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mediapipe/mediapipe/tasks/web/vision/core/mask.ts
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TypeScript

/**
* Copyright 2023 The MediaPipe Authors.
*
* 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.
*/
import {assertNotNull, MPImageShaderContext} from '../../../../tasks/web/vision/core/image_shader_context';
/** The underlying type of the image. */
enum MPMaskType {
/** Represents the native `UInt8Array` type. */
UINT8_ARRAY,
/** Represents the native `Float32Array` type. */
FLOAT32_ARRAY,
/** Represents the native `WebGLTexture` type. */
WEBGL_TEXTURE
}
/** The supported mask formats. For internal usage. */
export type MPMaskContainer = Uint8Array|Float32Array|WebGLTexture;
/**
* The wrapper class for MediaPipe segmentation masks.
*
* Masks are stored as `Uint8Array`, `Float32Array` or `WebGLTexture` objects.
* You can convert the underlying type to any other type by passing the desired
* type to `getAs...()`. As type conversions can be expensive, it is recommended
* to limit these conversions. You can verify what underlying types are already
* available by invoking `has...()`.
*
* Masks that are returned from a MediaPipe Tasks are owned by by the
* underlying C++ Task. If you need to extend the lifetime of these objects,
* you can invoke the `clone()` method. To free up the resources obtained
* during any clone or type conversion operation, it is important to invoke
* `close()` on the `MPMask` instance.
*/
export class MPMask {
private gl?: WebGL2RenderingContext;
/** @hideconstructor */
constructor(
private readonly containers: MPMaskContainer[],
private ownsWebGLTexture: boolean,
/** Returns the canvas element that the mask is bound to. */
readonly canvas: HTMLCanvasElement|OffscreenCanvas|undefined,
private shaderContext: MPImageShaderContext|undefined,
/** Returns the width of the mask. */
readonly width: number,
/** Returns the height of the mask. */
readonly height: number,
) {}
/** Returns whether this `MPMask` contains a mask of type `Uint8Array`. */
hasUint8Array(): boolean {
return !!this.getContainer(MPMaskType.UINT8_ARRAY);
}
/** Returns whether this `MPMask` contains a mask of type `Float32Array`. */
hasFloat32Array(): boolean {
return !!this.getContainer(MPMaskType.FLOAT32_ARRAY);
}
/** Returns whether this `MPMask` contains a mask of type `WebGLTexture`. */
hasWebGLTexture(): boolean {
return !!this.getContainer(MPMaskType.WEBGL_TEXTURE);
}
/**
* Returns the underlying mask as a Uint8Array`. Note that this involves an
* expensive GPU to CPU transfer if the current mask is only available as a
* `WebGLTexture`.
*
* @return The current data as a Uint8Array.
*/
getAsUint8Array(): Uint8Array {
return this.convertToUint8Array();
}
/**
* Returns the underlying mask as a single channel `Float32Array`. Note that
* this involves an expensive GPU to CPU transfer if the current mask is only
* available as a `WebGLTexture`.
*
* @return The current mask as a Float32Array.
*/
getAsFloat32Array(): Float32Array {
return this.convertToFloat32Array();
}
/**
* Returns the underlying mask as a `WebGLTexture` object. Note that this
* involves a CPU to GPU transfer if the current mask is only available as
* a CPU array. The returned texture is bound to the current canvas (see
* `.canvas`).
*
* @return The current mask as a WebGLTexture.
*/
getAsWebGLTexture(): WebGLTexture {
return this.convertToWebGLTexture();
}
private getContainer(type: MPMaskType.UINT8_ARRAY): Uint8Array|undefined;
private getContainer(type: MPMaskType.FLOAT32_ARRAY): Float32Array|undefined;
private getContainer(type: MPMaskType.WEBGL_TEXTURE): WebGLTexture|undefined;
private getContainer(type: MPMaskType): MPMaskContainer|undefined;
/** Returns the container for the requested storage type iff it exists. */
private getContainer(type: MPMaskType): MPMaskContainer|undefined {
switch (type) {
case MPMaskType.UINT8_ARRAY:
return this.containers.find(img => img instanceof Uint8Array);
case MPMaskType.FLOAT32_ARRAY:
return this.containers.find(img => img instanceof Float32Array);
case MPMaskType.WEBGL_TEXTURE:
return this.containers.find(
img => typeof WebGLTexture !== 'undefined' &&
img instanceof WebGLTexture);
default:
throw new Error(`Type is not supported: ${type}`);
}
}
/**
* Creates a copy of the resources stored in this `MPMask`. You can
* invoke this method to extend the lifetime of a mask returned by a
* MediaPipe Task. Note that performance critical applications should aim to
* only use the `MPMask` within the MediaPipe Task callback so that
* copies can be avoided.
