@pexip/media-processor 20.3.5 → 21.0.0

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Files changed (118) hide show
  1. package/CHANGELOG.md +39 -0
  2. package/api-docs/README.mdx +33 -6
  3. package/api-docs/functions/createBenchmark.mdx +17 -5
  4. package/api-docs/functions/createWindowedStats.mdx +23 -0
  5. package/api-docs/functions/iou.mdx +19 -0
  6. package/api-docs/functions/labelComponents.mdx +20 -0
  7. package/api-docs/functions/nearestPowerOfTwo.mdx +21 -0
  8. package/api-docs/functions/playVideo.mdx +16 -0
  9. package/api-docs/functions/scoreComponent.mdx +22 -0
  10. package/api-docs/functions/setVideoElementSrc.mdx +14 -0
  11. package/api-docs/interfaces/Benchmark.mdx +12 -0
  12. package/api-docs/interfaces/RendererOptions.mdx +26 -9
  13. package/api-docs/interfaces/SegmentationParams.mdx +29 -12
  14. package/api-docs/interfaces/SelectionOptions.mdx +15 -0
  15. package/api-docs/interfaces/Stats.mdx +11 -0
  16. package/api-docs/interfaces/Weights.mdx +12 -0
  17. package/api-docs/type-aliases/OptionalKeys.mdx +10 -0
  18. package/api-docs/variables/BACKGROUND_THRESHOLD.mdx +3 -0
  19. package/api-docs/variables/DOWN_SAMPLE_FACTOR.mdx +3 -0
  20. package/api-docs/variables/EDGE_BLUR_AMOUNT.mdx +1 -1
  21. package/api-docs/variables/EXCLUDE_BYSTANDERS.mdx +3 -0
  22. package/api-docs/variables/FOREGROUND_THRESHOLD.mdx +1 -1
  23. package/api-docs/variables/LIGHT_WRAP_BLUR_AMOUNT.mdx +3 -0
  24. package/api-docs/variables/LIGHT_WRAP_EDGE_BAND.mdx +3 -0
  25. package/api-docs/variables/LIGHT_WRAP_INTENSITY.mdx +3 -0
  26. package/api-docs/variables/LIGHT_WRAP_TIGHTNESS.mdx +3 -0
  27. package/api-docs/variables/MASK_COMBINE_RATIO.mdx +1 -1
  28. package/api-docs/variables/MORPH_DILATE_RADIUS_PX.mdx +3 -0
  29. package/api-docs/variables/MORPH_ERODE_RADIUS_PX.mdx +3 -0
  30. package/api-docs/variables/MORPH_PASS.mdx +3 -0
  31. package/api-docs/variables/PERSON_CENTER.mdx +3 -0
  32. package/api-docs/variables/SIGMA_RANGE.mdx +3 -0
  33. package/api-docs/variables/SIGMA_SPACE.mdx +3 -0
  34. package/api-docs/variables/STRONG_EDGE_BLUR_AMOUNT.mdx +3 -0
  35. package/api-docs/variables/getCanvasRenderingContext2D.mdx +14 -0
  36. package/api-docs/variables/getImageSize.mdx +13 -0
  37. package/dist/common/backends/webgl/binaryMask.d.ts +8 -0
  38. package/dist/common/backends/webgl/binaryMask.js +95 -0
  39. package/dist/common/backends/webgl/blender.d.ts +2 -1
  40. package/dist/common/backends/webgl/blender.js +18 -15
  41. package/dist/common/backends/webgl/blur.d.ts +1 -1
  42. package/dist/common/backends/webgl/blur.js +23 -16
  43. package/dist/common/backends/webgl/canvas.js +9 -4
  44. package/dist/common/backends/webgl/diffAbsMask.d.ts +10 -0
  45. package/dist/common/backends/webgl/diffAbsMask.js +103 -0
  46. package/dist/common/backends/webgl/geodesicReconstruction.d.ts +13 -0
  47. package/dist/common/backends/webgl/geodesicReconstruction.js +176 -0
  48. package/dist/common/backends/webgl/jointBilateralFilter.d.ts +12 -0
  49. package/dist/common/backends/webgl/jointBilateralFilter.js +108 -0
  50. package/dist/common/backends/webgl/morphErode.d.ts +13 -0
  51. package/dist/common/backends/webgl/morphErode.js +121 -0
  52. package/dist/common/backends/webgl/renderer.js +194 -34
  53. package/dist/common/backends/webgl/replace.d.ts +17 -0
  54. package/dist/common/backends/webgl/replace.js +126 -0
  55. package/dist/common/backends/webgl/selectComponent.d.ts +15 -0
  56. package/dist/common/backends/webgl/selectComponent.js +102 -0
  57. package/dist/common/backends/webgl/smoothingMask.d.ts +3 -3
  58. package/dist/common/backends/webgl/smoothingMask.js +22 -21
  59. package/dist/common/backends/webgl/tentBlur.d.ts +9 -0
  60. package/dist/common/backends/webgl/tentBlur.js +118 -0
  61. package/dist/common/backends/webgl/texture.d.ts +1 -1
  62. package/dist/common/backends/webgl/texture.js +19 -17
  63. package/dist/common/backends/webgl/textureToTexture.d.ts +1 -1
  64. package/dist/common/backends/webgl/textureToTexture.js +19 -16
  65. package/dist/common/backends/webgl/webglUtils.d.ts +7 -1
  66. package/dist/common/backends/webgl/webglUtils.js +64 -6
  67. package/dist/common/backends/webgpu/blender.d.ts +6 -1
  68. package/dist/common/backends/webgpu/blender.js +96 -51
