[RFC] Plane color pipeline KMS uAPI

Joshua Ashton joshua at froggi.es
Fri May 5 13:30:11 UTC 2023


Some corrections and replies inline.

On Fri, 5 May 2023 at 12:42, Pekka Paalanen <ppaalanen at gmail.com> wrote:
>
> On Thu, 04 May 2023 15:22:59 +0000
> Simon Ser <contact at emersion.fr> wrote:
>
> > Hi all,
> >
> > The goal of this RFC is to expose a generic KMS uAPI to configure the color
> > pipeline before blending, ie. after a pixel is tapped from a plane's
> > framebuffer and before it's blended with other planes. With this new uAPI we
> > aim to reduce the battery life impact of color management and HDR on mobile
> > devices, to improve performance and to decrease latency by skipping
> > composition on the 3D engine. This proposal is the result of discussions at
> > the Red Hat HDR hackfest [1] which took place a few days ago. Engineers
> > familiar with the AMD, Intel and NVIDIA hardware have participated in the
> > discussion.
>
> Hi Simon,
>
> this is an excellent write-up, thank you!
>
> Harry's question about what constitutes UAPI is a good one for danvet.
>
> I don't really have much to add here, a couple inline comments. I think
> this could work.
>
> >
> > This proposal takes a prescriptive approach instead of a descriptive approach.
> > Drivers describe the available hardware blocks in terms of low-level
> > mathematical operations, then user-space configures each block. We decided
> > against a descriptive approach where user-space would provide a high-level
> > description of the colorspace and other parameters: we want to give more
> > control and flexibility to user-space, e.g. to be able to replicate exactly the
> > color pipeline with shaders and switch between shaders and KMS pipelines
> > seamlessly, and to avoid forcing user-space into a particular color management
> > policy.
> >
> > We've decided against mirroring the existing CRTC properties
> > DEGAMMA_LUT/CTM/GAMMA_LUT onto KMS planes. Indeed, the color management
> > pipeline can significantly differ between vendors and this approach cannot
> > accurately abstract all hardware. In particular, the availability, ordering and
> > capabilities of hardware blocks is different on each display engine. So, we've
> > decided to go for a highly detailed hardware capability discovery.
> >
> > This new uAPI should not be in conflict with existing standard KMS properties,
> > since there are none which control the pre-blending color pipeline at the
> > moment. It does conflict with any vendor-specific properties like
> > NV_INPUT_COLORSPACE or the patches on the mailing list adding AMD-specific
> > properties. Drivers will need to either reject atomic commits configuring both
> > uAPIs, or alternatively we could add a DRM client cap which hides the vendor
> > properties and shows the new generic properties when enabled.
> >
> > To use this uAPI, first user-space needs to discover hardware capabilities via
> > KMS objects and properties, then user-space can configure the hardware via an
> > atomic commit. This works similarly to the existing KMS uAPI, e.g. planes.
> >
> > Our proposal introduces a new "color_pipeline" plane property, and a new KMS
> > object type, "COLOROP" (short for color operation). The "color_pipeline" plane
> > property is an enum, each enum entry represents a color pipeline supported by
> > the hardware. The special zero entry indicates that the pipeline is in
> > "bypass"/"no-op" mode. For instance, the following plane properties describe a
> > primary plane with 2 supported pipelines but currently configured in bypass
> > mode:
> >
> >     Plane 10
> >     ├─ "type": immutable enum {Overlay, Primary, Cursor} = Primary
> >     ├─ …
> >     └─ "color_pipeline": enum {0, 42, 52} = 0
> >
> > The non-zero entries describe color pipelines as a linked list of COLOROP KMS
> > objects. The entry value is an object ID pointing to the head of the linked
> > list (the first operation in the color pipeline).
> >
> > The new COLOROP objects also expose a number of KMS properties. Each has a
> > type, a reference to the next COLOROP object in the linked list, and other
> > type-specific properties. Here is an example for a 1D LUT operation:
> >
> >     Color operation 42
> >     ├─ "type": enum {Bypass, 1D curve} = 1D curve
> >     ├─ "1d_curve_type": enum {LUT, sRGB, PQ, BT.709, HLG, …} = LUT
> >     ├─ "lut_size": immutable range = 4096
> >     ├─ "lut_data": blob
> >     └─ "next": immutable color operation ID = 43
> >
> > To configure this hardware block, user-space can fill a KMS blob with 4096 u32
> > entries, then set "lut_data" to the blob ID. Other color operation types might
> > have different properties.
> >
> > Here is another example with a 3D LUT:
> >
> >     Color operation 42
> >     ├─ "type": enum {Bypass, 3D LUT} = 3D LUT
> >     ├─ "lut_size": immutable range = 33
> >     ├─ "lut_data": blob
> >     └─ "next": immutable color operation ID = 43
> >
> > And one last example with a matrix:
> >
> >     Color operation 42
> >     ├─ "type": enum {Bypass, Matrix} = Matrix
> >     ├─ "matrix_data": blob
> >     └─ "next": immutable color operation ID = 43
> >
> > [Simon note: having "Bypass" in the "type" enum, and making "type" mutable is
> > a bit weird. Maybe we can just add an "active"/"bypass" boolean property on
> > blocks which can be bypassed instead.]
> >
> > [Jonas note: perhaps a single "data" property for both LUTs and matrices
> > would make more sense. And a "size" prop for both 1D and 3D LUTs.]
> >
