Loading services/surfaceflinger/RenderEngine/Description.cpp +23 −2 Original line number Diff line number Diff line Loading @@ -52,9 +52,30 @@ void Description::setProjectionMatrix(const mat4& mtx) { } void Description::setColorMatrix(const mat4& mtx) { const mat4 identity; mColorMatrix = mtx; mColorMatrixEnabled = (mtx != identity); } void Description::setInputTransformMatrix(const mat3& matrix) { mInputTransformMatrix = matrix; } void Description::setOutputTransformMatrix(const mat4& matrix) { mOutputTransformMatrix = matrix; } bool Description::hasInputTransformMatrix() const { const mat3 identity; return mInputTransformMatrix != identity; } bool Description::hasOutputTransformMatrix() const { const mat4 identity; return mOutputTransformMatrix != identity; } bool Description::hasColorMatrix() const { const mat4 identity; return mColorMatrix != identity; } const mat4& Description::getColorMatrix() const { Loading services/surfaceflinger/RenderEngine/Description.h +11 −5 Original line number Diff line number Diff line Loading @@ -43,6 +43,11 @@ public: void setColor(const half4& color); void setProjectionMatrix(const mat4& mtx); void setColorMatrix(const mat4& mtx); void setInputTransformMatrix(const mat3& matrix); void setOutputTransformMatrix(const mat4& matrix); bool hasInputTransformMatrix() const; bool hasOutputTransformMatrix() const; bool hasColorMatrix() const; const mat4& getColorMatrix() const; void setY410BT2020(bool enable); Loading Loading @@ -72,11 +77,6 @@ private: // color used when texturing is disabled or when setting alpha. half4 mColor; // projection matrix mat4 mProjectionMatrix; bool mColorMatrixEnabled = false; mat4 mColorMatrix; // true if the sampled pixel values are in Y410/BT2020 rather than RGBA bool mY410BT2020 = false; Loading @@ -86,6 +86,12 @@ private: TransferFunction mOutputTransferFunction = TransferFunction::LINEAR; float mDisplayMaxLuminance; // projection matrix mat4 mProjectionMatrix; mat4 mColorMatrix; mat3 mInputTransformMatrix; mat4 mOutputTransformMatrix; }; } /* namespace android */ Loading services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp +131 −43 Original line number Diff line number Diff line Loading @@ -131,15 +131,24 @@ GLES20RenderEngine::GLES20RenderEngine(uint32_t featureFlags) // mColorBlindnessCorrection = M; if (mPlatformHasWideColor) { // Compute sRGB to DisplayP3 color transform // NOTE: For now, we are limiting wide-color support to ColorSpace srgb(ColorSpace::sRGB()); ColorSpace displayP3(ColorSpace::DisplayP3()); ColorSpace bt2020(ColorSpace::BT2020()); // Compute sRGB to Display P3 transform matrix. // NOTE: For now, we are limiting output wide color space support to // Display-P3 only. mSrgbToDisplayP3 = mat4( ColorSpaceConnector(ColorSpace::sRGB(), ColorSpace::DisplayP3()).getTransform()); mSrgbToDisplayP3 = mat4(ColorSpaceConnector(srgb, displayP3).getTransform()); // Compute Display P3 to sRGB transform matrix. mDisplayP3ToSrgb = mat4(ColorSpaceConnector(displayP3, srgb).getTransform()); // Compute BT2020 to DisplayP3 color transform mBt2020ToDisplayP3 = mat4( ColorSpaceConnector(ColorSpace::BT2020(), ColorSpace::DisplayP3()).getTransform()); // no chromatic adaptation needed since all color spaces use D65 for their white points. mSrgbToXyz = srgb.getRGBtoXYZ(); mDisplayP3ToXyz = displayP3.getRGBtoXYZ(); mBt2020ToXyz = bt2020.getRGBtoXYZ(); mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB()); mXyzToBt2020 = mat4(bt2020.getXYZtoRGB()); } } Loading Loading @@ -307,44 +316,96 @@ void GLES20RenderEngine::drawMesh(const Mesh& mesh) { glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE, mesh.getByteStride(), mesh.getPositions()); // TODO(b/73825729) Refactor this code block to handle BT2020 color space properly. // DISPLAY_P3 is the only supported wide color output if (mPlatformHasWideColor && mOutputDataSpace == Dataspace::DISPLAY_P3) { // By default, DISPLAY_P3 is the only supported wide color output. However, // when HDR content is present, hardware composer may be able to handle // BT2020 data space, in that case, the output data space is set to be // BT2020_HLG or BT2020_PQ respectively. In