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3<p>Provides classes that allow you to apply a variety of visual effects to images and
4videos. For example, you can easily fix red-eye, convert an image to grayscale,
5adjust brightness, adjust saturation, rotate an image, apply a fisheye effect, and much more. The
6system performs all effects processing on the GPU to obtain maximum performance.</p>
7
8<p>For maximum performance, effects are applied directly to OpenGL textures, so your application
9must have a valid OpenGL context before it can use the effects APIs. The textures to which you apply
10effects may be from bitmaps, videos or even the camera. However, there are certain restrictions that
11textures must meet:</p>
12<ol>
13<li>They must be bound to a {@link android.opengl.GLES20#GL_TEXTURE_2D} texture image</li>
14<li>They must contain at least one mipmap level</li>
15</ol>
16
17<p>An {@link android.media.effect.Effect} object defines a single media effect that you can apply to
18an image frame. The basic workflow to create an {@link android.media.effect.Effect} is:</p>
19
20<ol>
21<li>Call {@link android.media.effect.EffectContext#createWithCurrentGlContext
22EffectContext.createWithCurrentGlContext()} from your OpenGL ES 2.0 context.</li>
23<li>Use the returned {@link android.media.effect.EffectContext} to call {@link
24android.media.effect.EffectContext#getFactory EffectContext.getFactory()}, which returns an instance
25of {@link android.media.effect.EffectFactory}.</li>
26<li>Call {@link android.media.effect.EffectFactory#createEffect createEffect()}, passing it an
27effect name from {@link android.media.effect.EffectFactory}, such as {@link
28android.media.effect.EffectFactory#EFFECT_FISHEYE} or {@link
29android.media.effect.EffectFactory#EFFECT_VIGNETTE}.</li>
30</ol>
31
32<p>You can adjust an effect’s parameters by calling {@link android.media.effect.Effect#setParameter
33setParameter()} and passing a parameter name and parameter value. Each type of effect accepts
34different parameters, which are documented with the effect name. For example, {@link
35android.media.effect.EffectFactory#EFFECT_FISHEYE} has one parameter for the {@code scale} of the
36distortion.</p>
37
38<p>To apply an effect on a texture, call {@link android.media.effect.Effect#apply apply()} on the
39{@link
40android.media.effect.Effect} and pass in the input texture, its width and height, and the output
41texture. The input texture  must be bound to a {@link android.opengl.GLES20#GL_TEXTURE_2D} texture
42image (usually done by calling the {@link android.opengl.GLES20#glTexImage2D glTexImage2D()}
43function). You may provide multiple mipmap levels. If the output texture has not been bound to a
44texture image, it will be automatically bound by the effect as a {@link
45android.opengl.GLES20#GL_TEXTURE_2D} and with one mipmap level (0), which will have the same
46size as the input.</p> 
47
48<p class="note"><strong>Note:</strong> All effects listed in {@link
49android.media.effect.EffectFactory} are guaranteed to be supported. However, some additional effects
50available from external libraries are not supported by all devices, so you must first check if the
51desired effect from the external library is supported by calling {@link
52android.media.effect.EffectFactory#isEffectSupported isEffectSupported()}.</p>
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