> > If some hardware supports re-ordering operations in the color pipeline, the
> > driver can expose multiple pipelines with different operation ordering, and
> > user-space can pick the ordering it prefers by selecting the right pipeline.
> > The same scheme can be used to expose hardware blocks supporting multiple
> > precision levels.
> >
> > That's pretty much all there is to it, but as always the devil is in the
> > details.
> >
> > First, we realized that we need a way to indicate where the scaling operation
> > is happening. The contents of the framebuffer attached to the plane might be
> > scaled up or down depending on the CRTC_W and CRTC_H properties. Depending on
> > the colorspace scaling is applied in, the result will be different, so we need
> > a way for the kernel to indicate which hardware blocks are pre-scaling, and
> > which ones are post-scaling. We introduce a special "scaling" operation type,
> > which is part of the pipeline like other operations but serves an informational
> > role only (effectively, the operation cannot be configured by user-space, all
> > of its properties are immutable). For example:
> >
> >     Color operation 43
> >     ├─ "type": immutable enum {Scaling} = Scaling
> >     └─ "next": immutable color operation ID = 44
>
> I like this.
>
> >
> > [Simon note: an alternative would be to split the color pipeline into two, by
> > having two plane properties ("color_pipeline_pre_scale" and
> > "color_pipeline_post_scale") instead of a single one. This would be similar to
> > the way we want to split pre-blending and post-blending. This could be less
> > expressive for drivers, there may be hardware where there are dependencies
> > between the pre- and post-scaling pipeline?]
> >
> > Then, Alex from NVIDIA described how their hardware works. NVIDIA hardware
> > contains some fixed-function blocks which convert from LMS to ICtCp and cannot
> > be disabled/bypassed. NVIDIA hardware has been designed for descriptive APIs
> > where user-space provides a high-level description of the colorspace
> > conversions it needs to perform, and this is at odds with our KMS uAPI
> > proposal. To address this issue, we suggest adding a special block type which
> > describes a fixed conversion from one colorspace to another and cannot be
> > configured by user-space. Then user-space will need to accomodate its pipeline
> > for these special blocks. Such fixed hardware blocks need to be well enough
> > documented so that they can be implemented via shaders.
> >
> > We also noted that it should always be possible for user-space to completely
> > disable the color pipeline and switch back to bypass/identity without a
> > modeset. Some drivers will need to fail atomic commits for some color
> > pipelines, in particular for some specific LUT payloads. For instance, AMD
> > doesn't support curves which are too steep, and Intel doesn't support curves
> > which decrease. This isn't something which routinely happens, but there might
> > be more cases where the hardware needs to reject the pipeline. Thus, when
> > user-space has a running KMS color pipeline, then hits a case where the
> > pipeline cannot keep running (gets rejected by the driver), user-space needs to
> > be able to immediately fall back to shaders without any glitch. This doesn't
> > seem to be an issue for AMD, Intel and NVIDIA.
> >
> > This uAPI is extensible: we can add more color operations, and we can add more
> > properties for each color operation type. For instance, we might want to add
> > support for Intel piece-wise linear (PWL) 1D curves, or might want to advertise
> > the effective precision of the LUTs. The uAPI is deliberately somewhat minimal
> > to keep the scope of the proposal manageable.
> >
> > Later on, we plan to re-use the same machinery for post-blending color
> > pipelines. There are some more details about post-blending which have been
> > separately debated at the hackfest, but we believe it's a viable plan. This
> > solution would supersede the existing DEGAMMA_LUT/CTM/GAMMA_LUT properties, so
> > we'd like to introduce a client cap to hide the old properties and show the new
> > post-blending color pipeline properties.
> >
> > We envision a future user-space library to translate a high-level descriptive
> > color pipeline into low-level prescriptive KMS color pipeline ("libliftoff but
> > for color pipelines"). The library could also offer a translation into shaders.
> > This should help share more infrastructure between compositors and ease KMS
> > offloading. This should also help dealing with the NVIDIA case.
> >
> > To wrap things up, let's take a real-world example: how would gamescope [2]
> > configure the AMD DCN 3.0 hardware for its color pipeline? The gamescope color
> > pipeline is described in [3]. The AMD DCN 3.0 hardware is described in [4].
> >
> > AMD would expose the following objects and properties:
> >
> >     Plane 10
> >     ├─ "type": immutable enum {Overlay, Primary, Cursor} = Primary
> >     └─ "color_pipeline": enum {0, 42} = 0
> >     Color operation 42 (input CSC)
> >     ├─ "type": enum {Bypass, Matrix} = Matrix
> >     ├─ "matrix_data": blob
> >     └─ "next": immutable color operation ID = 43
> >     Color operation 43
> >     ├─ "type": enum {Scaling} = Scaling
> >     └─ "next": immutable color operation ID = 44
> >     Color operation 44 (DeGamma)
> >     ├─ "type": enum {Bypass, 1D curve} = 1D curve
> >     ├─ "1d_curve_type": enum {sRGB, PQ, …} = sRGB
> >     └─ "next": immutable color operation ID = 45