GPU fall back we need // to respect this and convert non-HDR content to HDR format. if (mPlatformHasWideColor) { Description wideColorState = mState; switch (mDataSpace) { case Dataspace::DISPLAY_P3: // input matches output Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK); Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK); Dataspace outputStandard = static_cast<Dataspace>(mOutputDataSpace & Dataspace::STANDARD_MASK); Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace & Dataspace::TRANSFER_MASK); bool needsXYZConversion = needsXYZTransformMatrix(); if (needsXYZConversion) { // The supported input color spaces are standard RGB, Display P3 and BT2020. switch (inputStandard) { case Dataspace::STANDARD_DCI_P3: wideColorState.setInputTransformMatrix(mDisplayP3ToXyz); break; case Dataspace::STANDARD_BT2020: wideColorState.setInputTransformMatrix(mBt2020ToXyz); break; default: wideColorState.setInputTransformMatrix(mSrgbToXyz); break; case Dataspace::BT2020_PQ: case Dataspace::BT2020_ITU_PQ: wideColorState.setColorMatrix(mState.getColorMatrix() * mBt2020ToDisplayP3); } // The supported output color spaces are Display P3 and BT2020. switch (outputStandard) { case Dataspace::STANDARD_BT2020: wideColorState.setOutputTransformMatrix(mXyzToBt2020); break; default: wideColorState.setOutputTransformMatrix(mXyzToDisplayP3); break; } } else if (inputStandard != outputStandard) { // At this point, the input data space and output data space could be both // HDR data spaces, but they match each other, we do nothing in this case. // In addition to the case above, the input data space could be // - scRGB linear // - scRGB non-linear // - sRGB // - Display P3 // The output data spaces could be // - sRGB // - Display P3 if (outputStandard == Dataspace::STANDARD_BT709) { wideColorState.setOutputTransformMatrix(mDisplayP3ToSrgb); } else if (outputStandard == Dataspace::STANDARD_DCI_P3) { wideColorState.setOutputTransformMatrix(mSrgbToDisplayP3); } } // we need to convert the RGB value to linear space and convert it back when: // - there is a color matrix that is not an identity matrix, or // - there is an output transform matrix that is not an identity matrix, or // - the input transfer function doesn't match the output transfer function. if (wideColorState.hasColorMatrix() || wideColorState.hasOutputTransformMatrix() || inputTransfer != outputTransfer) { switch (inputTransfer) { case Dataspace::TRANSFER_ST2084: wideColorState.setInputTransferFunction(Description::TransferFunction::ST2084); wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB); break; case Dataspace::BT2020_HLG: case Dataspace::BT2020_ITU_HLG: wideColorState.setColorMatrix(mState.getColorMatrix() * mBt2020ToDisplayP3); case Dataspace::TRANSFER_HLG: wideColorState.setInputTransferFunction(Description::TransferFunction::HLG); wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB); break; default: // treat all other dataspaces as sRGB wideColorState.setColorMatrix(mState.getColorMatrix() * mSrgbToDisplayP3); switch (static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK)) { case Dataspace::TRANSFER_LINEAR: wideColorState.setInputTransferFunction( Description::TransferFunction::LINEAR); wideColorState.setInputTransferFunction(Description::TransferFunction::LINEAR); break; default: // treat all other transfer functions as sRGB wideColorState.setInputTransferFunction( Description::TransferFunction::SRGB); wideColorState.setInputTransferFunction(Description::TransferFunction::SRGB); break; } switch (outputTransfer) { case Dataspace::TRANSFER_ST2084: wideColorState.setOutputTransferFunction(Description::TransferFunction::ST2084); break; case Dataspace::TRANSFER_HLG: wideColorState.setOutputTransferFunction(Description::TransferFunction::HLG); break; default: wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB); ALOGV("drawMesh: gamut transform applied"); break; } } ProgramCache::getInstance().useProgram(wideColorState); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); Loading Loading @@ -373,6 +434,33 @@ void GLES20RenderEngine::dump(String8& result) { dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str()); } bool