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Commit 76dd77a6 authored by Peiyong Lin's avatar Peiyong Lin
Browse files

[SurfaceFlinger] Add methods for setting legacy starution matrix.

This patch adds methods for setting legacy saturation matrix for legacy sRGB
content. Previously it was combined into the color transform matrix which was
applied right before applying OETF, however, we want to apply the legacy
staturation matrix right after applying EOTF.

BUG: 78891890
Test: build
Change-Id: I7709eab0857822e48c49237d6681f6e337b4d29e
Merged-In: I7709eab0857822e48c49237d6681f6e337b4d29e
parent 63a2d825
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+9 −0
Original line number Diff line number Diff line
@@ -51,6 +51,10 @@ void Description::setProjectionMatrix(const mat4& mtx) {
    mProjectionMatrix = mtx;
}

void Description::setSaturationMatrix(const mat4& mtx) {
    mSaturationMatrix = mtx;
}

void Description::setColorMatrix(const mat4& mtx) {
    mColorMatrix = mtx;
}
@@ -78,6 +82,11 @@ bool Description::hasColorMatrix() const {
    return mColorMatrix != identity;
}

bool Description::hasSaturationMatrix() const {
    const mat4 identity;
    return mSaturationMatrix != identity;
}

const mat4& Description::getColorMatrix() const {
    return mColorMatrix;
}
+3 −0
Original line number Diff line number Diff line
@@ -42,12 +42,14 @@ public:
    void disableTexture();
    void setColor(const half4& color);
    void setProjectionMatrix(const mat4& mtx);
    void setSaturationMatrix(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;
    bool hasSaturationMatrix() const;
    const mat4& getColorMatrix() const;

    void setY410BT2020(bool enable);
@@ -90,6 +92,7 @@ private:
    // projection matrix
    mat4 mProjectionMatrix;
    mat4 mColorMatrix;
    mat4 mSaturationMatrix;
    mat3 mInputTransformMatrix;
    mat4 mOutputTransformMatrix;
};
+7 −2
Original line number Diff line number Diff line
@@ -263,6 +263,10 @@ void GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
    mState.setColorMatrix(colorTransform);
}

void GLES20RenderEngine::setSaturationMatrix(const mat4& saturationMatrix) {
    mState.setSaturationMatrix(saturationMatrix);
}

void GLES20RenderEngine::disableTexturing() {
    mState.disableTexture();
}
@@ -372,10 +376,11 @@ void GLES20RenderEngine::drawMesh(const Mesh& mesh) {

        // 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 a saturation 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) {
        if (wideColorState.hasColorMatrix() || wideColorState.hasSaturationMatrix() ||
            wideColorState.hasOutputTransformMatrix() || inputTransfer != outputTransfer) {
            switch (inputTransfer) {
                case Dataspace::TRANSFER_ST2084:
                    wideColorState.setInputTransferFunction(Description::TransferFunction::ST2084);
+1 −0
Original line number Diff line number Diff line
@@ -81,6 +81,7 @@ protected:
    virtual void setupLayerBlackedOut();
    virtual void setupFillWithColor(float r, float g, float b, float a);
    virtual void setupColorTransform(const mat4& colorTransform);
    virtual void setSaturationMatrix(const mat4& saturationMatrix);
    virtual void disableTexturing();
    virtual void disableBlending();

+11 −2
Original line number Diff line number Diff line
@@ -135,13 +135,22 @@ void Program::setUniforms(const Description& desc) {
        glUniform4fv(mColorLoc, 1, color);
    }
    if (mInputTransformMatrixLoc >= 0) {
        glUniformMatrix3fv(mInputTransformMatrixLoc, 1, GL_FALSE,
                           desc.mInputTransformMatrix.asArray());
        // If the input transform matrix is not identity matrix, we want to merge
        // the saturation matrix with input transform matrix so that the saturation
        // matrix is applied at the correct stage.
        mat4 inputTransformMatrix = mat4(desc.mInputTransformMatrix) * desc.mSaturationMatrix;
        glUniformMatrix4fv(mInputTransformMatrixLoc, 1, GL_FALSE, inputTransformMatrix.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;
        // If there is no input transform matrix, we want to merge the saturation
        // matrix with output transform matrix to avoid extra matrix multiplication
        // in shader.
        if (mInputTransformMatrixLoc < 0) {
            outputTransformMatrix *= desc.mSaturationMatrix;
        }
        glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE,
                           outputTransformMatrix.asArray());
    }
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