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Transformer GL: Fix rotation distortion by considering aspect ratio
Compensate for aspect ratio of input frames, so that they're applied on rectangular frames instead of square normalized-device-coordinate frames. This fixes distortion most visible when rotating any GL video 45° (non-rectangular frames) or 90° (stretched frames) Tested by rotating several landscape/portrait demo videos. (Automated tests will follow in <unknown commit>) PiperOrigin-RevId: 419619743
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@ -60,12 +60,15 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
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encoderOutputBuffer =
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new DecoderInputBuffer(DecoderInputBuffer.BUFFER_REPLACEMENT_MODE_DISABLED);
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// Scale width and height to desired transformationRequest.outputHeight, preserving aspect
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// ratio.
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// TODO(internal b/209781577): Think about which edge length should be set for portrait videos.
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float inputAspectRatio = (float) inputFormat.width / inputFormat.height;
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int outputWidth = inputFormat.width;
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int outputHeight = inputFormat.height;
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if (transformationRequest.outputHeight != C.LENGTH_UNSET
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&& transformationRequest.outputHeight != inputFormat.height) {
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outputWidth = inputFormat.width * transformationRequest.outputHeight / inputFormat.height;
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outputWidth = Math.round(inputAspectRatio * transformationRequest.outputHeight);
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outputHeight = transformationRequest.outputHeight;
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}
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@ -79,10 +82,19 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
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} else {
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outputRotationDegrees = inputFormat.rotationDegrees;
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}
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if ((inputFormat.rotationDegrees % 180) != 0) {
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inputAspectRatio = 1.0f / inputAspectRatio;
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}
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// Scale frames by input aspect ratio, to account for FrameEditor normalized device coordinates
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// (-1 to 1) and preserve frame relative dimensions during transformations (ex. rotations).
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transformationRequest.transformationMatrix.preScale(inputAspectRatio, 1);
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transformationRequest.transformationMatrix.postScale(1.0f / inputAspectRatio, 1);
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// The decoder rotates videos to their intended display orientation. The frameEditor rotates
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// them back for improved encoder compatibility.
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// TODO(b/201293185): After fragment shader transformations are implemented, put
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// postrotation in a later vertex shader.
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// postRotate in a later vertex shader.
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transformationRequest.transformationMatrix.postRotate(outputRotationDegrees);
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encoder =
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