GLES20RenderEngine::isHdrDataSpace(const Dataspace dataSpace) const { const Dataspace standard = static_cast<Dataspace>(dataSpace & Dataspace::STANDARD_MASK); const Dataspace transfer = static_cast<Dataspace>(dataSpace & Dataspace::TRANSFER_MASK); return standard == Dataspace::STANDARD_BT2020 && (transfer == Dataspace::TRANSFER_ST2084 || transfer == Dataspace::TRANSFER_HLG); } // For convenience, we want to convert the input color space to XYZ color space first, // and then convert from XYZ color space to output color space when // - SDR and HDR contents are mixed, either SDR content will be converted to HDR or // HDR content will be tone-mapped to SDR; Or, // - there are HDR PQ and HLG contents presented at the same time, where we want to convert // HLG content to PQ content. // In either case above, we need to operate the Y value in XYZ color space. Thus, when either // input data space or output data space is HDR data space, and the input transfer function // doesn't match the output transfer function, we would enable an intermediate transfrom to // XYZ color space. bool GLES20RenderEngine::needsXYZTransformMatrix() const { const bool isInputHdrDataSpace = isHdrDataSpace(mDataSpace); const bool isOutputHdrDataSpace = isHdrDataSpace(mOutputDataSpace); const Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK); const Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace & Dataspace::TRANSFER_MASK); return (isInputHdrDataSpace || isOutputHdrDataSpace) && inputTransfer != outputTransfer; } // --------------------------------------------------------------------------- } // namespace impl } // namespace RE Loading services/surfaceflinger/RenderEngine/GLES20RenderEngine.h +12 −1 Original line number Diff line number Diff line Loading @@ -98,7 +98,18 @@ protected: // Currently only supporting sRGB, BT2020 and DisplayP3 color spaces const bool mPlatformHasWideColor = false; mat4 mSrgbToDisplayP3; mat4 mBt2020ToDisplayP3; mat4 mDisplayP3ToSrgb; mat3 mSrgbToXyz; mat3 mBt2020ToXyz; mat3 mDisplayP3ToXyz; mat4 mXyzToDisplayP3; mat4 mXyzToBt2020; private: // A data space is considered HDR data space if it has BT2020 color space // with PQ or HLG transfer function. bool isHdrDataSpace(const ui::Dataspace dataSpace) const; bool needsXYZTransformMatrix() const; }; // --------------------------------------------------------------------------- Loading services/surfaceflinger/RenderEngine/Program.cpp +12 −4 Original line number Diff line number Diff line Loading @@ -58,13 +58,13 @@ Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const c mVertexShader = vertexId; mFragmentShader = fragmentId; mInitialized = true; mColorMatrixLoc = glGetUniformLocation(programId, "colorMatrix"); mProjectionMatrixLoc = glGetUniformLocation(programId, "projection"); mTextureMatrixLoc = glGetUniformLocation(programId, "texture"); mSamplerLoc = glGetUniformLocation(programId, "sampler"); mColorLoc = glGetUniformLocation(programId, "color"); mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance"); mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix"); mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix"); // set-up the default values for our uniforms glUseProgram(programId); Loading Loading @@ -134,8 +134,16 @@ void Program::setUniforms(const Description& desc) { const float color[4] = {desc.mColor.r, desc.mColor.g, desc.mColor.b, desc.mColor.a}; glUniform4fv(mColorLoc, 1, color); } if (mColorMatrixLoc >= 0) { glUniformMatrix4fv(mColorMatrixLoc, 1, GL_FALSE, desc.mColorMatrix.asArray()); if (mInputTransformMatrixLoc >= 0) { glUniformMatrix3fv(mInputTransformMatrixLoc, 1, GL_FALSE, desc.mInputTransformMatrix.asArray()); } if (mOutputTransformMatrixLoc >= 0) { // The output transform matrix and color matrix can be combined as one matrix // that is applied right before applying OETF. mat4 outputTransformMatrix = desc.mColorMatrix * desc.mOutputTransformMatrix; glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray()); } if (mDisplayMaxLuminanceLoc >= 0) { glUniform1f(mDisplayMaxLuminanceLoc, desc.mDisplayMaxLuminance); Loading Loading
