fragment_shader_separable_convolution_es2.glsl had optimizations that assumed
all convolution coefficients are positive. Support negative coefficients,
and add tests.
PiperOrigin-RevId: 640104741
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
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
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
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
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
Previously, 8f69bb0d9d updated external input (video input)
but not internal input (image/texture input). Update internal input as
well to match.
PiperOrigin-RevId: 599235813
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
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
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
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
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
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
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
* 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
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
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