  69. package/dist/common/backends/webgpu/constants.js +1 -1
  70. package/dist/common/backends/webgpu/dualFilterBlur.d.ts +2 -3
  71. package/dist/common/backends/webgpu/dualFilterBlur.js +146 -140
  72. package/dist/common/backends/webgpu/jointBilateralFilter.d.ts +7 -0
  73. package/dist/common/backends/webgpu/jointBilateralFilter.js +162 -0
  74. package/dist/common/backends/webgpu/renderer.js +211 -39
  75. package/dist/common/backends/webgpu/replace.d.ts +11 -0
  76. package/dist/common/backends/webgpu/replace.js +175 -0
  77. package/dist/common/backends/webgpu/resize.d.ts +4 -0
  78. package/dist/common/backends/webgpu/resize.js +76 -0
  79. package/dist/common/backends/webgpu/smoothingMask.d.ts +2 -2
  80. package/dist/common/backends/webgpu/smoothingMask.js +74 -40
  81. package/dist/common/backends/webgpu/tentBlur.d.ts +5 -0
  82. package/dist/common/backends/webgpu/tentBlur.js +131 -0
  83. package/dist/common/backends/webgpu/texture.d.ts +2 -2
  84. package/dist/common/backends/webgpu/texture.js +24 -19
  85. package/dist/common/backends/webgpu/textureToTexture.d.ts +1 -1
  86. package/dist/common/backends/webgpu/textureToTexture.js +28 -15
  87. package/dist/common/backends/webgpu/types.d.ts +2 -0
  88. package/dist/common/backends/webgpu/webgpuUtils.d.ts +24 -4
  89. package/dist/common/backends/webgpu/webgpuUtils.js +60 -11
  90. package/dist/common/constants.d.ts +19 -5
  91. package/dist/common/constants.js +19 -5
  92. package/dist/common/index.d.ts +1 -0
  93. package/dist/common/index.js +1 -0
  94. package/dist/common/tsconfig.tsbuildinfo +1 -1
  95. package/dist/common/types/render.d.ts +142 -13
  96. package/dist/common/types/utils.d.ts +21 -0
  97. package/dist/common/utils.d.ts +16 -0
  98. package/dist/common/utils.js +152 -0
  99. package/dist/main/benchUtils.d.ts +33 -1
  100. package/dist/main/benchUtils.js +145 -11
  101. package/dist/main/tsconfig.tsbuildinfo +1 -1
  102. package/dist/main/video/canvasTransform.d.ts +1 -1
  103. package/dist/main/video/canvasTransform.js +135 -47
  104. package/dist/main/video/index.d.ts +1 -1
  105. package/dist/main/video/index.js +1 -1
  106. package/dist/workers/mediaWorker.js +35 -162
  107. package/dist/workers/tsconfig.tsbuildinfo +1 -1
  108. package/package.json +8 -7
  109. package/dist/common/backends/webgl/shaders/blendFragmentShader.d.ts +0 -1
  110. package/dist/common/backends/webgl/shaders/blendFragmentShader.js +0 -21
  111. package/dist/common/backends/webgl/shaders/dualFilterBlurFragmentShader.d.ts +0 -1
  112. package/dist/common/backends/webgl/shaders/dualFilterBlurFragmentShader.js +0 -45
  113. package/dist/common/backends/webgl/shaders/smoothingMaskFragmentShader.d.ts +0 -1
  114. package/dist/common/backends/webgl/shaders/smoothingMaskFragmentShader.js +0 -57
  115. package/dist/common/backends/webgl/shaders/textureFragmentShader.d.ts +0 -1
  116. package/dist/common/backends/webgl/shaders/textureFragmentShader.js +0 -16
  117. package/dist/common/backends/webgl/shaders/vertexShader.d.ts +0 -1
  118. package/dist/common/backends/webgl/shaders/vertexShader.js +0 -19
@@ -0,0 +1,15 @@
1
+ import type { RendererOptions } from '../../types/render';
2
+ import type { TextureInfo } from './types';
3
+ /**
4
+ * Based on Connected Component Labelling algorithm,
5
+ * find the center-most connected component in the mask and
6
+ * return a binary mask of just that component.
7
+ *
8
+ * @param processor - OffscreenCanvas for WebGL context
9
+ * @param width - target width of the downsampled mask to process (e.g. 32)
10
+ * @param height - target height of the downsampled mask to process (e.g. 18)
11
+ */
12
+ export declare function createComponentSelector(processor: OffscreenCanvas, width: number, height: number): {
13
+ render: (softMask: TextureInfo, options: RendererOptions) => TextureInfo;
14
+ release: () => void;
15
+ };
@@ -0,0 +1,102 @@
1
+ import { assert } from '@pexip/utils';
2
+ import { RENDERING_EVENTS } from '../../constants';
3
+ import { createTextureToTextureRenderer } from './textureToTexture';
4
+ import { scoreComponent, labelComponents, iou } from '../../utils';
5
+ /**
6
+ * Based on Connected Component Labelling algorithm,
7
+ * find the center-most connected component in the mask and
8
+ * return a binary mask of just that component.
