/* * Copyright (C) 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.media.effect; /** *

Effects are high-performance transformations that can be applied to image frames. These are * passed in the form of OpenGL ES 2.0 texture names. Typical frames could be images loaded from * disk, or frames from the camera or other video streams.

* *

To create an Effect you must first create an EffectContext. You can obtain an instance of the * context's EffectFactory by calling * {@link android.media.effect.EffectContext#getFactory() getFactory()}. The EffectFactory allows * you to instantiate specific Effects.

* *

The application is responsible for creating an EGL context, and making it current before * applying an effect. An effect is bound to a single EffectContext, which in turn is bound to a * single EGL context. If your EGL context is destroyed, the EffectContext becomes invalid and any * effects bound to this context can no longer be used.

* */ public abstract class Effect { /** * Get the effect name. * * Returns the unique name of the effect, which matches the name used for instantiating this * effect by the EffectFactory. * * @return The name of the effect. */ public abstract String getName(); /** * Apply an effect to GL textures. * *

Apply the Effect on the specified input GL texture, and write the result into the * output GL texture. The texture names passed must be valid in the current GL context.

* *

The input texture must be a valid texture name with the given width and height and must be * bound to a GL_TEXTURE_2D texture image (usually done by calling the glTexImage2D() function). * Multiple mipmap levels may be provided.

* *

If the output texture has not been bound to a texture image, it will be automatically * bound by the effect as a GL_TEXTURE_2D. It will contain one mipmap level (0), which will have * the same size as the input. No other mipmap levels are defined. If the output texture was * bound already, and its size does not match the input texture size, the result may be clipped * or only partially fill the texture.

* *

Note, that regardless of whether a texture image was originally provided or not, both the * input and output textures are owned by the caller. That is, the caller is responsible for * calling glDeleteTextures() to deallocate the input and output textures.

* * @param inputTexId The GL texture name of a valid and bound input texture. * @param width The width of the input texture in pixels. * @param height The height of the input texture in pixels. * @param outputTexId The GL texture name of the output texture. */ public abstract void apply(int inputTexId, int width, int height, int outputTexId); /** * Set a filter parameter. * * Consult the effect documentation for a list of supported parameter keys for each effect. * * @param parameterKey The name of the parameter to adjust. * @param value The new value to set the parameter to. * @throws InvalidArgumentException if parameterName is not a recognized name, or the value is * not a valid value for this parameter. */ public abstract void setParameter(String parameterKey, Object value); /** * Set an effect listener. * * Some effects may report state changes back to the host, if a listener is set. Consult the * individual effect documentation for more details. * * @param listener The listener to receive update callbacks on. */ public void setUpdateListener(EffectUpdateListener listener) { } /** * Release an effect. * *

Releases the effect and any resources associated with it. You may call this if you need to * make sure acquired resources are no longer held by the effect. Releasing an effect makes it * invalid for reuse.

* *

Note that this method must be called with the EffectContext and EGL context current, as * the effect may release internal GL resources.

*/ public abstract void release(); }