker     // transforms to linear extended RGB for skia to color manage.
291*38e8c45fSAndroid Build Coastguard Worker     uniforms.push_back({.name = "in_colorTransform",
292*38e8c45fSAndroid Build Coastguard Worker                         .value = buildUniformValue<mat4>(
293*38e8c45fSAndroid Build Coastguard Worker                                 mat4(ColorSpace::linearExtendedSRGB().getXYZtoRGB()) *
294*38e8c45fSAndroid Build Coastguard Worker                                 // TODO: the color transform ideally should be applied
295*38e8c45fSAndroid Build Coastguard Worker                                 // in the source colorspace, but doing that breaks
296*38e8c45fSAndroid Build Coastguard Worker                                 // renderengine tests
297*38e8c45fSAndroid Build Coastguard Worker                                 mat4(outputColorSpace.getRGBtoXYZ()) * colorTransform *
298*38e8c45fSAndroid Build Coastguard Worker                                 mat4(outputColorSpace.getXYZtoRGB()))});
299*38e8c45fSAndroid Build Coastguard Worker 
300*38e8c45fSAndroid Build Coastguard Worker     tonemap::Metadata metadata{.displayMaxLuminance = maxDisplayLuminance,
301*38e8c45fSAndroid Build Coastguard Worker                                // If the input luminance is unknown, use display luminance (aka,
302*38e8c45fSAndroid Build Coastguard Worker                                // no-op any luminance changes).
303*38e8c45fSAndroid Build Coastguard Worker                                // This is expected to only be meaningful for PQ content
304*38e8c45fSAndroid Build Coastguard Worker                                .contentMaxLuminance =
305*38e8c45fSAndroid Build Coastguard Worker                                        maxLuminance > 0 ? maxLuminance : maxDisplayLuminance,
306*38e8c45fSAndroid Build Coastguard Worker                                .currentDisplayLuminance = currentDisplayLuminanceNits > 0
307*38e8c45fSAndroid Build Coastguard Worker                                        ? currentDisplayLuminanceNits
308*38e8c45fSAndroid Build Coastguard Worker                                        : maxDisplayLuminance,
309*38e8c45fSAndroid Build Coastguard Worker                                .buffer = buffer,
310*38e8c45fSAndroid Build Coastguard Worker                                .renderIntent = renderIntent};
311*38e8c45fSAndroid Build Coastguard Worker 
312*38e8c45fSAndroid Build Coastguard Worker     for (const auto uniform : tonemap::getToneMapper()->generateShaderSkSLUniforms(metadata)) {
313*38e8c45fSAndroid Build Coastguard Worker         uniforms.push_back(uniform);
314*38e8c45fSAndroid Build Coastguard Worker     }
315*38e8c45fSAndroid Build Coastguard Worker 
316*38e8c45fSAndroid Build Coastguard Worker     return uniforms;
317*38e8c45fSAndroid Build Coastguard Worker }
318*38e8c45fSAndroid Build Coastguard Worker 
319*38e8c45fSAndroid Build Coastguard Worker } // namespace android::shaders
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