Some vendors have per-tap degamma and some have a degamma after the sample.
How do we distinguish that behaviour?
It is important to know.

> >     Color operation 45 (gamut remap)
> >     ├─ "type": enum {Bypass, Matrix} = Matrix
> >     ├─ "matrix_data": blob
> >     └─ "next": immutable color operation ID = 46
> >     Color operation 46 (shaper LUT RAM)
> >     ├─ "type": enum {Bypass, 1D curve} = 1D curve
> >     ├─ "1d_curve_type": enum {LUT} = LUT
> >     ├─ "lut_size": immutable range = 4096
> >     ├─ "lut_data": blob
> >     └─ "next": immutable color operation ID = 47
> >     Color operation 47 (3D LUT RAM)
> >     ├─ "type": enum {Bypass, 3D LUT} = 3D LUT
> >     ├─ "lut_size": immutable range = 17
> >     ├─ "lut_data": blob
> >     └─ "next": immutable color operation ID = 48
> >     Color operation 48 (blend gamma)
> >     ├─ "type": enum {Bypass, 1D curve} = 1D curve
> >     ├─ "1d_curve_type": enum {LUT, sRGB, PQ, …} = LUT
> >     ├─ "lut_size": immutable range = 4096
> >     ├─ "lut_data": blob
> >     └─ "next": immutable color operation ID = 0
> >
> > To configure the pipeline for an HDR10 PQ plane (path at the top) and a HDR
> > display, gamescope would perform an atomic commit with the following property
> > values:
> >
> >     Plane 10
> >     └─ "color_pipeline" = 42
> >     Color operation 42 (input CSC)
> >     └─ "matrix_data" = PQ → scRGB (TF)

^
Not sure what this is.
We don't use an input CSC before degamma.