services/surfaceflinger/RenderEngine/Description.cpp +23 −2 Original line number Diff line number Diff line Loading @@ -52,9 +52,30 @@ void Description::setProjectionMatrix(const mat4& mtx) { } void Description::setColorMatrix(const mat4& mtx) { const mat4 identity; mColorMatrix = mtx; mColorMatrixEnabled = (mtx != identity); } void Description::setInputTransformMatrix(const mat3& matrix) { mInputTransformMatrix = matrix; } void Description::setOutputTransformMatrix(const mat4& matrix) { mOutputTransformMatrix = matrix; } bool Description::hasInputTransformMatrix() const { const mat3 identity; return mInputTransformMatrix != identity; } bool Description::hasOutputTransformMatrix() const { const mat4 identity; return mOutputTransformMatrix != identity; } bool Description::hasColorMatrix() const { const mat4 identity; return mColorMatrix != identity; } const mat4& Description::getColorMatrix() const { Loading
services/surfaceflinger/RenderEngine/Description.h +11 −5 Original line number Diff line number Diff line Loading @@ -43,6 +43,11 @@ public: void setColor(const half4& color); void setProjectionMatrix(const mat4& mtx); void setColorMatrix(const mat4& mtx); void setInputTransformMatrix(const mat3& matrix); void setOutputTransformMatrix(const mat4& matrix); bool hasInputTransformMatrix() const; bool hasOutputTransformMatrix() const; bool hasColorMatrix() const; const mat4& getColorMatrix() const; void setY410BT2020(bool enable); Loading Loading @@ -72,11 +77,6 @@ private: // color used when texturing is disabled or when setting alpha. half4 mColor; // projection matrix mat4 mProjectionMatrix; bool mColorMatrixEnabled = false; mat4 mColorMatrix; // true if the sampled pixel values are in Y410/BT2020 rather than RGBA bool mY410BT2020 = false; Loading @@ -86,6 +86,12 @@ private: TransferFunction mOutputTransferFunction = TransferFunction::LINEAR; float mDisplayMaxLuminance; // projection matrix mat4 mProjectionMatrix; mat4 mColorMatrix; mat3 mInputTransformMatrix; mat4 mOutputTransformMatrix; }; } /* namespace android */ Loading
services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp +131 −43 Original line number Diff line number Diff line Loading @@ -131,15 +131,24 @@ GLES20RenderEngine::GLES20RenderEngine(uint32_t featureFlags) // mColorBlindnessCorrection = M; if (mPlatformHasWideColor) { // Compute sRGB to DisplayP3 color transform // NOTE: For now, we are limiting wide-color support to ColorSpace srgb(ColorSpace::sRGB()); ColorSpace displayP3(ColorSpace::DisplayP3()); ColorSpace bt2020(ColorSpace::BT2020()); // Compute sRGB to Display P3 transform matrix. // NOTE: For now, we are limiting output wide color space support to // Display-P3 only. mSrgbToDisplayP3 = mat4( ColorSpaceConnector(ColorSpace::sRGB(), ColorSpace::DisplayP3()).getTransform()); mSrgbToDisplayP3 = mat4(ColorSpaceConnector(srgb, displayP3).getTransform()); // Compute Display P3 to sRGB transform matrix. mDisplayP3ToSrgb = mat4(ColorSpaceConnector(displayP3, srgb).getTransform()); // Compute BT2020 to DisplayP3 color transform mBt2020ToDisplayP3 = mat4( ColorSpaceConnector(ColorSpace::BT2020(), ColorSpace::DisplayP3()).getTransform()); // no chromatic adaptation needed since all color spaces use D65 for their white points. mSrgbToXyz = srgb.getRGBtoXYZ(); mDisplayP3ToXyz = displayP3.getRGBtoXYZ(); mBt2020ToXyz = bt2020.getRGBtoXYZ(); mXyzToDisplayP3 = mat4(displayP3.getXYZtoRGB()); mXyzToBt2020 = mat4(bt2020.getXYZtoRGB()); } } Loading Loading @@ -307,44 +316,96 @@ void GLES20RenderEngine::drawMesh(const Mesh& mesh) { glVertexAttribPointer(Program::position, mesh.getVertexSize(), GL_FLOAT, GL_FALSE, mesh.getByteStride(), mesh.getPositions()); // TODO(b/73825729) Refactor this code block to handle BT2020 color space properly. // DISPLAY_P3 is the only supported wide color output if (mPlatformHasWideColor && mOutputDataSpace == Dataspace::DISPLAY_P3) { // By default, DISPLAY_P3 is the only supported wide color output. However, // when HDR content is present, hardware composer may be able to handle // BT2020 data space, in that case, the output data space is set to be // BT2020_HLG or BT2020_PQ respectively. In GPU fall back we need // to respect this and convert