From Android T onwards `MediaCodec` supports requesting tone-mapping down to
SDR. Add an option to request this behavior and document that it isn't
supported before T. Also add an option in the demo app to try it out.
Tested manually on a prerelease build.
PiperOrigin-RevId: 437765325
The muxer doesn't support HEVC below API 24. The is documented in
the TransformationRequest javadoc and the Transformer.Builder will
throw if HEVC is requested below API 24 so the option should not
be part of the demo for those devices.
#mse-bug-week
PiperOrigin-RevId: 429343805
- The resources were released twice before, which is not necessary since
the MSG_RELEASE message is already in the internal player queue.
- The demo app was failing because the stop watch was stopped in
onTransformationError after being reset.
#minor-release
#mse-bug-week
PiperOrigin-RevId: 428794426
On Samsung S21 with light theme the debug labels weren't showing up because the player view was visible (with a black background) while the transformation was in progress, matching the debug label text color. Hide the player view until the transformation is complete to fix this.
Also tweak the layout slightly to add space between the card border and the labels.
#mse-bug-week
PiperOrigin-RevId: 428455824
Tested by confirming transformations still work and write to a output file in a
scoped-storage directory on a:
* Nexus 6P API 23 emulator
* Google Pixel 4 API 31 physical device
PiperOrigin-RevId: 425644266
- Add a checkbox in the demo app to enable experimental HDR editing.
- Add an `experimental_` method to `TransformationRequest` to enable HDR editing.
- Add fragment/vertex shaders for the experimental HDR pipeline. The main difference compared to the existing shaders is that we sample from the decoder in YUV rather than RGB (because the YUV -> RGB conversion in the graphics driver is not precisely defined, so we need to do this to get consistent results), which requires the use of ES 3, and then do a crude YUV -> RGB conversion in the shader (ignoring the input color primaries for now).
- When HDR editing is enabled, we force using `FrameEditor` (no passthrough) to avoid the need to select another edit operation, and use the new shaders. The `EGLContext` and `EGLSurface` also need to be set up differently for this path.
PiperOrigin-RevId: 425570639