9
+ *
10
+ * @param processor - OffscreenCanvas for WebGL context
11
+ * @param width - target width of the downsampled mask to process (e.g. 32)
12
+ * @param height - target height of the downsampled mask to process (e.g. 18)
13
+ */
14
+ export function createComponentSelector(processor, width, height) {
15
+ const gl = processor.getContext('webgl2', {
16
+ premultipliedAlpha: false,
17
+ powerPreference: 'high-performance',
18
+ });
19
+ const downSampler = createTextureToTextureRenderer(processor, true, false, width, height, false);
20
+ assert(gl, RENDERING_EVENTS.ContextCreationError);
21
+ const labels = new Int32Array(width * height);
22
+ const data = new Uint8Array(width * height);
23
+ const bin = new Uint8Array(width * height);
24
+ const bestMask = new Uint8Array(width * height);
25
+ const labelledMask = new Uint8Array(width * height);
26
+ let prevPrimaryScore = 0;
27
+ const outputTexture = gl.createTexture();
28
+ gl.bindTexture(gl.TEXTURE_2D, outputTexture);
29
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
30
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
31
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
32
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
33
+ const fbo = gl.createFramebuffer();
34
+ const config = {
35
+ // Frames persisted = -Math.log(1 + switchThreshold) / Math.log(decay)
36
+ // Width 0.3 switchThreshold and 0.95 decay, it persists about 6 frames
37
+ switchThreshold: 0.3,
38
+ decay: 0.95,
39
+ // Weights
40
+ area: 0.2,
41
+ height: 0.4,
42
+ center: 0.2,
43
+ iou: 0.2,
44
+ };
45
+ return {
46
+ render: (softMask, options) => {
47
+ const smallMask = downSampler.render(softMask);
48
+ // Read back single-channel 8-bit for simplicity here
49
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
50
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, smallMask.texture, 0);
51
+ gl.readPixels(0, 0, width, height, gl.RED, gl.UNSIGNED_BYTE, data);
52
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
53
+ // Binarize using foregroundThreshold in 0..255 domain
54
+ const thresh = Math.max(0, Math.min(255, Math.floor(255 * options.foregroundThreshold)));
55
+ for (let i = 0; i < bin.length; i++) {
56
+ //@ts-expect-error will not be undefined
57
+ bin[i] = data[i] >= thresh ? 255 : 0;
58
+ }
59
+ let bestScore = -Infinity;
60
+ let bestLabel = 0;
61
+ const stats = labelComponents(bin, labels, width, height);
62
+ for (const [l, s] of stats.entries()) {
63
+ if (l === 0) {
64
+ continue; // background
65
+ }
66
+ for (let i = 0; i < labels.length; i++) {
67
+ labelledMask[i] = labels[i] === l ? 255 : 0;
68
+ }
69
+ const score = scoreComponent(s, iou(bestMask, labelledMask), {
70
+ ...config,
71
+ centerX: options.personCenter[0] * width,
72
+ centerY: options.personCenter[1] * height,
73
+ }, width, height);
74
+ if (score > bestScore) {
75
+ bestScore = score;
76
+ bestLabel = l;
77
+ }
78
+ }
79
+ // Hysteresis: switch only if significantly better
80
+ const shouldSwitch = bestScore > prevPrimaryScore * (1.0 + config.switchThreshold);
81
+ if (shouldSwitch || prevPrimaryScore === 0) {
82
+ for (let i = 0; i < labels.length; i++) {
83
+ bestMask[i] = labels[i] === bestLabel ? 255 : 0;
84
+ }
85
+ prevPrimaryScore = bestScore;
86
+ }
87
+ else {
88
+ prevPrimaryScore *= config.decay;
89
+ }
90
+ // Upload small filtered mask to GPU and return as TextureInfo (caller will upsample & combine)
91
+ gl.bindTexture(gl.TEXTURE_2D, outputTexture);
92
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.R8, width, height, 0, gl.RED, gl.UNSIGNED_BYTE, bestMask);
93
+ gl.bindTexture(gl.TEXTURE_2D, null);
94
+ return { texture: outputTexture, width, height };
95
+ },
96
+ release: () => {
97
+ gl.deleteTexture(outputTexture);
98
+ gl.deleteFramebuffer(fbo);
99
+ downSampler.release();
100
+ },
101
+ };
102
+ }
@@ -3,9 +3,9 @@ import type { TextureInfo } from './types';
3
3
  /**
4
4
  * Smooth the mask edge
5
5
  */
6
- export declare const createSmoothingMaskRenderer: (processor: OffscreenCanvas) => {
7
- render: ({ mask, prevMask, }: {
8
- prevMask?: TextureInfo;
6
+ export declare const createSmoothingMaskRenderer: (processor: OffscreenCanvas, width: number, height: number) => {
7
+ render: ({ mask, prevMask }: {
8
+ prevMask: TextureInfo;
9
9
  mask: TextureInfo;
10
10
  }, options: RendererOptions) => TextureInfo;
11
11
  release: () => void;
@@ -1,14 +1,14 @@
1
1
  import { assert } from '@pexip/utils';
2
2
  import { m3 } from '../../m3';
3
3
  import { RENDERING_EVENTS } from '../../constants';
4
- import { createGLProgram, createAndSetupTexture } from './webglUtils';
5
- import { vertexShaderSource } from './shaders/vertexShader';
6
- import { smoothingMaskFragmentShaderSource } from './shaders/smoothingMaskFragmentShader';
4
