blob: fc45af945bd34c956dbdbd1a2530a4bf937f7fae [file] [log] [blame]
/*
* Copyright 2020 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.
*/
#include "LinearEffect.h"
#define ATRACE_TAG ATRACE_TAG_GRAPHICS
#include <SkString.h>
#include <utils/Trace.h>
#include <optional>
#include "log/log.h"
#include "math/mat4.h"
#include "system/graphics-base-v1.0.h"
#include "ui/ColorSpace.h"
namespace android {
namespace renderengine {
namespace skia {
static void generateEOTF(ui::Dataspace dataspace, SkString& shader) {
switch (dataspace & HAL_DATASPACE_TRANSFER_MASK) {
case HAL_DATASPACE_TRANSFER_ST2084:
shader.append(R"(
float3 EOTF(float3 color) {
float m1 = (2610.0 / 4096.0) / 4.0;
float m2 = (2523.0 / 4096.0) * 128.0;
float c1 = (3424.0 / 4096.0);
float c2 = (2413.0 / 4096.0) * 32.0;
float c3 = (2392.0 / 4096.0) * 32.0;
float3 tmp = pow(clamp(color, 0.0, 1.0), 1.0 / float3(m2));
tmp = max(tmp - c1, 0.0) / (c2 - c3 * tmp);
return pow(tmp, 1.0 / float3(m1));
}
)");
break;
case HAL_DATASPACE_TRANSFER_HLG:
shader.append(R"(
float EOTF_channel(float channel) {
const float a = 0.17883277;
const float b = 0.28466892;
const float c = 0.55991073;
return channel <= 0.5 ? channel * channel / 3.0 :
(exp((channel - c) / a) + b) / 12.0;
}
float3 EOTF(float3 color) {
return float3(EOTF_channel(color.r), EOTF_channel(color.g),
EOTF_channel(color.b));
}
)");
break;
case HAL_DATASPACE_TRANSFER_LINEAR:
shader.append(R"(
float3 EOTF(float3 color) {
return color;
}
)");
break;
case HAL_DATASPACE_TRANSFER_SRGB:
default:
shader.append(R"(
float EOTF_sRGB(float srgb) {
return srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4);
}
float3 EOTF_sRGB(float3 srgb) {
return float3(EOTF_sRGB(srgb.r), EOTF_sRGB(srgb.g), EOTF_sRGB(srgb.b));
}
float3 EOTF(float3 srgb) {
return sign(srgb.rgb) * EOTF_sRGB(abs(srgb.rgb));
}
)");
break;
}
}
static void generateXYZTransforms(SkString& shader) {
shader.append(R"(
uniform float4x4 in_rgbToXyz;
uniform float4x4 in_xyzToRgb;
float3 ToXYZ(float3 rgb) {
return clamp((in_rgbToXyz * float4(rgb, 1.0)).rgb, 0.0, 1.0);
}
float3 ToRGB(float3 xyz) {
return clamp((in_xyzToRgb * float4(xyz, 1.0)).rgb, 0.0, 1.0);
}
)");
}
// Conversion from relative light to absolute light (maps from [0, 1] to [0, maxNits])
static void generateLuminanceScalesForOOTF(ui::Dataspace inputDataspace, SkString& shader) {
switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
case HAL_DATASPACE_TRANSFER_ST2084:
shader.append(R"(
float3 ScaleLuminance(float3 xyz) {
return xyz * 10000.0;
}
)");
break;
case HAL_DATASPACE_TRANSFER_HLG:
shader.append(R"(
float3 ScaleLuminance(float3 xyz) {
return xyz * 1000.0 * pow(xyz.y, 0.2);
}
)");
break;
default:
shader.append(R"(
float3 ScaleLuminance(float3 xyz) {
return xyz * in_inputMaxLuminance;
}
)");
break;
}
}
static void generateToneMapInterpolation(ui::Dataspace inputDataspace,
ui::Dataspace outputDataspace, SkString& shader) {
switch (inputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
case HAL_DATASPACE_TRANSFER_ST2084:
case HAL_DATASPACE_TRANSFER_HLG:
switch (outputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
case HAL_DATASPACE_TRANSFER_ST2084:
shader.append(R"(
float3 ToneMap(float3 xyz) {
return xyz;
}
)");
break;
case HAL_DATASPACE_TRANSFER_HLG:
// PQ has a wider luminance range (10,000 nits vs. 1,000 nits) than HLG, so
// we'll clamp the luminance range in case we're mapping from PQ input to HLG
// output.
