Commit graph

54 commits

Author SHA1 Message Date
dancho
73dd743929 Support Separable Convolutions with negative coefficients
fragment_shader_separable_convolution_es2.glsl had optimizations that assumed
all convolution coefficients are positive. Support negative coefficients,
and add tests.

PiperOrigin-RevId: 640104741
2024-06-04 04:26:26 -07:00
tofunmi
1640becddd Use file inserts and string replacements in overlay shaders
PiperOrigin-RevId: 638251955
2024-05-29 05:39:35 -07:00
tofunmi
9622411b50 Add support for ultra HDR overlays
PiperOrigin-RevId: 637863706
2024-05-28 05:28:03 -07:00
tofunmi
8feaf82768 UltraHdr: Fix calculations to apply gainmap
PiperOrigin-RevId: 636964921
2024-05-24 10:39:36 -07:00
tofunmi
db6144e7dd Maintain a consistent luminance range across HDR content in effects
PQ and HLG have different luminance ranges (max 10k nits and max 1k nits resp). In GL, colors work in a normalised 0 to 1 scale, so for PQ content, 1=10k nits and and for HLG content, 1=1k nits.

This cl scales and normalises PQ content appropriately so that all HDR content works in the HLG luminance range. This fixes two things

1. Conversions between HLG and PQ are "fixed" (before the output colors looked too bright or too dark depending on which way you are converting)
2. color-altering effects will be able to work consistently across HLG and PQ content

1 is tested in this cl. 2 will be tested when ultra HDR overlays are implemented, both cases have been manually tested to ensure the output looks correct on a screen.

PiperOrigin-RevId: 636851701
2024-05-24 03:05:34 -07:00
dancho
ae240606db Move bitmap coordinate flip out of fragment shader
Fragment shaders in OpenGL ES shader language aren't guaranteed
to support highp, required to correctly represent pixel coordinates
inside large images (e.g. 1920x1080).
This change moves coordinate mirroring for images out of fragment shader.

Fixes http://Issue: androidx/media#1331

PiperOrigin-RevId: 635732208
2024-05-21 02:31:43 -07:00
tofunmi
620cb32667 effect: use constants for error colors in shaders
PiperOrigin-RevId: 630194321
2024-05-02 15:21:40 -07:00
tofunmi
cb4b2ea55c remove degammaing: change setSdrWorkingColorSpace default
The second stage of the changes remove the conversion to linear colors in the SDR effects pipeline by default.

also resolves Issue: androidx/media#1050

PiperOrigin-RevId: 630108296
2024-05-02 10:35:48 -07:00
tofunmi
7089253bef Effect:migrate setEnableColorTransfers to setSdrWorkingColorSpace
Part of a two stage change to remove the conversion to linear colors in the SDR effects pipeline by default. Changes the boolean to an intdef, introducing a third option that gets all sdr input into the same colorspace.

This is a planned API breaking change, but this change should not change the behavior of the pipeline.

PiperOrigin-RevId: 629013747
2024-04-29 03:26:58 -07:00
tofunmi
300e83414d Effect: Change link in shader ahead of deletion
PiperOrigin-RevId: 626044561
2024-04-18 08:38:41 -07:00
huangdarwin
24e92bb04f Update TODO link for mastering luminance
PiperOrigin-RevId: 623186293
2024-04-09 09:13:17 -07:00
tofunmi
d4df814502 Effect: Change link to public available one in shader
PiperOrigin-RevId: 622178740
2024-04-05 08:04:01 -07:00
tofunmi
f39fe82bba Support ultra HDR in effect
adding sending gainmap to shader program and applying gainmap to base in shader

PiperOrigin-RevId: 616070582
2024-03-15 03:22:54 -07:00
huangdarwin
73c9753229 HDR: Update constant name for clarity.
This matrix converts from BT2020 in RGB, not to XYZ in BT2020,
so put "bt2020" nearer to RGB.

PiperOrigin-RevId: 605654773
2024-02-09 09:45:16 -08:00
huangdarwin
a5e47982f4 HDR: Add color-space conversion for PQ tone-map.
Previously, we missed the BT2020->BT709 color-space conversion.

A user-visible impact of this is that red and green channels used to be
undersaturated, but now are more correctly saturated.

PiperOrigin-RevId: 605411926
2024-02-08 13:33:52 -08:00
tofunmi
acc78125d2 Update METADATA to add clang-format requirement for glsl files
also ran clang-format for good measure

PiperOrigin-RevId: 600759938
2024-01-23 05:49:38 -08:00
huangdarwin
1ec193883c HDR: Propagate PQ to SDR OOTF to internal input.
Previously, 8f69bb0d9d updated external input (video input)
but not internal input (image/texture input). Update internal input as
well to match.