+ import { createGLProgram, createFrameBuffer, createMaskTexture, } from './webglUtils';
5
+ import vertexSrc from './shaders/matrix.vert';
6
+ import fragmentSrc from './shaders/smoothingMask.frag';
7
7
  /**
8
8
  * Smooth the mask edge
9
9
  */
10
- export const createSmoothingMaskRenderer = (processor) => {
11
- const { gl, program, attribLocations, uniformLocations, release } = createGLProgram(processor, {
10
+ export const createSmoothingMaskRenderer = (processor, width, height) => {
11
+ const { gl, program, attribLocations, uniformLocations, floatFullChannelSupported, floatSingleChannelSupported, release, } = createGLProgram(processor, {
12
12
  attribs: {
13
13
  position: 'a_position',
14
14
  texCoord: 'a_texCoord',
@@ -16,12 +16,13 @@ export const createSmoothingMaskRenderer = (processor) => {
16
16
  uniforms: {
17
17
  matrix: 'u_matrix',
18
18
  mask: 'u_mask',
19
- maskCombineRatio: 'u_mask_combine_ratio',
20
- foregroundThreshold: 'u_foreground_threshold',
21
19
  prevMask: 'u_mask_prev',
20
+ frame: 'u_frame',
21
+ prevFrame: 'u_frame_prev',
22
+ maskCombineRatio: 'u_mask_combine_ratio',
22
23
  },
23
- vertexSrc: vertexShaderSource,
24
- fragmentSrc: smoothingMaskFragmentShaderSource,
24
+ vertexSrc,
25
+ fragmentSrc,
25
26
  });
26
27
  const vao = gl.createVertexArray();
27
28
  gl.bindVertexArray(vao);
@@ -55,16 +56,13 @@ export const createSmoothingMaskRenderer = (processor) => {
55
56
  ]), gl.STATIC_DRAW);
56
57
  gl.enableVertexAttribArray(attribLocations.texCoord);
57
58
  gl.vertexAttribPointer(attribLocations.texCoord, 2, gl.FLOAT, false, 0, 0);
58
- const outputTexture = createAndSetupTexture(gl);
59
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, processor.width, processor.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
60
- const frameBuffer = gl.createFramebuffer();
61
- gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
62
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
59
+ const outputTexture = createMaskTexture(gl, width, height, false, floatSingleChannelSupported, floatFullChannelSupported);
60
+ const frameBuffer = createFrameBuffer(gl, outputTexture);
63
61
  return {
64
- render: ({ mask, prevMask, }, options) => {
62
+ render: ({ mask, prevMask }, options) => {
65
63
  assert(!gl.isContextLost(), RENDERING_EVENTS.ContextLost);
66
64
  gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
67
- gl.viewport(0, 0, processor.width, processor.height);
65
+ gl.viewport(0, 0, mask.width, mask.height);
68
66
  gl.clearColor(0, 0, 0, 0);
69
67
  gl.clear(gl.COLOR_BUFFER_BIT);
70
68
  gl.useProgram(program);
@@ -75,19 +73,22 @@ export const createSmoothingMaskRenderer = (processor) => {
75
73
  gl.bindTexture(gl.TEXTURE_2D, mask.texture);
76
74
  gl.activeTexture(gl.TEXTURE1);
77
75
  gl.uniform1i(uniformLocations.prevMask, 1);
78
- gl.bindTexture(gl.TEXTURE_2D, prevMask?.texture ?? mask.texture);
76
+ gl.bindTexture(gl.TEXTURE_2D, prevMask.texture);
79
77
  // No Flip Y Coordinate for drawing on the frame buffer
80
78
  // Project, position and scale to full-size of the canvas
81
79
  const matrix = m3.projection(1, 1, 1);
82
80
  gl.uniformMatrix3fv(uniformLocations.matrix, false, matrix);
83
81
  gl.uniform1f(uniformLocations.maskCombineRatio, options.maskCombineRatio);
84
- gl.uniform1f(uniformLocations.foregroundThreshold, options.foregroundThreshold);
85
82
  gl.drawArrays(gl.TRIANGLES, 0, 6);
86
- assert(outputTexture);
83
+ // Cleanup
84
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
85
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
86
+ gl.bindTexture(gl.TEXTURE_2D, null);
87
+ gl.bindVertexArray(null);
87
88
  return {
88
89
  texture: outputTexture,
89
- width: processor.width,
90
- height: processor.height,
90
+ width,
91
+ height,
91
92
  };
92
93
  },
93
94
  release: () => {
@@ -0,0 +1,9 @@
1
+ import type { TextureInfo } from './types';
2
+ /**
3
+ * Create a tent blur renderer for small radius blurring of a mask.
4
+ * The blur is implemented as a separable filter.
5
+ */
6
+ export declare const createTentBlurRenderer: (processor: OffscreenCanvas, width: number, height: number) => {
7
+ render: (mask: TextureInfo, radiusPx: number) => TextureInfo;
8
+ release: () => void;
9
+ };
@@ -0,0 +1,118 @@
1
+ import { assert } from '@pexip/utils';
2
+ import { m3 } from '../../m3';
3
+ import { RENDERING_EVENTS } from '../../constants';
4
+ import { clamping } from '../../utils';
5
+ import { createGLProgram, createMaskTexture, createFrameBuffer, } from './webglUtils';
6
+ import vertexSrc from './shaders/matrix.vert';
7
+ import fragmentSrc from './shaders/tentBlur.frag';
8
+ const MAX_RADIUS_PX = 16;
9
+ const clampRadiusPx = clamping(0, MAX_RADIUS_PX);
10
+ /**
11
+ * Create a tent blur renderer for small radius blurring of a mask.
12
+ * The blur is implemented as a separable filter.