shader.append(R"(
float3 ToneMap(float3 xyz) {
return clamp(xyz, 0.0, 1000.0);
}
)");
break;
default:
// Here we're mapping from HDR to SDR content, so interpolate using a Hermitian
// polynomial onto the smaller luminance range.
shader.append(R"(
float3 ToneMap(float3 xyz) {
float maxInLumi = in_inputMaxLuminance;
float maxOutLumi = in_displayMaxLuminance;
float nits = xyz.y;
// if the max input luminance is less than what we can output then
// no tone mapping is needed as all color values will be in range.
if (maxInLumi <= maxOutLumi) {
return xyz;
} else {
// three control points
const float x0 = 10.0;
const float y0 = 17.0;
float x1 = maxOutLumi * 0.75;
float y1 = x1;
float x2 = x1 + (maxInLumi - x1) / 2.0;
float y2 = y1 + (maxOutLumi - y1) * 0.75;
// horizontal distances between the last three control points
float h12 = x2 - x1;
float h23 = maxInLumi - x2;
// tangents at the last three control points
float m1 = (y2 - y1) / h12;
float m3 = (maxOutLumi - y2) / h23;
float m2 = (m1 + m3) / 2.0;
if (nits < x0) {
// scale [0.0, x0] to [0.0, y0] linearly
float slope = y0 / x0;
return xyz * slope;
} else if (nits < x1) {
// scale [x0, x1] to [y0, y1] linearly
float slope = (y1 - y0) / (x1 - x0);
nits = y0 + (nits - x0) * slope;
} else if (nits < x2) {
// scale [x1, x2] to [y1, y2] using Hermite interp
float t = (nits - x1) / h12;
nits = (y1 * (1.0 + 2.0 * t) + h12 * m1 * t) * (1.0 - t) * (1.0 - t) +
(y2 * (3.0 - 2.0 * t) + h12 * m2 * (t - 1.0)) * t * t;
} else {
// scale [x2, maxInLumi] to [y2, maxOutLumi] using Hermite interp
float t = (nits - x2) / h23;
nits = (y2 * (1.0 + 2.0 * t) + h23 * m2 * t) * (1.0 - t) * (1.0 - t) +
(maxOutLumi * (3.0 - 2.0 * t) + h23 * m3 * (t - 1.0)) * t * t;
}
}
// color.y is greater than x0 and is thus non-zero
return xyz * (nits / xyz.y);
}
)");
break;
}
break;
default:
switch (outputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
case HAL_DATASPACE_TRANSFER_ST2084:
case HAL_DATASPACE_TRANSFER_HLG:
// Map from SDR onto an HDR output buffer
// Here we use a polynomial curve to map from [0, displayMaxLuminance] onto
// [0, maxOutLumi] which is hard-coded to be 3000 nits.