PiperOrigin-RevId: 599235813
2024-01-17 11:27:38 -08:00
tofunmi
51d60e1f3a GaussianBlur: make short constructor call the longer one
PiperOrigin-RevId: 597212434
2024-01-10 04:42:35 -08:00
tofunmi
0ab7bafa87 Migrate Gaussian Blur Effect to media3.
PiperOrigin-RevId: 593164068
2023-12-22 14:13:19 -08:00
huangdarwin
8f69bb0d9d HDR: Update PQ to SDR tone-mapping to renderengine.
Use renderengine's PQ to SDR tone-mapping implementation instead
of naive implementation from before.

This improves luminance on highlights, as seen in the test image.

PiperOrigin-RevId: 582318045
2023-11-14 07:43:39 -08:00
huangdarwin
39bc92ffcf Compositor: Use multi-stage rendering and occlude background.
PiperOrigin-RevId: 558110739
2023-08-18 15:28:23 +01:00
huangdarwin
0466bd7957 Effect: Add alpha effect.
This effect can scale Alpha values.

This is needed for testing Compositor, and coincidentally was requested
by a partner in the past. This also will generally be more useful in
full multi-asset, where we may want to have one input have different alpha
values than another

Also, update fragment_shader_copy_es2.glsl to not throw away alpha values.
This means ThumbnailStripShaderProgram (the only place this glsl is used) will
consider input alpha and output alpha appropriately

PiperOrigin-RevId: 555915092
2023-08-11 20:31:21 +00:00
Googler
e87f0d5580 Add a thumbnail strip effect that tiles frames horizontally.
The size of the thumbnail strip and the timestamp of the video frames to use must be specified by the user of the effect.

PiperOrigin-RevId: 552809210
2023-08-07 11:15:10 +00:00
huangdarwin
9945033867 Effect: Create basic VideoCompositor.
Allow two DefaultVideoFrameProcessor instances to output to one
VideoCompositor, which then outputs a frame.

PiperOrigin-RevId: 544705821
2023-07-05 09:02:45 +00:00
andrewlewis
b988cce62c Clarify color transfers for internal textures
PiperOrigin-RevId: 534869452
2023-05-25 09:56:03 +01:00
andrewlewis
2cbc2c6176 Run clang-format on GLSL
PiperOrigin-RevId: 534015933
2023-05-24 15:33:25 +01:00
tofunmi
5fe10d7652 HDR texture asset loading
PiperOrigin-RevId: 532846248
2023-05-18 12:21:38 +00:00
tofunmi
178a323897 Update sdr internal fsh to accept input color transfer
PiperOrigin-RevId: 527271212
2023-04-27 12:22:24 +01:00
Googler
52a9ce3265 Shader portion is bloat given we're scaling and biasing the colors. Swap out implementation.
PiperOrigin-RevId: 524113489
2023-04-17 17:04:19 +01:00
tofunmi
08a9ccc743 Effect: Add support for disabling color transfers for SDR
PiperOrigin-RevId: 521805477
2023-04-05 15:48:10 +01:00
tofunmi
e425b6e082 Image frame processing color transfer fix
Used an actual captured image with set color profile for test to minimise the chance of the test flaking. Also renamed the media/bitmap/overlay folder to media/bitmap/input_images for clarity.

PiperOrigin-RevId: 513273353
2023-03-02 13:22:27 +00:00
tofunmi
574424f626 Update frame & texture processors to handle SDR image input
GLEffectsFrameProcessor, MatrixShaderProgram and FinalMatrixShaderProgramWrapper are currently setup to handle the input frames coming from an external input (i.e. a video decoder). Image input is loaded into Bitmap objects at the start of the pipeline, so they are not produced externally. The changes provide a way for the frame processing pipeline to handle this "internal" (i.e. non-external) input.

PiperOrigin-RevId: 508645244
2023-02-10 14:32:07 +00:00
tofunmi
7864d327e8 correct comments in fragment_shader.
PiperOrigin-RevId: 504259419
2023-01-25 18:38:04 +00:00
huangdarwin
18ce29feee HDR: Update glsl color transfer errors to use unique colors.
Each error will make the output be a solid color with a unique color.

PiperOrigin-RevId: 501824355
2023-01-17 02:00:51 +00:00
huangdarwin
d1e03a41ab HDR: Implement PQ to SDR tone-mapping.
Tested manually on the Pixel 7 and Samsung S10.

PiperOrigin-RevId: 501626354
2023-01-17 01:59:21 +00:00
tofunmi
3708a4f13e Create dynamically created shaders for multiple overlays.
PiperOrigin-RevId: 496379904
2022-12-21 15:18:26 +00:00
huangdarwin
a66dae8bfa HDR: Implement GlEffectsFrameProcessor HLG to SDR tone-mapping.
Adds COLOR_TRANSFER_GAMMA_2_2, to match behavior in other HDR to SDR tone mapping
implementations.