13
+ */
14
+ export const createTentBlurRenderer = (processor, width, height) => {
15
+ const { gl, program, attribLocations, uniformLocations, floatSingleChannelSupported, floatFullChannelSupported, release, } = createGLProgram(processor, {
16
+ attribs: {
17
+ position: 'a_position',
18
+ texCoord: 'a_texCoord',
19
+ },
20
+ uniforms: {
21
+ matrix: 'u_matrix',
22
+ mask: 'u_mask',
23
+ texelSize: 'u_texel_size',
24
+ direction: 'u_direction',
25
+ radiusPx: 'u_radius_px',
26
+ },
27
+ vertexSrc,
28
+ fragmentSrc,
29
+ });
30
+ const vao = gl.createVertexArray();
31
+ gl.bindVertexArray(vao);
32
+ // Position
33
+ const positionBuffer = gl.createBuffer();
34
+ gl.enableVertexAttribArray(attribLocations.position);
35
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
36
+ gl.vertexAttribPointer(attribLocations.position, 2, gl.FLOAT, false, 0, 0);
37
+ gl.bufferData(gl.ARRAY_BUFFER,
38
+ // prettier-ignore
39
+ new Float32Array([
40
+ 0, 0,
41
+ 0, 1,
42
+ 1, 0,
43
+ 1, 0,
44
+ 0, 1,
45
+ 1, 1,
46
+ ]), gl.STATIC_DRAW);
47
+ // Texture coordinates for the rectangle
48
+ const texCoordBuffer = gl.createBuffer();
49
+ gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
50
+ gl.bufferData(gl.ARRAY_BUFFER,
51
+ // prettier-ignore
52
+ new Float32Array([
53
+ 0, 0,
54
+ 0, 1,
55
+ 1, 0,
56
+ 1, 0,
57
+ 0, 1,
58
+ 1, 1,
59
+ ]), gl.STATIC_DRAW);
60
+ gl.enableVertexAttribArray(attribLocations.texCoord);
61
+ gl.vertexAttribPointer(attribLocations.texCoord, 2, gl.FLOAT, false, 0, 0);
62
+ const outputTexturePing = createMaskTexture(gl, width, height, false, floatSingleChannelSupported, floatFullChannelSupported);
63
+ const frameBufferPing = createFrameBuffer(gl, outputTexturePing);
64
+ const outputTexturePong = createMaskTexture(gl, width, height, false, floatSingleChannelSupported, floatFullChannelSupported);
65
+ const frameBufferPong = createFrameBuffer(gl, outputTexturePong);
66
+ const scaleFactor = processor.width / width;
67
+ return {
68
+ render: (mask, radiusPx) => {
69
+ assert(!gl.isContextLost(), RENDERING_EVENTS.ContextLost);
70
+ gl.clearColor(0, 0, 0, 0);
71
+ gl.clear(gl.COLOR_BUFFER_BIT);
72
+ gl.useProgram(program);
73
+ gl.bindVertexArray(vao);
74
+ gl.uniform2f(uniformLocations.texelSize, 1 / mask.width, 1 / mask.height);
75
+ gl.uniform1i(uniformLocations.radiusPx, clampRadiusPx(Math.floor(radiusPx / scaleFactor)));
76
+ const matrix = m3.projection(1, 1, 1);
77
+ // No Flip Y Coordinate for drawing on the frame buffer
78
+ // Project, position and scale to full-size of the canvas
79
+ gl.uniformMatrix3fv(uniformLocations.matrix, false, matrix);
80
+ let write = frameBufferPing;
81
+ let read = mask.texture;
82
+ // Ping-pong framebuffers for multiple passes
83
+ // Separable
84
+ for (let j = 0; j < 2; j++) {
85
+ // Textures
86
+ gl.activeTexture(gl.TEXTURE0);
87
+ gl.uniform1i(uniformLocations.mask, 0);
88
+ gl.bindTexture(gl.TEXTURE_2D, read);
89
+ // Horizontal then Vertical
90
+ gl.uniform2f(uniformLocations.direction, 1.0 - j, 0.0 + j);
91
+ gl.bindFramebuffer(gl.FRAMEBUFFER, write);
92
+ gl.viewport(0, 0, mask.width, mask.height);
93
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
94
+ // Swap
95
+ [read, write] =
96
+ write === frameBufferPing
97
+ ? [outputTexturePing, frameBufferPong]
98
+ : [outputTexturePong, frameBufferPing];
99
+ }
100
+ // Cleanup
101
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
102
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
103
+ gl.bindTexture(gl.TEXTURE_2D, null);
104
+ gl.bindVertexArray(null);
105
+ return { texture: read, width, height };
106
+ },
107
+ release: () => {
108
+ gl.deleteBuffer(positionBuffer);
109
+ gl.deleteBuffer(texCoordBuffer);
110
+ gl.deleteTexture(outputTexturePing);
111
+ gl.deleteTexture(outputTexturePong);
112
+ gl.deleteFramebuffer(frameBufferPing);
113
+ gl.deleteFramebuffer(frameBufferPong);
114
+ gl.deleteVertexArray(vao);
115
+ release();
116
+ },
117
+ };
118
+ };
@@ -3,7 +3,7 @@ import type { TextureInfo } from './types';
3
3
  /**
4
4
  * Render Video frame into texture
5
5
  */
6
- export declare const createTextureRenderer: (processor: OffscreenCanvas) => {
6
+ export declare const createTextureRenderer: (processor: OffscreenCanvas, redOnly: boolean) => {
7
7
  render: (video: VideoFrameLike) => TextureInfo;
8
8
  release: () => void;
9
9
  };
@@ -1,14 +1,14 @@
1
1
  import { assert } from '@pexip/utils';
2
2
  import { RENDERING_EVENTS } from '../../constants';
3
3
  import { m3 } from '../../m3';
4
- import { createAndSetupTexture, createGLProgram } from './webglUtils';
5
- import { vertexShaderSource } from './shaders/vertexShader';
6
- import { textureFragmentShaderSource } from './shaders/textureFragmentShader';
4
+ import { createFrameBuffer, createGLProgram, createMaskTexture, createRGBAFrameTexture, } from './webglUtils';
5
+ import vertexSrc from './shaders/matrix.vert';
6
+ import fragmentSrc from './shaders/texture.frag';
7
7
  /**
8
8
  * Render Video frame into texture
9
9
  */
10
- export const createTextureRenderer = (processor) => {
11
- const { gl, program, attribLocations, uniformLocations, release } = createGLProgram(processor, {
