Various fixes for wide color gamut rendering
This CL addresses multiple issues: - A logic issue where the wide gamut color mode was not set at the right time - The presence of scRGB surfaces was not detected - The sRGB to Display P3 matrix was transposed - The color matrix was applied in gamma space instead of linear space* - The GPU code path was doing a division by w for each pixel when a color transform is set, which shouldn't be necessary (the code now checks that the matrix has the expected form) - Incorrect comment - Dead code in Description.cpp (mDirtyUniforms was never used) - Screenshots were taken using the last render engine configuration, the configuration is now properly set every time * This can in theory cause a discrepancy when we switch to/from hardware composer mode. I was not able to create a visible discrepancy in practice using Night Light, color blindness compensation modes and color inversion. More importantly, how/where the hardware composer applies the color transform is not specified: it could be gamma or linear space, before or after the hardware color LUT. We'll address this in a future CL if needed. In addition, this code assumes that fp16 surfaces are encoded in non-linear space (scRGB-nl instead of scRGB) but we do not have EGL/Vulkan extensions to specify this behavior. We need to address this as well This CL also fixes potential divides by 0 in the GPU code path. Bug: 29940137 Test: CtsUiRenderingTestsCases, CtsGraphicsTestCases Change-Id: I9ae15850f8b9d48c39ebc2724ca3da202be9b008
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