PiperOrigin-RevId: 495371736
2022-12-15 16:11:42 +00:00
tofunmi
feb3b0b919 Add support for changing translucency of overlays through alpha values
Implements milestone 1.3 of the [overlays implementation plan](https://docs.google.com/document/d/1EcP2GN8k8N74hHZyD0KTqm9oQo5-W1dZMqIVyqVGtlo/edit#bookmark=id.76uzcie1dg9d)

PiperOrigin-RevId: 493290147
2022-12-12 11:22:33 +00:00
huangdarwin
ac0d803027 HDR: Update to use input/output color instead of OETF/EOTF.
These terms are easier to understand, and make sense in the context of
MatrixTextureProcessor now that a MatrixTextureProcessor may have a
different input and output transfer.

PiperOrigin-RevId: 493265980
2022-12-12 11:18:30 +00:00
huangdarwin
bb2c4c2eff HDR: Add effect interface support for different in/out color transfers
Modify FrameProcessor and MatrixTextureProcessor interfaces to support
different input and output color transfers. Does not implement conversion between
color ranges (ex. HDR and SDR), but should allow for conversion between color
transfers of the same color range (ex. HLG and PQ).

This supports in-app tone mapping, where we need a single FrameProcessor to
input HDR color transfers (ex. HLG/PQ) and output SDR (ex. gamma2.2). This also
supports previewing, where we need a single FrameProcessor to be able to input HLG
and output PQ.

Manually tested by confirming colors still look right on SDR and HDR videos
with a rotation and color affect applied.

PiperOrigin-RevId: 493108678
2022-12-12 11:16:26 +00:00
tofunmi
c5a763e150 Add the processor, GLEffect, texture and bitmap overlays
Implements milestone 1.1 of the [overlays implementation plan](https://docs.google.com/document/d/1EcP2GN8k8N74hHZyD0KTqm9oQo5-W1dZMqIVyqVGtlo/edit#bookmark=id.76uzcie1dg9d)

PiperOrigin-RevId: 491696361
2022-12-12 10:38:59 +00:00
huangdarwin
49c87f3b77 HDR: Apply OETF in HDR external sampler GLSL shader.
This should fix how color matrix transforms look when applied on HDR colors

PiperOrigin-RevId: 491323228
2022-11-29 18:39:30 +00:00
huangdarwin
6443c4b6b9 HDR: Add COLOR_TRANSFER_LINEAR in C.java.
This is more clear than using Format.NO_VALUE, when we do actually intend for an
output value.

Also, fix @see formatting by using summary fragments instead, and add an error
output for OETF and EOTF transfer functions.

PiperOrigin-RevId: 490910229
2022-11-29 18:32:28 +00:00
leonwind
dc9fa4f463 Add HSL Adjustments to the effects module.
PiperOrigin-RevId: 476144167
2022-09-30 18:09:26 +00:00
leonwind
3433758c3b Add OETF and EOTF ES2 fragment shaders for non-HDR frames.
* Transform the intermediate color space to linear SDR by applying the SMPTE 170M EOTF and OETF.
* Use linear colors for the color filter pixel tests and update all golden bitmaps.

PiperOrigin-RevId: 476124592
2022-09-30 18:08:30 +00:00
leonwind
f55a5146e0 Add LUT functionalities to transformer.
* Adds SDR 3D LUT functionalities with OpenGL 2.0 support.

PiperOrigin-RevId: 474561060
2022-09-30 17:59:58 +00:00
leonwind
672405afdf Merge RgbProcessor and MatrixTransformation.
PiperOrigin-RevId: 472325145
2022-09-30 17:28:47 +00:00
huangdarwin
2a05a50403 HDR: Rename GL_COLOR_TRANSFER instances to COLOR_TRANSFER
PiperOrigin-RevId: 469959215
2022-09-30 17:02:27 +00:00
huangdarwin
2ad07e88ee HDR: Add PQ support.
Use the PQ OETF and EOTF to ensure that intermediate fragment shader operations
using PQ are in linear BT.2020 rather than PQ and HLG-1 BT.2020.

Also, swap the OETF and EOTF in shaders, as they were used incorrectly before

Manually tested by verifying transformer demo HLG and PQ videos look the same with and without this CL, including with a BitmapOverlayProcessor enabled to test flows both with one MatrixTransformationProcessor that skips HDR TFs, and with one that doesn't.

PiperOrigin-RevId: 469736067
2022-09-30 17:00:13 +00:00
huangdarwin
244d38cf0e HDR: Clamp YUV to RGB conversion.
Manually tested using transformer demo HLG videos. Before this CL, RGB values after the YUV to RGB conversion reached up to 1.025. After this CL, RGB values correctly clamp at 1.0.

PiperOrigin-RevId: 468426092
2022-09-30 16:48:22 +00:00