non-HDR content to HDR format. if (mPlatformHasWideColor) { Description wideColorState = mState; switch (mDataSpace) { case Dataspace::DISPLAY_P3: // input matches output Dataspace inputStandard = static_cast<Dataspace>(mDataSpace & Dataspace::STANDARD_MASK); Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK); Dataspace outputStandard = static_cast<Dataspace>(mOutputDataSpace & Dataspace::STANDARD_MASK); Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace & Dataspace::TRANSFER_MASK); bool needsXYZConversion = needsXYZTransformMatrix(); if (needsXYZConversion) { // The supported input color spaces are standard RGB, Display P3 and BT2020. switch (inputStandard) { case Dataspace::STANDARD_DCI_P3: wideColorState.setInputTransformMatrix(mDisplayP3ToXyz); break; case Dataspace::STANDARD_BT2020: wideColorState.setInputTransformMatrix(mBt2020ToXyz); break; default: wideColorState.setInputTransformMatrix(mSrgbToXyz); break; case Dataspace::BT2020_PQ: case Dataspace::BT2020_ITU_PQ: wideColorState.setColorMatrix(mState.getColorMatrix() * mBt2020ToDisplayP3); } // The supported output color spaces are Display P3 and BT2020. switch (outputStandard) { case Dataspace::STANDARD_BT2020: wideColorState.setOutputTransformMatrix(mXyzToBt2020); break; default: wideColorState.setOutputTransformMatrix(mXyzToDisplayP3); break; } } else if (inputStandard != outputStandard) { // At this point, the input data space and output data space could be both // HDR data spaces, but they match each other, we do nothing in this case. // In addition to the case above, the input data space could be // - scRGB linear // - scRGB non-linear // - sRGB // - Display P3 // The output data spaces could be // - sRGB // - Display P3 if (outputStandard == Dataspace::STANDARD_BT709) { wideColorState.setOutputTransformMatrix(mDisplayP3ToSrgb); } else if (outputStandard == Dataspace::STANDARD_DCI_P3) { wideColorState.setOutputTransformMatrix(mSrgbToDisplayP3); } } // we need to convert the RGB value to linear space and convert it back when: // - there is a color matrix that is not an identity matrix, or // - there is an output transform matrix that is not an identity matrix, or // - the input transfer function doesn't match the output transfer function. if (wideColorState.hasColorMatrix() || wideColorState.hasOutputTransformMatrix() || inputTransfer != outputTransfer) { switch (inputTransfer) { case Dataspace::TRANSFER_ST2084: wideColorState.setInputTransferFunction(Description::TransferFunction::ST2084); wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB); break; case Dataspace::BT2020_HLG: case Dataspace::BT2020_ITU_HLG: wideColorState.setColorMatrix(mState.getColorMatrix() * mBt2020ToDisplayP3); case Dataspace::TRANSFER_HLG: wideColorState.setInputTransferFunction(Description::TransferFunction::HLG); wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB); break; default: // treat all other dataspaces as sRGB wideColorState.setColorMatrix(mState.getColorMatrix() * mSrgbToDisplayP3); switch (static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK)) { case Dataspace::TRANSFER_LINEAR: wideColorState.setInputTransferFunction( Description::TransferFunction::LINEAR); wideColorState.setInputTransferFunction(Description::TransferFunction::LINEAR); break; default: // treat all other transfer functions as sRGB wideColorState.setInputTransferFunction( Description::TransferFunction::SRGB); wideColorState.setInputTransferFunction(Description::TransferFunction::SRGB); break; } switch (outputTransfer) { case Dataspace::TRANSFER_ST2084: wideColorState.setOutputTransferFunction(Description::TransferFunction::ST2084); break; case Dataspace::TRANSFER_HLG: wideColorState.setOutputTransferFunction(Description::TransferFunction::HLG); break; default: wideColorState.setOutputTransferFunction(Description::TransferFunction::SRGB); ALOGV("drawMesh: gamut transform applied"); break; } } ProgramCache::getInstance().useProgram(wideColorState); glDrawArrays(mesh.getPrimitive(), 0, mesh.getVertexCount()); Loading Loading @@ -373,6 +434,33 @@ void GLES20RenderEngine::dump(String8& result) { dataspaceDetails(static_cast<android_dataspace>(mOutputDataSpace)).c_str()); } bool