10
+ export const createTextureRenderer = (processor, redOnly) => {
11
+ const { gl, program, attribLocations, uniformLocations, floatFullChannelSupported, floatSingleChannelSupported, release, } = createGLProgram(processor, {
12
12
  attribs: {
13
13
  position: 'a_position',
14
14
  texCoord: 'a_texCoord',
@@ -17,8 +17,8 @@ export const createTextureRenderer = (processor) => {
17
17
  matrix: 'u_matrix',
18
18
  texture: 'u_texture',
19
19
  },
20
- vertexSrc: vertexShaderSource,
21
- fragmentSrc: textureFragmentShaderSource,
20
+ vertexSrc,
21
+ fragmentSrc,
22
22
  });
23
23
  const vao = gl.createVertexArray();
24
24
  gl.bindVertexArray(vao);
@@ -53,12 +53,11 @@ export const createTextureRenderer = (processor) => {
53
53
  ]), gl.STATIC_DRAW);
54
54
  gl.enableVertexAttribArray(attribLocations.texCoord);
55
55
  gl.vertexAttribPointer(attribLocations.texCoord, 2, gl.FLOAT, false, 0, 0);
56
- const frameTexture = createAndSetupTexture(gl);
57
- const outputTexture = createAndSetupTexture(gl);
58
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, processor.width, processor.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
59
- const frameBuffer = gl.createFramebuffer();
60
- gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
61
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
56
+ const frameTexture = createRGBAFrameTexture(gl, processor.width, processor.height, true, floatFullChannelSupported);
57
+ const outputTexture = redOnly
58
+ ? createMaskTexture(gl, processor.width, processor.height, false, floatSingleChannelSupported, floatFullChannelSupported)
59
+ : createRGBAFrameTexture(gl, processor.width, processor.height, true, floatFullChannelSupported);
60
+ const frameBuffer = createFrameBuffer(gl, outputTexture);
62
61
  return {
63
62
  render: (video) => {
64
63
  assert(!gl.isContextLost(), RENDERING_EVENTS.ContextLost);
@@ -71,16 +70,19 @@ export const createTextureRenderer = (processor) => {
71
70
  gl.bindVertexArray(vao);
72
71
  // Texture Unit setup
73
72
  gl.uniform1i(uniformLocations.texture, 0);
74
- // Project, position and scale to full-size of the canvas
73
+ // Project, position, and scale to full-size of the canvas
75
74
  const matrix = m3.projection(1, 1, 1);
76
75
  gl.uniformMatrix3fv(uniformLocations.matrix, false, matrix);
77
- // Frame texture
76
+ // Upload the frame to texture
78
77
  gl.activeTexture(gl.TEXTURE0);
79
78
  gl.bindTexture(gl.TEXTURE_2D, frameTexture);
80
79
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, video.frame);
81
- gl.generateMipmap(gl.TEXTURE_2D);
82
80
  gl.drawArrays(gl.TRIANGLES, 0, 6);
83
- assert(outputTexture);
81
+ // Cleanup
82
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
83
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
84
+ gl.bindTexture(gl.TEXTURE_2D, null);
85
+ gl.bindVertexArray(null);
84
86
  return {
85
87
  texture: outputTexture,
86
88
  width: processor.width,
@@ -2,7 +2,7 @@ import type { TextureInfo } from './types';
2
2
  /**
3
3
  * Render texture into another texture, i.e. clone
4
4
  */
5
- export declare const createTextureToTextureRenderer: (processor: OffscreenCanvas) => {
5
+ export declare const createTextureToTextureRenderer: (processor: OffscreenCanvas, redOnly: boolean, linearSampling?: boolean, targetWidth?: number, targetHeight?: number, float?: boolean) => {
6
6
  render: (inputTexture: TextureInfo) => TextureInfo;
7
7
  release: () => void;
8
8
  };
@@ -1,14 +1,14 @@
1
1
  import { assert } from '@pexip/utils';
2
2
  import { RENDERING_EVENTS } from '../../constants';
3
3
  import { m3 } from '../../m3';
4
- import { createAndSetupTexture, createGLProgram } from './webglUtils';
5
- import { vertexShaderSource } from './shaders/vertexShader';
6
- import { textureFragmentShaderSource } from './shaders/textureFragmentShader';
4
+ import { createFrameBuffer, createGLProgram, createMaskTexture, createRGBAFrameTexture, } from './webglUtils';
5
+ import vertexSrc from './shaders/matrix.vert';
6
+ import fragmentSrc from './shaders/texture.frag';
7
7
  /**
8
8
  * Render texture into another texture, i.e. clone
9
9
  */
10
- export const createTextureToTextureRenderer = (processor) => {
11
- const { gl, program, attribLocations, uniformLocations, release } = createGLProgram(processor, {
10
+ export const createTextureToTextureRenderer = (processor, redOnly, linearSampling = false, targetWidth = processor.width, targetHeight = processor.height, float = true) => {
11
+ const { gl, program, attribLocations, uniformLocations, floatFullChannelSupported, floatSingleChannelSupported, release, } = createGLProgram(processor, {
12
12
  attribs: {
13
13
  position: 'a_position',
14
14
  texCoord: 'a_texCoord',
@@ -17,8 +17,8 @@ export const createTextureToTextureRenderer = (processor) => {
17
17
  matrix: 'u_matrix',
18
18
  texture: 'u_texture',
19
19
  },
20
- vertexSrc: vertexShaderSource,
21
- fragmentSrc: textureFragmentShaderSource,
20
+ vertexSrc,
21
+ fragmentSrc,
22
22
  });
23
23
  const vao = gl.createVertexArray();
24
24
  gl.bindVertexArray(vao);
@@ -53,17 +53,16 @@ export const createTextureToTextureRenderer = (processor) => {
