Merge "Tonemap everywhere in PixelCopy"

This commit is contained in:
Alec Mouri
2022-12-01 18:01:42 +00:00
committed by Android (Google) Code Review
5 changed files with 170 additions and 68 deletions

View File

@@ -589,6 +589,7 @@ cc_defaults {
"ProfileData.cpp",
"ProfileDataContainer.cpp",
"Readback.cpp",
"Tonemapper.cpp",
"TreeInfo.cpp",
"WebViewFunctorManager.cpp",
"protos/graphicsstats.proto",

View File

@@ -16,16 +16,6 @@
#include "Readback.h"
#include <sync/sync.h>
#include <system/window.h>
#include <gui/TraceUtils.h>
#include "DeferredLayerUpdater.h"
#include "Properties.h"
#include "hwui/Bitmap.h"
#include "pipeline/skia/LayerDrawable.h"
#include "renderthread/EglManager.h"
#include "renderthread/VulkanManager.h"
#include <SkBitmap.h>
#include <SkBlendMode.h>
#include <SkCanvas.h>
@@ -38,6 +28,19 @@
#include <SkRefCnt.h>
#include <SkSamplingOptions.h>
#include <SkSurface.h>
#include <gui/TraceUtils.h>
#include <private/android/AHardwareBufferHelpers.h>
#include <shaders/shaders.h>
#include <sync/sync.h>
#include <system/window.h>
#include "DeferredLayerUpdater.h"
#include "Properties.h"
#include "Tonemapper.h"
#include "hwui/Bitmap.h"
#include "pipeline/skia/LayerDrawable.h"
#include "renderthread/EglManager.h"
#include "renderthread/VulkanManager.h"
#include "utils/Color.h"
#include "utils/MathUtils.h"
#include "utils/NdkUtils.h"
@@ -91,8 +94,18 @@ void Readback::copySurfaceInto(ANativeWindow* window, const std::shared_ptr<Copy
}
}
sk_sp<SkColorSpace> colorSpace = DataSpaceToColorSpace(
static_cast<android_dataspace>(ANativeWindow_getBuffersDataSpace(window)));
int32_t dataspace = ANativeWindow_getBuffersDataSpace(window);
// If the application is not updating the Surface themselves, e.g., another
// process is producing buffers for the application to display, then
// ANativeWindow_getBuffersDataSpace will return an unknown answer, so grab
// the dataspace from buffer metadata instead, if it exists.
if (dataspace == 0) {
dataspace = AHardwareBuffer_getDataSpace(sourceBuffer.get());
}
sk_sp<SkColorSpace> colorSpace =
DataSpaceToColorSpace(static_cast<android_dataspace>(dataspace));
sk_sp<SkImage> image =
SkImage::MakeFromAHardwareBuffer(sourceBuffer.get(), kPremul_SkAlphaType, colorSpace);
@@ -227,6 +240,10 @@ void Readback::copySurfaceInto(ANativeWindow* window, const std::shared_ptr<Copy
const bool hasBufferCrop = cropRect.left < cropRect.right && cropRect.top < cropRect.bottom;
auto constraint =
hasBufferCrop ? SkCanvas::kStrict_SrcRectConstraint : SkCanvas::kFast_SrcRectConstraint;
static constexpr float kMaxLuminanceNits = 4000.f;
tonemapPaint(image->imageInfo(), canvas->imageInfo(), kMaxLuminanceNits, paint);
canvas->drawImageRect(image, imageSrcRect, imageDstRect, sampling, &paint, constraint);
canvas->restore();

