SingleFrameGlShaderProgram.java
/*
* Copyright 2022 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 androidx.media3.effect;
import androidx.media3.common.util.UnstableApi;
/**
* Manages a GLSL shader program for processing a frame. Implementations generally copy input pixels
* into an output frame, with changes to pixels specific to the implementation.
*
* <p>{@code SingleFrameGlShaderProgram} implementations must produce exactly one output frame per
* input frame with the same presentation timestamp. For more flexibility, implement {@link
* GlShaderProgram} directly.
*
* <p>All methods in this class must be called on the thread that owns the OpenGL context.
*/
@UnstableApi
public abstract class SingleFrameGlShaderProgram extends BaseGlShaderProgram {
// TODO(b/275384398): Remove this class as it only wraps the BaseGlShaderProgram.
/**
* Creates a {@code SingleFrameGlShaderProgram} instance.
*
* @param useHdr Whether input textures come from an HDR source. If {@code true}, colors will be
* in linear RGB BT.2020. If {@code false}, colors will be in linear RGB BT.709.
*/
public SingleFrameGlShaderProgram(boolean useHdr) {
super(useHdr, /* texturePoolCapacity= */ 1);
}
}