shader.append(R"(
float3 ToneMap(float3 xyz) {
const float maxOutLumi = 3000.0;
const float x0 = 5.0;
const float y0 = 2.5;
float x1 = in_displayMaxLuminance * 0.7;
float y1 = maxOutLumi * 0.15;
float x2 = in_displayMaxLuminance * 0.9;
float y2 = maxOutLumi * 0.45;
float x3 = in_displayMaxLuminance;
float y3 = maxOutLumi;
float c1 = y1 / 3.0;
float c2 = y2 / 2.0;
float c3 = y3 / 1.5;
float nits = xyz.y;
if (nits <= x0) {
// scale [0.0, x0] to [0.0, y0] linearly
float slope = y0 / x0;
return xyz * slope;
} else if (nits <= x1) {
// scale [x0, x1] to [y0, y1] using a curve
float t = (nits - x0) / (x1 - x0);
nits = (1.0 - t) * (1.0 - t) * y0 + 2.0 * (1.0 - t) * t * c1 + t * t * y1;
} else if (nits <= x2) {
// scale [x1, x2] to [y1, y2] using a curve
float t = (nits - x1) / (x2 - x1);
nits = (1.0 - t) * (1.0 - t) * y1 + 2.0 * (1.0 - t) * t * c2 + t * t * y2;
} else {
// scale [x2, x3] to [y2, y3] using a curve
float t = (nits - x2) / (x3 - x2);
nits = (1.0 - t) * (1.0 - t) * y2 + 2.0 * (1.0 - t) * t * c3 + t * t * y3;
}
// xyz.y is greater than x0 and is thus non-zero
return xyz * (nits / xyz.y);
}
)");
break;
default:
// For completeness, this is tone-mapping from SDR to SDR, where this is just a
// no-op.
shader.append(R"(
float3 ToneMap(float3 xyz) {
return xyz;
}
)");
break;
}
break;
}
}
// Normalizes from absolute light back to relative light (maps from [0, maxNits] back to [0, 1])
static void generateLuminanceNormalizationForOOTF(ui::Dataspace outputDataspace, SkString& shader) {
switch (outputDataspace & HAL_DATASPACE_TRANSFER_MASK) {
case HAL_DATASPACE_TRANSFER_ST2084:
shader.append(R"(
float3 NormalizeLuminance(float3 xyz) {
return xyz / 10000.0;
}
)");
break;
case HAL_DATASPACE_TRANSFER_HLG:
shader.append(R"(
float3 NormalizeLuminance(float3 xyz) {
return xyz / 1000.0 * pow(xyz.y / 1000.0, -0.2 / 1.2);
}
)");
break;
default:
shader.append(R"(
float3 NormalizeLuminance(float3 xyz) {
return xyz / in_displayMaxLuminance;
}
)");
break;
}
}
static void generateOOTF(ui::Dataspace inputDataspace, ui::Dataspace outputDataspace,
SkString& shader) {
// Input uniforms
shader.append(R"(
uniform float in_displayMaxLuminance;
uniform float in_inputMaxLuminance;
)");
generateLuminanceScalesForOOTF(inputDataspace, shader);
generateToneMapInterpolation(inputDataspace, outputDataspace, shader);
generateLuminanceNormalizationForOOTF(outputDataspace, shader);
shader.append(R"(
float3 OOTF(float3 xyz) {
return NormalizeLuminance(ToneMap(ScaleLuminance(xyz)));
}
)");
}
static void generateOETF(ui::Dataspace dataspace, SkString& shader) {
switch (dataspace & HAL_DATASPACE_TRANSFER_MASK) {
case HAL_DATASPACE_TRANSFER_ST2084:
shader.append(R"(
float3 OETF(float3 xyz) {
float m1 = (2610.0 / 4096.0) / 4.0;
float m2 = (2523.0 / 4096.0) * 128.0;
float c1 = (3424.0 / 4096.0);
float c2 = (2413.0 / 4096.0) * 32.0;
float c3 = (2392.0 / 4096.0) * 32.0;
float3 tmp = pow(xyz, float3(m1));
tmp = (c1 + c2 * tmp) / (1.0 + c3 * tmp);
return pow(tmp, float3(m2));
}
)");
break;
case HAL_DATASPACE_TRANSFER_HLG:
shader.append(R"(
float OETF_channel(float channel) {
const float a = 0.17883277;
const float b = 0.28466892;
const float c = 0.55991073;
return channel <= 1.0 / 12.0 ? sqrt(3.0 * channel) :
a * log(12.0 * channel - b) + c;
}
float3 OETF(float3 linear) {
return float3(OETF_channel(linear.r), OETF_channel(linear.g),
OETF_channel(linear.b));
}
)");
break;
case HAL_DATASPACE_TRANSFER_LINEAR:
shader.append(R"(
float3 OETF(float3 linear) {
return linear;
}
)");
break;
case HAL_DATASPACE_TRANSFER_SRGB:
default:
shader.append(R"(
float OETF_sRGB(float linear) {
return linear <= 0.0031308 ?