107
libs/hwui/Tonemapper.cpp Normal file
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@@ -0,0 +1,107 @@
/*
* Copyright 2022 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 "Tonemapper.h"
#include <SkRuntimeEffect.h>
#include <log/log.h>
#include <shaders/shaders.h>
#include "utils/Color.h"
namespace android::uirenderer {
namespace {
class ColorFilterRuntimeEffectBuilder : public SkRuntimeEffectBuilder {
public:
explicit ColorFilterRuntimeEffectBuilder(sk_sp<SkRuntimeEffect> effect)
: SkRuntimeEffectBuilder(std::move(effect)) {}
sk_sp<SkColorFilter> makeColorFilter() {
return this->effect()->makeColorFilter(this->uniforms());
}
};
static sk_sp<SkColorFilter> createLinearEffectColorFilter(const shaders::LinearEffect& linearEffect,
float maxDisplayLuminance,
float currentDisplayLuminanceNits,
float maxLuminance) {
auto shaderString = SkString(shaders::buildLinearEffectSkSL(linearEffect));
auto [runtimeEffect, error] = SkRuntimeEffect::MakeForColorFilter(std::move(shaderString));
if (!runtimeEffect) {
LOG_ALWAYS_FATAL("LinearColorFilter construction error: %s", error.c_str());
}
ColorFilterRuntimeEffectBuilder effectBuilder(std::move(runtimeEffect));
const auto uniforms =
shaders::buildLinearEffectUniforms(linearEffect, android::mat4(), maxDisplayLuminance,
currentDisplayLuminanceNits, maxLuminance);
for (const auto& uniform : uniforms) {
effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size());
}
return effectBuilder.makeColorFilter();
}
static bool extractTransfer(ui::Dataspace dataspace) {
return dataspace & HAL_DATASPACE_TRANSFER_MASK;
}
static bool isHdrDataspace(ui::Dataspace dataspace) {
const auto transfer = extractTransfer(dataspace);
return transfer == HAL_DATASPACE_TRANSFER_ST2084 || transfer == HAL_DATASPACE_TRANSFER_HLG;
}
static ui::Dataspace getDataspace(const SkImageInfo& image) {
return static_cast<ui::Dataspace>(
ColorSpaceToADataSpace(image.colorSpace(), image.colorType()));
}
} // namespace
// Given a source and destination image info, and the max content luminance, generate a tonemaping
// shader and tag it on the supplied paint.
void tonemapPaint(const SkImageInfo& source, const SkImageInfo& destination, float maxLuminanceNits,
SkPaint& paint) {
const auto sourceDataspace = getDataspace(source);
const auto destinationDataspace = getDataspace(destination);
if (extractTransfer(sourceDataspace) != extractTransfer(destinationDataspace) &&
(isHdrDataspace(sourceDataspace) || isHdrDataspace(destinationDataspace))) {
const auto effect = shaders::LinearEffect{
.inputDataspace = sourceDataspace,
.outputDataspace = destinationDataspace,
.undoPremultipliedAlpha = source.alphaType() == kPremul_SkAlphaType,
.fakeInputDataspace = destinationDataspace,
.type = shaders::LinearEffect::SkSLType::ColorFilter};
constexpr float kMaxDisplayBrightnessNits = 1000.f;
constexpr float kCurrentDisplayBrightnessNits = 500.f;
sk_sp<SkColorFilter> colorFilter = createLinearEffectColorFilter(
effect, kMaxDisplayBrightnessNits, kCurrentDisplayBrightnessNits, maxLuminanceNits);
if (paint.getColorFilter()) {
paint.setColorFilter(SkColorFilters::Compose(paint.refColorFilter(), colorFilter));
} else {
paint.setColorFilter(colorFilter);
}
}
}
} // namespace android::uirenderer

28
libs/hwui/Tonemapper.h Normal file
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@@ -0,0 +1,28 @@
/*
* Copyright 2022 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.
*/
#pragma once
#include <SkCanvas.h>
namespace android::uirenderer {
// Given a source and destination image info, and the max content luminance, generate a tonemaping
// shader and tag it on the supplied paint.
void tonemapPaint(const SkImageInfo& source, const SkImageInfo& destination, float maxLuminanceNits,
SkPaint& paint);
} // namespace android::uirenderer

