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/*
* 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;
/**
* <p>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.</p>
*
* <p>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.</p>
*
* <p>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.</p>
*
*/
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.
*
* <p>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.</p>
*
* <p>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.</p>
*
* <p>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.</p>
*
* <p>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.</p>
*
* @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.
*
* <p>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.</p>
*
* <p>Note that this method must be called with the EffectContext and EGL context current, as
* the effect may release internal GL resources.</p>
*/
public abstract void release();
}