react-native-vision-camera/ios/Skia Render Layer/SkiaMetalRenderContext.h

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feat: Draw onto `Frame` as if it was a Skia Canvas (#1479) * Create Shaders.ts * Add `previewType` and `enableFpsGraph` * Add RN Skia native dependency * Add Skia Preview View on iOS * Pass 1 * Update FrameHostObject.mm * Wrap Canvas * Lockfiles * fix: Fix stuff * chore: Upgrade RNWorklets * Add `previewType` to set the Preview * feat: Add Example * Update project.pbxproj * `enableFpsGraph` * Cache the `std::shared_ptr<FrameHostObject>` * Update CameraView+RecordVideo.swift * Update SkiaMetalCanvasProvider.mm * Android: Integrate Skia Dependency * fix: Use new Prefix * Add example for rendering shader * chore: Upgrade CameraX * Remove KTX * Enable `viewBinding` * Revert "Enable `viewBinding`" This reverts commit f2a603f53b33ea4311a296422ffd1a910ce03f9e. * Revert "chore: Upgrade CameraX" This reverts commit 8dc832cf8754490d31a6192e6c1a1f11cdcd94fe. * Remove unneeded `ProcessCameraProvider.getInstance()` call * fix: Add REA hotfix patch * fix: Fix FrameHostObject dead in runAsync * fix: Make `runAsync` run truly async by dropping new Frames while executing * chore: Upgrade RN Worklets to latest * chore: Upgrade RN Skia * Revert "Remove KTX" This reverts commit 253f586633f7af2da992d2279fc206dc62597129. * Make Skia optional in CMake * Fix import * Update CMakeLists.txt * Update build.gradle * Update CameraView.kt * Update CameraView.kt * Update CameraView.kt * Update Shaders.ts * Center Blur * chore: Upgrade RN Worklets * feat: Add `toByteArray()`, `orientation`, `isMirrored` and `timestamp` to `Frame` (#1487) * feat: Implement `orientation` and `isMirrored` on Frame * feat: Add `toArrayBuffer()` func * perf: Do faster buffer copy * feat: Implement `toArrayBuffer()` on Android * feat: Add `orientation` and `isMirrored` to Android * feat: Add `timestamp` to Frame * Update Frame.ts * Update JImageProxy.h * Update FrameHostObject.cpp * Update FrameHostObject.cpp * Update CameraPage.tsx * fix: Format Swift
2023-02-21 07:00:48 -07:00
//
// SkiaMetalRenderContext.h
// VisionCamera
//
// Created by Marc Rousavy on 02.12.22.
// Copyright © 2022 mrousavy. All rights reserved.
//
#ifndef SkiaMetalRenderContext_h
#define SkiaMetalRenderContext_h
#import <MetalKit/MetalKit.h>
#import <QuartzCore/CAMetalLayer.h>
#import <AVFoundation/AVFoundation.h>
#include <include/gpu/GrDirectContext.h>
struct RenderContext {
id<MTLDevice> device;
id<MTLCommandQueue> commandQueue;
sk_sp<GrDirectContext> skiaContext;
RenderContext() {
device = MTLCreateSystemDefaultDevice();
commandQueue = id<MTLCommandQueue>(CFRetain((GrMTLHandle)[device newCommandQueue]));
skiaContext = GrDirectContext::MakeMetal((__bridge void*)device,
(__bridge void*)commandQueue);
}
};
// For rendering to an off-screen in-memory Metal Texture (MTLTexture)
struct OffscreenRenderContext: public RenderContext {
id<MTLTexture> texture;
};
// For rendering to a Metal Layer (CAMetalLayer)
struct LayerRenderContext: public RenderContext {
CAMetalLayer* layer;
VisionDisplayLink* displayLink;
};
#endif /* SkiaMetalRenderContext_h */