53
53
  ]), gl.STATIC_DRAW);
54
54
  gl.enableVertexAttribArray(attribLocations.texCoord);
55
55
  gl.vertexAttribPointer(attribLocations.texCoord, 2, gl.FLOAT, false, 0, 0);
56
- const outputTexture = createAndSetupTexture(gl);
57
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, processor.width, processor.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
58
- const frameBuffer = gl.createFramebuffer();
59
- gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
60
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
56
+ const outputTexture = redOnly
57
+ ? createMaskTexture(gl, targetWidth, targetHeight, linearSampling, float && floatSingleChannelSupported, float && floatFullChannelSupported)
58
+ : createRGBAFrameTexture(gl, targetWidth, targetHeight, linearSampling, float && floatFullChannelSupported);
59
+ const frameBuffer = createFrameBuffer(gl, outputTexture);
61
60
  return {
62
61
  render: (inputTexture) => {
63
62
  assert(!gl.isContextLost(), RENDERING_EVENTS.ContextLost);
64
63
  // Draw on the frame buffer
65
64
  gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
66
- gl.viewport(0, 0, processor.width, processor.height);
65
+ gl.viewport(0, 0, targetWidth, targetHeight);
67
66
  gl.clearColor(0, 0, 0, 1);
68
67
  gl.clear(gl.COLOR_BUFFER_BIT);
69
68
  gl.useProgram(program);
@@ -76,11 +75,15 @@ export const createTextureToTextureRenderer = (processor) => {
76
75
  const matrix = m3.projection(1, 1, 1);
77
76
  gl.uniformMatrix3fv(uniformLocations.matrix, false, matrix);
78
77
  gl.drawArrays(gl.TRIANGLES, 0, 6);
79
- assert(outputTexture);
78
+ // Cleanup
79
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
80
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
81
+ gl.bindTexture(gl.TEXTURE_2D, null);
82
+ gl.bindVertexArray(null);
80
83
  return {
81
84
  texture: outputTexture,
82
- width: processor.width,
83
- height: processor.height,
85
+ width: targetWidth,
86
+ height: targetHeight,
84
87
  };
85
88
  },
86
89
  release: () => {
@@ -61,7 +61,11 @@ export declare const createProgram: (gl: WebGLRenderingContext, shaders: [WebGLS
61
61
  * A parallel array to opt_attribs letting you assign locations.
62
62
  */
63
63
  export declare const createProgramFromSources: (gl: WebGLRenderingContext, [vs, fs]: [GLShaderSource, GLShaderSource], attribs?: string[], locations?: number[]) => [WebGLProgram, Release];
64
- export declare const createAndSetupTexture: (gl: WebGL2RenderingContext) => WebGLTexture;
64
+ export declare const createAndSetupTexture: (gl: WebGL2RenderingContext, linear: boolean) => WebGLTexture;
65
+ export declare const createRGBAFrameTexture: (gl: WebGL2RenderingContext, width: number, height: number, linear?: boolean, withFloat?: boolean) => WebGLTexture;
66
+ export declare const createMaskTexture: (gl: WebGL2RenderingContext, width: number, height: number, linear?: boolean, withFloatSingle?: boolean, withFloatFull?: boolean) => WebGLTexture;
67
+ export declare const createFrameBuffer: (gl: WebGL2RenderingContext, texture: WebGLTexture) => WebGLFramebuffer;
68
+ export declare const support: (gl: WebGL2RenderingContext, internalFormat: GLint, format: GLenum, width?: number, height?: number) => boolean;
65
69
  type Location<S extends string> = S extends `u_${string}` ? ReturnType<WebGL2RenderingContext['getUniformLocation']> : S extends `a_${string}` ? ReturnType<WebGL2RenderingContext['getAttribLocation']> : never;
66
70
  export declare const getLocations: <T extends Record<string, string>>(gl: WebGL2RenderingContext, program: WebGLProgram, locations: T) => { [Key in keyof T]: Location<T[Key]>; };
67
71
  export declare const createGLProgram: <A extends Record<string, string>, U extends Record<string, string>>(processCanvas: OffscreenCanvas, { attribs, uniforms, vertexSrc, fragmentSrc, }: {
@@ -75,6 +79,8 @@ export declare const createGLProgram: <A extends Record<string, string>, U exten
75
79
  attribLocations: { [Key in keyof A]: Location<A[Key]>; };
76
80
  uniformLocations: { [Key_1 in keyof U]: Location<U[Key_1]>; };
77
81
  release: Release;
82
+ floatSingleChannelSupported: boolean;
83
+ floatFullChannelSupported: boolean;
78
84
  };
79
85
  export declare const toTextureInfo: (mask: MPMask) => TextureInfo;
80
86
  export {};
@@ -1,3 +1,5 @@
1
+ import { assert } from '@pexip/utils';
2
+ import { RENDERING_EVENTS } from '../../constants';
1
3
  /**
2
4
  * WebGL Shader type enum
3
5
  */
@@ -139,16 +141,69 @@ export const createProgramFromSources = (gl, [vs, fs], attribs, locations) => cr
139
141
  loadShader(gl, GL_SHADER_TYPE.VertexShader, vs),
140
142
  loadShader(gl, GL_SHADER_TYPE.FragmentShader, fs),
141
143
  ], attribs, locations);
142
- export const createAndSetupTexture = (gl) => {
144
+ export const createAndSetupTexture = (gl, linear) => {
143
145
  const texture = gl.createTexture();
144
146
  gl.bindTexture(gl.TEXTURE_2D, texture);
145
- // Set the parameters so we don't need mips and so we're not filtering
147
+ // Set the parameters so we don't need MIPS and so we're not filtering
146
148
  // and we don't repeat at the edges.