*/
clone(): MPMask {
const destinationContainers: MPMaskContainer[] = [];
// TODO: We might only want to clone one backing datastructure
// even if multiple are defined;
for (const container of this.containers) {
let destinationContainer: MPMaskContainer;
if (container instanceof Uint8Array) {
destinationContainer = new Uint8Array(container);
} else if (container instanceof Float32Array) {
destinationContainer = new Float32Array(container);
} else if (container instanceof WebGLTexture) {
const gl = this.getGL();
const shaderContext = this.getShaderContext();
// Create a new texture and use it to back a framebuffer
gl.activeTexture(gl.TEXTURE1);
destinationContainer =
assertNotNull(gl.createTexture(), 'Failed to create texture');
gl.bindTexture(gl.TEXTURE_2D, destinationContainer);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.R32F, this.width, this.height, 0, gl.RED,
gl.FLOAT, null);
gl.bindTexture(gl.TEXTURE_2D, null);
shaderContext.bindFramebuffer(gl, destinationContainer);
shaderContext.run(gl, /* flipVertically= */ false, () => {
this.bindTexture(); // This activates gl.TEXTURE0
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
this.unbindTexture();
});
shaderContext.unbindFramebuffer();
this.unbindTexture();
} else {
throw new Error(`Type is not supported: ${container}`);
}
destinationContainers.push(destinationContainer);
}
return new MPMask(
destinationContainers, this.hasWebGLTexture(), this.canvas,
this.shaderContext, this.width, this.height);
}
private getGL(): WebGL2RenderingContext {
if (!this.canvas) {
throw new Error(
'Conversion to different image formats require that a canvas ' +
'is passed when iniitializing the image.');
}
if (!this.gl) {
this.gl = assertNotNull(
this.canvas.getContext('webgl2') as WebGL2RenderingContext | null,
'You cannot use a canvas that is already bound to a different ' +
'type of rendering context.');
}
const ext = this.gl.getExtension('EXT_color_buffer_float');
if (!ext) {
// TODO: Ensure this works on iOS
throw new Error('Missing required EXT_color_buffer_float extension');
}
return this.gl;
}
private getShaderContext(): MPImageShaderContext {
if (!this.shaderContext) {
this.shaderContext = new MPImageShaderContext();
}
return this.shaderContext;
}
private convertToFloat32Array(): Float32Array {
let float32Array = this.getContainer(MPMaskType.FLOAT32_ARRAY);
if (!float32Array) {
const uint8Array = this.getContainer(MPMaskType.UINT8_ARRAY);
if (uint8Array) {
float32Array = new Float32Array(uint8Array).map(v => v / 255);
} else {
const gl = this.getGL();
const shaderContext = this.getShaderContext();
float32Array = new Float32Array(this.width * this.height);
// Create texture if needed
const webGlTexture = this.convertToWebGLTexture();
// Create a framebuffer from the texture and read back pixels
shaderContext.bindFramebuffer(gl, webGlTexture);
gl.readPixels(
0, 0, this.width, this.height, gl.RED, gl.FLOAT, float32Array);
shaderContext.unbindFramebuffer();
}
this.containers.push(float32Array);
}
return float32Array;
}
private convertToUint8Array(): Uint8Array {
let uint8Array = this.getContainer(MPMaskType.UINT8_ARRAY);
if (!uint8Array) {
const floatArray = this.convertToFloat32Array();
uint8Array = new Uint8Array(floatArray.map(v => 255 * v));
this.containers.push(uint8Array);
}
return uint8Array;
}
private convertToWebGLTexture(): WebGLTexture {
let webGLTexture = this.getContainer(MPMaskType.WEBGL_TEXTURE);
if (!webGLTexture) {
const gl = this.getGL();
webGLTexture = this.bindTexture();
const data = this.convertToFloat32Array();
// TODO: Add support for R16F to support iOS
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.R32F, this.width, this.height, 0, gl.RED,
gl.FLOAT, data);
this.unbindTexture();
}
return webGLTexture;
}
/**
* Binds the backing texture to the canvas. If the texture does not yet
* exist, creates it first.
*/
private bindTexture(): WebGLTexture {
const gl = this.getGL();
gl.viewport(0, 0, this.width, this.height);
gl.activeTexture(gl.TEXTURE0);
let webGLTexture = this.getContainer(MPMaskType.WEBGL_TEXTURE);
if (!webGLTexture) {
webGLTexture =
assertNotNull(gl.createTexture(), 'Failed to create texture');
this.containers.push(webGLTexture);
this.ownsWebGLTexture = true;
}
gl.bindTexture(gl.TEXTURE_2D, webGLTexture);
// TODO: Ideally, we would only set these once per texture and
// not once every frame.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return webGLTexture;
}
private unbindTexture(): void {
this.gl!.bindTexture(this.gl!.TEXTURE_2D, null);
}
/**
* Frees up any resources owned by this `MPMask` instance.
*
* Note that this method does not free masks that are owned by the C++
* Task, as these are freed automatically once you leave the MediaPipe
* callback. Additionally, some shared state is freed only once you invoke
* the Task's `close()` method.
*/
close(): void {
if (this.ownsWebGLTexture) {
const gl = this.getGL();
gl.deleteTexture(this.getContainer(MPMaskType.WEBGL_TEXTURE)!);
}
}
}