claincly bef3d518d2 Revise seeking in ExternalTextureManager (ETM)
After this CL, DVFP waits for flushing until all frames registered previously
arrives.

Previously, ETM records the difference between the number of registered frames,
and the number of frames arrivd on the SurfaceTexture, when flushing. (Note
that ETM is flushed the last in the chain, as flushing is done backwards from
FinalShaderProgramWrapper). ETM then waits until the number of frames arrive
after flush.

The normal flow is, MediaCodecVideoRenderer (MCVR) registers a new decoded
frame, in `processOutputBuffer()` to DVFP, MCVR call `codec.releaseOutputBuffer()`
to have MediaCodec render the frame, and then the frame arrives in DVFP's ETM.

However there might be a discrepancy. When registering the frame, ETM records
the frame on the calling thread, ~instantly. Later when the rendered frame
arrive, ETM records a frame is available on the task executor thread (or
commonly known as the GL thread). More specifically, when a frame arrives
in `onFrameAvailableListener`, ETM posts all subsequent processing to
the task executor. When seeking, the task executor is flushed as the first
step. It might be a frame that has already arrived on ETM, and the processing
of such frame has already been queued into the task executor; only to be
flushed as a result of flushing the task executor. If this happens, the frame
is considered to be never have arrived. This causes a freeze on the app,
because ETM'll wait until this frame arrives to declare flushing has completed.

PiperOrigin-RevId: 631524332
2024-05-07 13:15:46 -07:00
..

Effect module

Provides functionality for applying effects to video frames.

Getting the module

The easiest way to get the module is to add it as a gradle dependency:

implementation 'androidx.media3:media3-effect:1.X.X'

where 1.X.X is the version, which must match the version of the other media modules being used.

Alternatively, you can clone this GitHub project and depend on the module locally. Instructions for doing this can be found in the top level README.