Shader portion is bloat given we're scaling and biasing the colors. Swap out implementation.

PiperOrigin-RevId: 524113489
This commit is contained in:
Googler 2023-04-13 23:06:26 +01:00 committed by Rohit Singh
parent 2f23774d53
commit 52a9ce3265
4 changed files with 30 additions and 138 deletions

View file

@ -45,7 +45,7 @@ import org.junit.Test;
import org.junit.runner.RunWith;
/**
* Pixel test for contrast adjustment via {@link ContrastShaderProgram}.
* Pixel test for contrast adjustment via {@link Contrast}.
*
* <p>Expected images are taken from an emulator, so tests on different emulators or physical
* devices may fail. To test on other devices, please increase the {@link

View file

@ -1,33 +0,0 @@
#version 100
// 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.
// ES 2 fragment shader that samples from a (non-external) texture with
// uTexSampler, copying from this texture to the current output
// while adjusting contrast based on uContrastFactor.
precision mediump float;
uniform sampler2D uTexSampler;
uniform float uContrastFactor;
varying vec2 vTexSamplingCoord;
void main() {
vec4 inputColor = texture2D(uTexSampler, vTexSamplingCoord);
gl_FragColor = vec4(
uContrastFactor * (inputColor.r - 0.5) + 0.5,
uContrastFactor * (inputColor.g - 0.5) + 0.5,
uContrastFactor * (inputColor.b - 0.5) + 0.5,
inputColor.a);
}

View file

@ -18,17 +18,17 @@ package androidx.media3.effect;
import static androidx.media3.common.util.Assertions.checkArgument;
import android.content.Context;
import androidx.annotation.FloatRange;
import androidx.media3.common.VideoFrameProcessingException;
import androidx.media3.common.util.UnstableApi;
/** A {@link GlEffect} to control the contrast of video frames. */
/** A {@link RgbMatrix} to control the contrast of video frames. */
@UnstableApi
public class Contrast implements GlEffect {
public class Contrast implements RgbMatrix {
/** Adjusts the contrast of video frames in the interval [-1, 1]. */
public final float contrast;
private final float contrast;
private final float[] contrastMatrix;
/**
* Creates a new instance for the given contrast value.
@ -39,12 +39,33 @@ public class Contrast implements GlEffect {
public Contrast(@FloatRange(from = -1, to = 1) float contrast) {
checkArgument(-1 <= contrast && contrast <= 1, "Contrast needs to be in the interval [-1, 1].");
this.contrast = contrast;
float contrastFactor = (1 + contrast) / (1.0001f - contrast);
contrastMatrix =
new float[] {
contrastFactor,
0.0f,
0.0f,
0.0f,
0.0f,
contrastFactor,
0.0f,
0.0f,
0.0f,
0.0f,
contrastFactor,
0.0f,
(1.0f - contrastFactor) * 0.5f,
(1.0f - contrastFactor) * 0.5f,
(1.0f - contrastFactor) * 0.5f,
1.0f
};
}
@Override
public SingleFrameGlShaderProgram toGlShaderProgram(Context context, boolean useHdr)
throws VideoFrameProcessingException {
return new ContrastShaderProgram(context, this, useHdr);
public float[] getMatrix(long presentationTimeUs, boolean useHdr) {
// Implementation is not currently time-varying, therefore matrix should not be changing between
// frames.
return contrastMatrix;
}
@Override

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@ -1,96 +0,0 @@
/*
* 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.
*/
package androidx.media3.effect;
import android.content.Context;
import android.opengl.GLES20;
import androidx.media3.common.VideoFrameProcessingException;
import androidx.media3.common.util.GlProgram;
import androidx.media3.common.util.GlUtil;
import androidx.media3.common.util.Size;
import java.io.IOException;
/** Applies a {@link Contrast} to each frame in the fragment shader. */
/* package */ final class ContrastShaderProgram extends SingleFrameGlShaderProgram {
private static final String VERTEX_SHADER_PATH = "shaders/vertex_shader_transformation_es2.glsl";
private static final String FRAGMENT_SHADER_PATH = "shaders/fragment_shader_contrast_es2.glsl";
private final GlProgram glProgram;
/**
* Creates a new instance.
*
* @param context The {@link Context}.
* @param contrastEffect The {@link Contrast} to apply to each frame in order.
* @param useHdr Whether input textures come from an HDR source. If {@code true}, colors will be
* in linear RGB BT.2020. If {@code false}, colors will be in linear RGB BT.709.
* @throws VideoFrameProcessingException If a problem occurs while reading shader files.
*/
public ContrastShaderProgram(Context context, Contrast contrastEffect, boolean useHdr)
throws VideoFrameProcessingException {
super(useHdr);
// Use 1.0001f to avoid division by zero issues.
float contrastFactor = (1 + contrastEffect.contrast) / (1.0001f - contrastEffect.contrast);
try {
glProgram = new GlProgram(context, VERTEX_SHADER_PATH, FRAGMENT_SHADER_PATH);
} catch (IOException | GlUtil.GlException e) {
throw new VideoFrameProcessingException(e);
}
// Draw the frame on the entire normalized device coordinate space, from -1 to 1, for x and y.
glProgram.setBufferAttribute(
"aFramePosition",
GlUtil.getNormalizedCoordinateBounds(),
GlUtil.HOMOGENEOUS_COORDINATE_VECTOR_SIZE);
float[] identityMatrix = GlUtil.create4x4IdentityMatrix();
glProgram.setFloatsUniform("uTransformationMatrix", identityMatrix);
glProgram.setFloatsUniform("uTexTransformationMatrix", identityMatrix);
glProgram.setFloatUniform("uContrastFactor", contrastFactor);
}
@Override
public Size configure(int inputWidth, int inputHeight) {
return new Size(inputWidth, inputHeight);
}
@Override
public void drawFrame(int inputTexId, long presentationTimeUs)
throws VideoFrameProcessingException {
try {
glProgram.use();
glProgram.setSamplerTexIdUniform("uTexSampler", inputTexId, /* texUnitIndex= */ 0);
glProgram.bindAttributesAndUniforms();
// The four-vertex triangle strip forms a quad.
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, /* first= */ 0, /* count= */ 4);
} catch (GlUtil.GlException e) {
throw new VideoFrameProcessingException(e, presentationTimeUs);
}
}
@Override
public void release() throws VideoFrameProcessingException {
super.release();
try {
glProgram.delete();
} catch (GlUtil.GlException e) {
throw new VideoFrameProcessingException(e);
}
}
}