147
149
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
148
150
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
151
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR : gl.NEAREST);
152
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, linear ? gl.LINEAR : gl.NEAREST);
153
+ return texture;
154
+ };
155
+ export const createRGBAFrameTexture = (gl, width, height, linear = false, withFloat = false) => {
156
+ const texture = createAndSetupTexture(gl, linear);
157
+ if (withFloat) {
158
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.HALF_FLOAT, null);
159
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
160
+ return texture;
161
+ }
162
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
163
+ gl.bindTexture(gl.TEXTURE_2D, null);
164
+ return texture;
165
+ };
166
+ export const createMaskTexture = (gl, width, height, linear = false, withFloatSingle = false, withFloatFull = false) => {
167
+ const texture = createAndSetupTexture(gl, linear);
168
+ if (withFloatSingle) {
169
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.R16F, width, height, 0, gl.RED, gl.HALF_FLOAT, null);
170
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
171
+ return texture;
172
+ }
173
+ if (withFloatFull) {
174
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, width, height, 0, gl.RGBA, gl.HALF_FLOAT, null);
175
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
176
+ return texture;
177
+ }
178
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.R8, width, height, 0, gl.RED, gl.UNSIGNED_BYTE, null);
179
+ gl.bindTexture(gl.TEXTURE_2D, null);
180
+ return texture;
181
+ };
182
+ export const createFrameBuffer = (gl, texture) => {
183
+ const frameBuffer = gl.createFramebuffer();
184
+ gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
185
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
186
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
187
+ return frameBuffer;
188
+ };
189
+ export const support = (gl, internalFormat, format, width = 2, height = 2) => {
190
+ // Create single-channel float16 texture
191
+ const tex = gl.createTexture();
192
+ gl.bindTexture(gl.TEXTURE_2D, tex);
193
+ gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, width, height, 0, format, gl.HALF_FLOAT, null);
149
194
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
150
195
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
151
- return texture;
196
+ // Attach texture
197
+ const fb = createFrameBuffer(gl, tex);
198
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
199
+ // Check completeness
200
+ const complete = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
201
+ // Clean up
202
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
203
+ gl.deleteFramebuffer(fb);
204
+ gl.bindTexture(gl.TEXTURE_2D, null);
205
+ gl.deleteTexture(tex);
206
+ return complete;
152
207
  };
153
208
  export const getLocations = (gl, program, locations) => Object.keys(locations).reduce((acc, key) => {
154
209
  const k = key;
@@ -167,9 +222,7 @@ export const createGLProgram = (processCanvas, { attribs, uniforms, vertexSrc, f
167
222
  premultipliedAlpha: false,
168
223
  powerPreference: 'high-performance',
169
224
  });
170
- if (!gl) {
171
- throw new Error('WebGL2 is not supported');
172
- }
225
+ assert(gl, RENDERING_EVENTS.ContextCreationError);
173
226
  gl.enable(gl.BLEND);
174
227
  gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
175
228
  assertShaderSource(vertexSrc);
@@ -178,12 +231,17 @@ export const createGLProgram = (processCanvas, { attribs, uniforms, vertexSrc, f
178
231
  vertexSrc,
179
232
  fragmentSrc,
180
233
  ]);
234
+ const hasFloat = !!gl.getExtension('EXT_color_buffer_float');
235
+ const floatSingleChannelSupported = hasFloat && support(gl, gl.R16F, gl.RED);
236
+ const floatFullChannelSupported = hasFloat && support(gl, gl.RGBA16F, gl.RGBA);
181
237
  return {
182
238
  gl,
183
239
  program,
184
240
  attribLocations: getLocations(gl, program, attribs),
185
241
  uniformLocations: getLocations(gl, program, uniforms),
186
242
  release,
243
+ floatSingleChannelSupported,
244
+ floatFullChannelSupported,
187
245
  };
188
246
  };
189
247
  export const toTextureInfo = (mask) => ({