View File

@@ -25,6 +25,7 @@
#include "SkColorFilter.h"
#include "SkRuntimeEffect.h"
#include "SkSurface.h"
#include "Tonemapper.h"
#include "gl/GrGLTypes.h"
#include "math/mat4.h"
#include "system/graphics-base-v1.0.h"
@@ -76,37 +77,6 @@ static bool shouldFilterRect(const SkMatrix& matrix, const SkRect& srcRect, cons
isIntegerAligned(dstDevRect.y()));
}
static sk_sp<SkShader> createLinearEffectShader(sk_sp<SkShader> shader,
const shaders::LinearEffect& linearEffect,
float maxDisplayLuminance,
float currentDisplayLuminanceNits,
float maxLuminance) {
auto shaderString = SkString(shaders::buildLinearEffectSkSL(linearEffect));
auto [runtimeEffect, error] = SkRuntimeEffect::MakeForShader(std::move(shaderString));
if (!runtimeEffect) {
LOG_ALWAYS_FATAL("LinearColorFilter construction error: %s", error.c_str());
}
SkRuntimeShaderBuilder effectBuilder(std::move(runtimeEffect));
effectBuilder.child("child") = std::move(shader);
const auto uniforms = shaders::buildLinearEffectUniforms(
linearEffect, mat4(), maxDisplayLuminance, currentDisplayLuminanceNits, maxLuminance);
for (const auto& uniform : uniforms) {
effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size());
}
return effectBuilder.makeShader();
}
static bool isHdrDataspace(ui::Dataspace dataspace) {
const auto transfer = dataspace & HAL_DATASPACE_TRANSFER_MASK;
return transfer == HAL_DATASPACE_TRANSFER_ST2084 || transfer == HAL_DATASPACE_TRANSFER_HLG;
}
static void adjustCropForYUV(uint32_t format, int bufferWidth, int bufferHeight, SkRect* cropRect) {
// Chroma channels of YUV420 images are subsampled we may need to shrink the crop region by
// a whole texel on each side. Since skia still adds its own 0.5 inset, we apply an
@@ -215,31 +185,10 @@ bool LayerDrawable::DrawLayer(GrRecordingContext* context,
sampling = SkSamplingOptions(SkFilterMode::kLinear);
}
const auto sourceDataspace = static_cast<ui::Dataspace>(
ColorSpaceToADataSpace(layerImage->colorSpace(), layerImage->colorType()));
const SkImageInfo& imageInfo = canvas->imageInfo();
const auto destinationDataspace = static_cast<ui::Dataspace>(
ColorSpaceToADataSpace(imageInfo.colorSpace(), imageInfo.colorType()));
if (isHdrDataspace(sourceDataspace) || isHdrDataspace(destinationDataspace)) {
const auto effect = shaders::LinearEffect{
.inputDataspace = sourceDataspace,
.outputDataspace = destinationDataspace,
.undoPremultipliedAlpha = layerImage->alphaType() == kPremul_SkAlphaType,
.fakeInputDataspace = destinationDataspace};
auto shader = layerImage->makeShader(sampling,
SkMatrix::RectToRect(skiaSrcRect, skiaDestRect));
constexpr float kMaxDisplayBrightess = 1000.f;
constexpr float kCurrentDisplayBrightness = 500.f;
shader = createLinearEffectShader(std::move(shader), effect, kMaxDisplayBrightess,
kCurrentDisplayBrightness,
layer->getMaxLuminanceNits());
paint.setShader(shader);
canvas->drawRect(skiaDestRect, paint);
} else {
canvas->drawImageRect(layerImage.get(), skiaSrcRect, skiaDestRect, sampling, &paint,
constraint);
}
tonemapPaint(layerImage->imageInfo(), canvas->imageInfo(), layer->getMaxLuminanceNits(),
paint);
canvas->drawImageRect(layerImage.get(), skiaSrcRect, skiaDestRect, sampling, &paint,
constraint);
canvas->restore();
// restore the original matrix