Before, a translucent overlay over an opaque video would result in a
translucent output. This is not consistent with physical properties of light
(if putting a translucent object in front of an opaque object, you can't see
behind the opaque object).
Using the mixing properties from DefaultVideoCompositor.
PiperOrigin-RevId: 586636275
In `TextOverlay` and `DrawableOverlay`, treat `Bitmap` as a buffer, where we
allocate it rarely and reuse it as long as possible before making a new one.
In `BitmapOverlay`, avoid allocating GL textures too often as well.
Strongly reduces allocations and memory usage growth (saving ~100-150 MB on 4k60fps
at high end), at the cost of more code complexity and low-end using 70MB more, on
1/1 comparisons.
PiperOrigin-RevId: 585990602
In `ExternalTextureManager` fields are accessed from the GL thread and the class needs to be constructed on the GL thread.
Also visibly document threading requirement in the parent class.
PiperOrigin-RevId: 585941284
The issue that motivated adding this (frames unexpectedly being dropped by the
decoder) has been addressed, so we can turn off the logging to reduce
unnecessary allocations during transformation. We can easily turn on debug
logging in future as needed by setting `DebugTraceUtil.DEBUG = true`.
Also avoid allocations for string building at logging call sites by passing a
format string for extra info. Formatting the string now only happens when
debugging is turned on.
Tested manually by running transformations in the new state (DEBUG = false) and
with debugging turned on.
PiperOrigin-RevId: 585666349
Move the reflective loading of VideoFrameProcessor from
MediaCodecVideoRenderer to the CompositingVideoSinkProvider. This is so
that all reflective code lives in one place. The
CompositingVideoSinkProvider already has reflective code to load the
default PreviewingVideoGraph.Factory.
PiperOrigin-RevId: 584852547
In OverlayShaderProgram, this method is used quite a lot, and is the only method from Util.java in this file. Marginally reduce complexity by using a static import instead.
PiperOrigin-RevId: 584828455
Reduce short-lived allocations of potentially large objects, like Bitmap.
Unfortunately, this does make the TextureOverlay interface more messy though, requiring a way to signal whether the texture should be flipped vertically.
PiperOrigin-RevId: 584661400
Split CompositingVideoSinkProvider.VideoSinkImpl in two classes:
- VideoSinkImpl now only receives input from MediaCodecVideoRenderer and
forwards frames to its connected VideoFrameProcessor
- VideoFrameRenderControl takes composited frames out of the VideoGraph
and schedules the rendering of those.
- CompositingVideoSinkProvider connects VideoSinkImpl with
VideoFramesRenderer.
PiperOrigin-RevId: 584605078
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
All methods in VideoFrameProcessor are expected to be called by the owning thread,
as far as I understand (vs. 10 threads each queuing frames/textures/streams, which
invalidates blocking done by registerInputStream and flush)
PiperOrigin-RevId: 582295240
Throws when calling flush when there's no active input, for example
before an input stream is registered or after all output streams have
ended.
PiperOrigin-RevId: 577165419
Much simpler than ExternalTextureManager flushing, because
ExternalTextureManager complexity is due to decoder race condition behavior,
which we won't see for Bitmaps due to a more well-defined interface.
This is needed to test texture output flushing.
PiperOrigin-RevId: 570896363
When running on emulators, ExternalTextureManager needs a longer timeout for
forcing EOS, but we didn't catch a device name running on blaze: `generic_x86`
PiperOrigin-RevId: 565513152
Organize logic a bit by splitting logic about how we draw using OpenGL onto a
texture, out from the larger class, which has lots of logic discussing how we select
frames and streams.
No functional change intended, but a few method calls are shuffled around to
simplify things.
PiperOrigin-RevId: 565426225
As discussed offline, this is important for users of the class, and not all users may choose to read method javadoc, so best to make sure it's visible by leaving it at the class-level.
PiperOrigin-RevId: 565057677
That said, only SDR is supported for now, so this will always throw if
HDR is input. This will also throw if different ColorInfo values are input
because color SDR mixing (ex. between sRGB and BT709) is not yet supported.
PiperOrigin-RevId: 563457729
Instead of invoking "undefined behavior" may occur when a class is used
incorrectly, which is clear but not very helpful to callers, specify what Apps
or users of a class should do when issues occur.
Apply this to Compositor as well, where this otherwise might seem unclear.
PiperOrigin-RevId: 563406219
Overlays may be overlaid over:
* In VideoFrameProcessor, videos or images (or texture input).
* In Compositor, other videos.
In Compositor, Overlays may consist of video, so it could be confusing
for videoFrameAnchor to contrast with overlayAnchor.
Also, rename overlayAnchor to overlayFrameAnchor, since it's modifying
the anchor in the overlay's frame, so this name seems slightly more precise.
PiperOrigin-RevId: 562004292
Implement VideoCompositor support of:
* Different input and output sizes
* CompositorSettings, to customize output size based on input texture sizes
* OverlaySettings, to place an input frame in an arbitrary position on
the output frame.
Also, refactor Overlay's matrix logic to make it more reusable between
Compositor and Overlays
PiperOrigin-RevId: 561931854
Split this logic out from `OverlayShaderProgram`, to share logic like
this with `VideoCompositor`.
Also, remove the unused `context` parameter from `OverlayShaderProgram`
`VideoCompositor` will reuse `OverlayMatrixProvider`'s storing of the matrices,
though it may generate the matrices differently, since `OverlayShaderProgram`
applies this in the fragment shader, whereas `VideoCompositor` applies this in the
vertex shader.
PiperOrigin-RevId: 560142164
The actual logic scales the alpha, instead of setting it, so rename
this to what it does.
We would also prefer alpha to be scaled here, to not lose alpha information
(for example for PNGs with transparent regions).
PiperOrigin-RevId: 560121708