Provides classes that allow you to apply a variety of visual effects to images and videos. For example, you can easily fix red-eye, convert an image to grayscale, adjust brightness, adjust saturation, rotate an image, apply a fisheye effect, and much more. The system performs all effects processing on the GPU to obtain maximum performance.

For maximum performance, effects are applied directly to OpenGL textures, so your application must have a valid OpenGL context before it can use the effects APIs. The textures to which you apply effects may be from bitmaps, videos or even the camera. However, there are certain restrictions that textures must meet:

1. They must be bound to a {@link android.opengl.GLES20#GL_TEXTURE_2D} texture image
2. They must contain at least one mipmap level

An {@link android.media.effect.Effect} object defines a single media effect that you can apply to an image frame. The basic workflow to create an {@link android.media.effect.Effect} is:

1. Call {@link android.media.effect.EffectContext#createWithCurrentGlContext EffectContext.createWithCurrentGlContext()} from your OpenGL ES 2.0 context.
2. Use the returned {@link android.media.effect.EffectContext} to call {@link android.media.effect.EffectContext#getFactory EffectContext.getFactory()}, which returns an instance of {@link android.media.effect.EffectFactory}.
3. Call {@link android.media.effect.EffectFactory#createEffect createEffect()}, passing it an effect name from @link android.media.effect.EffectFactory}, such as {@link android.media.effect.EffectFactory#EFFECT_FISHEYE} or {@link android.media.effect.EffectFactory#EFFECT_VIGNETTE}.

You can adjust an effect’s parameters by calling {@link android.media.effect.Effect#setParameter setParameter()} and passing a parameter name and parameter value. Each type of effect accepts different parameters, which are documented with the effect name. For example, {@link android.media.effect.EffectFactory#EFFECT_FISHEYE} has one parameter for the {@code scale} of the distortion.

To apply an effect on a texture, call {@link android.media.effect.Effect#apply apply()} on the {@link android.media.effect.Effect} and pass in the input texture, its width and height, and the output texture. The input texture must be bound to a {@link android.opengl.GLES20#GL_TEXTURE_2D} texture image (usually done by calling the {@link android.opengl.GLES20#glTexImage2D glTexImage2D()} function). You may provide multiple mipmap levels. If the output texture has not been bound to a texture image, it will be automatically bound by the effect as a {@link android.opengl.GLES20#GL_TEXTURE_2D} and with one mipmap level (0), which will have the same size as the input.

Note: All effects listed in {@link android.media.effect.EffectFactory} are guaranteed to be supported. However, some additional effects available from external libraries are not supported by all devices, so you must first check if the desired effect from the external library is supported by calling {@link android.media.effect.EffectFactory#isEffectSupported isEffectSupported()}.