linear * 12.92 : (pow(linear, 1.0 / 2.4) * 1.055) - 0.055;
}
float3 OETF_sRGB(float3 linear) {
return float3(OETF_sRGB(linear.r), OETF_sRGB(linear.g), OETF_sRGB(linear.b));
}
float3 OETF(float3 linear) {
return sign(linear.rgb) * OETF_sRGB(abs(linear.rgb));
}
)");
break;
}
}
static void generateEffectiveOOTF(bool undoPremultipliedAlpha, SkString& shader) {
shader.append(R"(
uniform shader input;
half4 main(float2 xy) {
float4 c = float4(sample(input, xy));
)");
if (undoPremultipliedAlpha) {
shader.append(R"(
c.rgb = c.rgb / (c.a + 0.0019);
)");
}
shader.append(R"(
c.rgb = OETF(ToRGB(OOTF(ToXYZ(EOTF(c.rgb)))));
)");
if (undoPremultipliedAlpha) {
shader.append(R"(
c.rgb = c.rgb * (c.a + 0.0019);
)");
}
shader.append(R"(
return c;
}
)");
}
static ColorSpace toColorSpace(ui::Dataspace dataspace) {
switch (dataspace & HAL_DATASPACE_STANDARD_MASK) {
case HAL_DATASPACE_STANDARD_BT709:
return ColorSpace::sRGB();
break;
case HAL_DATASPACE_STANDARD_DCI_P3:
return ColorSpace::DisplayP3();
break;
case HAL_DATASPACE_STANDARD_BT2020:
return ColorSpace::BT2020();
break;
default:
return ColorSpace::sRGB();
break;
}
}
sk_sp<SkRuntimeEffect> buildRuntimeEffect(const LinearEffect& linearEffect) {
ATRACE_CALL();
SkString shaderString;
generateEOTF(linearEffect.inputDataspace, shaderString);
generateXYZTransforms(shaderString);
generateOOTF(linearEffect.inputDataspace, linearEffect.outputDataspace, shaderString);
generateOETF(linearEffect.outputDataspace, shaderString);
generateEffectiveOOTF(linearEffect.undoPremultipliedAlpha, shaderString);
auto [shader, error] = SkRuntimeEffect::MakeForShader(shaderString);
if (!shader) {
LOG_ALWAYS_FATAL("LinearColorFilter construction error: %s", error.c_str());
}
return shader;
}
sk_sp<SkShader> createLinearEffectShader(sk_sp<SkShader> shader, const LinearEffect& linearEffect,
sk_sp<SkRuntimeEffect> runtimeEffect,
const mat4& colorTransform, float maxDisplayLuminance,
float maxLuminance) {
ATRACE_CALL();
SkRuntimeShaderBuilder effectBuilder(runtimeEffect);
effectBuilder.child("input") = shader;
if (linearEffect.inputDataspace == linearEffect.outputDataspace) {
effectBuilder.uniform("in_rgbToXyz") = mat4();
effectBuilder.uniform("in_xyzToRgb") = colorTransform;
} else {
ColorSpace inputColorSpace = toColorSpace(linearEffect.inputDataspace);
ColorSpace outputColorSpace = toColorSpace(linearEffect.outputDataspace);
effectBuilder.uniform("in_rgbToXyz") = mat4(inputColorSpace.getRGBtoXYZ());
effectBuilder.uniform("in_xyzToRgb") =
colorTransform * mat4(outputColorSpace.getXYZtoRGB());
}
effectBuilder.uniform("in_displayMaxLuminance") = maxDisplayLuminance;
// If the input luminance is unknown, use display luminance (aka, no-op any luminance changes)
// This will be the case for eg screenshots in addition to uncalibrated displays
effectBuilder.uniform("in_inputMaxLuminance") =
maxLuminance > 0 ? maxLuminance : maxDisplayLuminance;
return effectBuilder.makeShader(nullptr, false);
}
} // namespace skia
} // namespace renderengine
} // namespace android