118 lines
4.4 KiB
C++
Executable File
118 lines
4.4 KiB
C++
Executable File
/*
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* Copyright 2022 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "Tonemapper.h"
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#include <SkRuntimeEffect.h>
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#include <log/log.h>
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// libshaders only exists on Android devices
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#ifdef __ANDROID__
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#include <shaders/shaders.h>
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#endif
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#include "utils/Color.h"
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namespace android::uirenderer {
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namespace {
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// custom tonemapping only exists on Android devices
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#ifdef __ANDROID__
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class ColorFilterRuntimeEffectBuilder : public SkRuntimeEffectBuilder {
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public:
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explicit ColorFilterRuntimeEffectBuilder(sk_sp<SkRuntimeEffect> effect)
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: SkRuntimeEffectBuilder(std::move(effect)) {}
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sk_sp<SkColorFilter> makeColorFilter() {
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return this->effect()->makeColorFilter(this->uniforms());
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}
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};
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static sk_sp<SkColorFilter> createLinearEffectColorFilter(const shaders::LinearEffect& linearEffect,
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float maxDisplayLuminance,
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float currentDisplayLuminanceNits,
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float maxLuminance) {
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auto shaderString = SkString(shaders::buildLinearEffectSkSL(linearEffect));
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auto [runtimeEffect, error] = SkRuntimeEffect::MakeForColorFilter(std::move(shaderString));
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if (!runtimeEffect) {
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LOG_ALWAYS_FATAL("LinearColorFilter construction error: %s", error.c_str());
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}
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ColorFilterRuntimeEffectBuilder effectBuilder(std::move(runtimeEffect));
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const auto uniforms =
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shaders::buildLinearEffectUniforms(linearEffect, android::mat4(), maxDisplayLuminance,
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currentDisplayLuminanceNits, maxLuminance);
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for (const auto& uniform : uniforms) {
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effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size());
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}
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return effectBuilder.makeColorFilter();
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}
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static ui::Dataspace extractTransfer(ui::Dataspace dataspace) {
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return static_cast<ui::Dataspace>(dataspace & HAL_DATASPACE_TRANSFER_MASK);
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}
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static bool isHdrDataspace(ui::Dataspace dataspace) {
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const auto transfer = extractTransfer(dataspace);
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return transfer == ui::Dataspace::TRANSFER_ST2084 || transfer == ui::Dataspace::TRANSFER_HLG;
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}
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static ui::Dataspace getDataspace(const SkImageInfo& image) {
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return static_cast<ui::Dataspace>(
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ColorSpaceToADataSpace(image.colorSpace(), image.colorType()));
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}
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#endif
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} // namespace
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// Given a source and destination image info, and the max content luminance, generate a tonemaping
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// shader and tag it on the supplied paint.
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void tonemapPaint(const SkImageInfo& source, const SkImageInfo& destination, float maxLuminanceNits,
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SkPaint& paint) {
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// custom tonemapping only exists on Android devices
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#ifdef __ANDROID__
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const auto sourceDataspace = getDataspace(source);
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const auto destinationDataspace = getDataspace(destination);
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if (extractTransfer(sourceDataspace) != extractTransfer(destinationDataspace) &&
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(isHdrDataspace(sourceDataspace) || isHdrDataspace(destinationDataspace))) {
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const auto effect = shaders::LinearEffect{
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.inputDataspace = sourceDataspace,
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.outputDataspace = destinationDataspace,
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.undoPremultipliedAlpha = source.alphaType() == kPremul_SkAlphaType,
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.type = shaders::LinearEffect::SkSLType::ColorFilter};
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constexpr float kMaxDisplayBrightnessNits = 1000.f;
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constexpr float kCurrentDisplayBrightnessNits = 500.f;
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sk_sp<SkColorFilter> colorFilter = createLinearEffectColorFilter(
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effect, kMaxDisplayBrightnessNits, kCurrentDisplayBrightnessNits, maxLuminanceNits);
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if (paint.getColorFilter()) {
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paint.setColorFilter(SkColorFilters::Compose(paint.refColorFilter(), colorFilter));
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} else {
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paint.setColorFilter(colorFilter);
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}
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}
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#else
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return;
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#endif
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}
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} // namespace android::uirenderer
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