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Change output color transfers when rendering Frame To Debug Surface
PiperOrigin-RevId: 522010318
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502969a42b
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1 changed files with 6 additions and 10 deletions
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@ -527,16 +527,12 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
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.maybeRenderToSurfaceView(
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.maybeRenderToSurfaceView(
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() -> {
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() -> {
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GlUtil.clearOutputFrame();
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GlUtil.clearOutputFrame();
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if (enableColorTransfers) {
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@C.ColorTransfer
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defaultShaderProgram.drawFrame(inputTexture.texId, presentationTimeUs);
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int configuredColorTransfer = defaultShaderProgram.getOutputColorTransfer();
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} else {
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defaultShaderProgram.setOutputColorTransfer(
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@C.ColorTransfer
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debugSurfaceViewWrapper.outputColorTransfer);
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int configuredColorTransfer = defaultShaderProgram.getOutputColorTransfer();
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defaultShaderProgram.drawFrame(inputTexture.texId, presentationTimeUs);
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defaultShaderProgram.setOutputColorTransfer(
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defaultShaderProgram.setOutputColorTransfer(configuredColorTransfer);
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debugSurfaceViewWrapper.outputColorTransfer);
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defaultShaderProgram.drawFrame(inputTexture.texId, presentationTimeUs);
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defaultShaderProgram.setOutputColorTransfer(configuredColorTransfer);
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}
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},
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},
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glObjectsProvider);
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glObjectsProvider);
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} catch (VideoFrameProcessingException | GlUtil.GlException e) {
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} catch (VideoFrameProcessingException | GlUtil.GlException e) {
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