> >     Color operation 44 (DeGamma)
> >     └─ "type" = Bypass

^
If we did PQ, this would be PQ -> Linear / 80
If this was sRGB, it'd be sRGB -> Linear
If this was scRGB this would be just treating it as it is. So... Linear / 80.

> >     Color operation 45 (gamut remap)
> >     └─ "matrix_data" = scRGB (TF) → PQ

^
This is wrong, we just use this to do scRGB primaries (709) to 2020.

We then go from scRGB -> PQ to go into our shaper + 3D LUT.

> >     Color operation 46 (shaper LUT RAM)
> >     └─ "lut_data" = PQ → Display native

^
"Display native" is just the response curve of the display.
In HDR10, this would just be PQ -> PQ
If we were doing HDR10 on SDR, this would be PQ -> Gamma 2.2 (mapped
from 0 to display native luminance) [with a potential bit of headroom
for tonemapping in the 3D LUT]
For SDR on HDR10 this would be Gamma 2.2 -> PQ (Not intending to start
an sRGB vs G2.2 argument here! :P)

> >     Color operation 47 (3D LUT RAM)
> >     └─ "lut_data" = Gamut mapping + tone mapping + night mode
> >     Color operation 48 (blend gamma)
> >     └─ "1d_curve_type" = PQ

^
This is wrong, this should be Display Native -> Linearized Display Referred

>
> You cannot do a TF with a matrix, and a gamut remap with a matrix on
> electrical values is certainly surprising, so the example here is a
> bit odd, but I don't think that hurts the intention of demonstration.

I have done some corrections inline.

You can see our fully correct color pipeline here:
https://raw.githubusercontent.com/ValveSoftware/gamescope/master/src/docs/Steam%20Deck%20Display%20Pipeline.png

Please let me know if you have any more questions about our color pipeline.

>
> Btw. ISTR that if you want to do scaling properly with alpha channel,
> you need optical values multiplied by alpha. Alpha vs. scaling is just
> yet another thing to look into, and TF operations do not work with
> pre-mult.

What are your concerns here?

Having pre-multiplied alpha is fine with a TF: the alpha was
premultiplied in linear, then encoded with the TF by the client.
If you think of a TF as something something relative to a bunch of
reference state or whatever then you might think "oh you can't do
that!", but you really can.
It's really best to just think of it as a mathematical encoding of a
value in all instances that we touch.

The only issue is that you lose precision from having pre-multiplied
alpha as it's quantized to fit into the DRM format rather than using
the full range then getting divided by the alpha at blend time.
It doesn't end up being a visible issue ever however in my experience, at 8bpc.

Thanks
 - Joshie 🐸✨

>
>
> Thanks,
> pq
>
> >
> > I hope comparing these properties to the diagrams linked above can help
> > understand how the uAPI would be used and give an idea of its viability.
> >
> > Please feel free to provide feedback! It would be especially useful to have
> > someone familiar with Arm SoCs look at this, to confirm that this proposal
> > would work there.
> >
> > Unless there is a show-stopper, we plan to follow up this RFC with
> > implementations for AMD, Intel, NVIDIA, gamescope, and IGT.
> >
> > Many thanks to everybody who contributed to the hackfest, on-site or remotely!
> > Let's work together to make this happen!
> >
> > Simon, on behalf of the hackfest participants
> >
> > [1]: https://wiki.gnome.org/Hackfests/ShellDisplayNext2023
> > [2]: https://github.com/ValveSoftware/gamescope
> > [3]: https://github.com/ValveSoftware/gamescope/blob/5af321724c8b8a29cef5ae9e31293fd5d560c4ec/src/docs/Steam%20Deck%20Display%20Pipeline.png
> > [4]: https://kernel.org/doc/html/latest/_images/dcn3_cm_drm_current.svg
>


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