GLES20RenderEngine::isHdrDataSpace(const Dataspace dataSpace) const { const Dataspace standard = static_cast<Dataspace>(dataSpace & Dataspace::STANDARD_MASK); const Dataspace transfer = static_cast<Dataspace>(dataSpace & Dataspace::TRANSFER_MASK); return standard == Dataspace::STANDARD_BT2020 && (transfer == Dataspace::TRANSFER_ST2084 || transfer == Dataspace::TRANSFER_HLG); } // For convenience, we want to convert the input color space to XYZ color space first, // and then convert from XYZ color space to output color space when // - SDR and HDR contents are mixed, either SDR content will be converted to HDR or // HDR content will be tone-mapped to SDR; Or, // - there are HDR PQ and HLG contents presented at the same time, where we want to convert // HLG content to PQ content. // In either case above, we need to operate the Y value in XYZ color space. Thus, when either // input data space or output data space is HDR data space, and the input transfer function // doesn't match the output transfer function, we would enable an intermediate transfrom to // XYZ color space. bool GLES20RenderEngine::needsXYZTransformMatrix() const { const bool isInputHdrDataSpace = isHdrDataSpace(mDataSpace); const bool isOutputHdrDataSpace = isHdrDataSpace(mOutputDataSpace); const Dataspace inputTransfer = static_cast<Dataspace>(mDataSpace & Dataspace::TRANSFER_MASK); const Dataspace outputTransfer = static_cast<Dataspace>(mOutputDataSpace & Dataspace::TRANSFER_MASK); return (isInputHdrDataSpace || isOutputHdrDataSpace) && inputTransfer != outputTransfer; } // --------------------------------------------------------------------------- } // namespace impl } // namespace RE Loading
services/surfaceflinger/RenderEngine/GLES20RenderEngine.h +12 −1 Original line number Diff line number Diff line Loading @@ -98,7 +98,18 @@ protected: // Currently only supporting sRGB, BT2020 and DisplayP3 color spaces const bool mPlatformHasWideColor = false; mat4 mSrgbToDisplayP3; mat4 mBt2020ToDisplayP3; mat4 mDisplayP3ToSrgb; mat3 mSrgbToXyz; mat3 mBt2020ToXyz; mat3 mDisplayP3ToXyz; mat4 mXyzToDisplayP3; mat4 mXyzToBt2020; private: // A data space is considered HDR data space if it has BT2020 color space // with PQ or HLG transfer function. bool isHdrDataSpace(const ui::Dataspace dataSpace) const; bool needsXYZTransformMatrix() const; }; // --------------------------------------------------------------------------- Loading
services/surfaceflinger/RenderEngine/Program.cpp +12 −4 Original line number Diff line number Diff line Loading @@ -58,13 +58,13 @@ Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const c mVertexShader = vertexId; mFragmentShader = fragmentId; mInitialized = true; mColorMatrixLoc = glGetUniformLocation(programId, "colorMatrix"); mProjectionMatrixLoc = glGetUniformLocation(programId, "projection"); mTextureMatrixLoc = glGetUniformLocation(programId, "texture"); mSamplerLoc = glGetUniformLocation(programId, "sampler"); mColorLoc = glGetUniformLocation(programId, "color"); mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance"); mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix"); mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix"); // set-up the default values for our uniforms glUseProgram(programId); Loading Loading @@ -134,8 +134,16 @@ void Program::setUniforms(const Description& desc) { const float color[4] = {desc.mColor.r, desc.mColor.g, desc.mColor.b, desc.mColor.a}; glUniform4fv(mColorLoc, 1, color); } if (mColorMatrixLoc >= 0) { glUniformMatrix4fv(mColorMatrixLoc, 1, GL_FALSE, desc.mColorMatrix.asArray()); if (mInputTransformMatrixLoc >= 0) { glUniformMatrix3fv(mInputTransformMatrixLoc, 1, GL_FALSE, desc.mInputTransformMatrix.asArray()); } if (mOutputTransformMatrixLoc >= 0) { // The output transform matrix and color matrix can be combined as one matrix // that is applied right before applying OETF. mat4 outputTransformMatrix = desc.mColorMatrix * desc.mOutputTransformMatrix; glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray()); } if (mDisplayMaxLuminanceLoc >= 0) { glUniform1f(mDisplayMaxLuminanceLoc, desc.mDisplayMaxLuminance); Loading