feat: Use C++ OpenGL GPU VideoPipeline again (#1836)

1. Reverts 4e96eb77e0 (PR #1789) to bring the C++ OpenGL GPU Pipeline back.
2. Fixes the "initHybrid JNI not found" error by loading the native JNI/C++ library in `VideoPipeline.kt`.

This PR has two downsides:

1. `pixelFormat="yuv"` does not work on Android. OpenGL only works in RGB
2. OpenGL rendering is fast, but it has an overhead. I think for Camera -> Video Recording we shouldn't be using an entire OpenGL rendering pipeline.

The original plan was to use something similar to how it works on iOS by just passing GPU buffers around, but the android.media APIs just aren't as advanced yet. `ImageReader`/`ImageWriter` is way too buggy and doesn't really work with `MediaRecorder`/`MediaCodec`.

This sucks, I hope in the future we can use something like `AHardwareBuffer`s.
This commit is contained in:
Marc Rousavy
2023-09-22 17:22:31 +02:00
committed by GitHub
parent db5120e163
commit 9add0eb571
15 changed files with 1016 additions and 60 deletions

View File

@@ -21,6 +21,10 @@ add_library(
SHARED
../cpp/JSITypedArray.cpp
src/main/cpp/VisionCamera.cpp
src/main/cpp/VideoPipeline.cpp
src/main/cpp/PassThroughShader.cpp
src/main/cpp/OpenGLContext.cpp
src/main/cpp/OpenGLRenderer.cpp
# Frame Processor
src/main/cpp/frameprocessor/FrameHostObject.cpp
src/main/cpp/frameprocessor/FrameProcessorPluginHostObject.cpp
@@ -54,6 +58,8 @@ target_link_libraries(
ReactAndroid::jsi # <-- RN: JSI
ReactAndroid::reactnativejni # <-- RN: React Native JNI bindings
fbjni::fbjni # <-- fbjni
GLESv2 # <-- OpenGL (for VideoPipeline)
EGL # <-- OpenGL (EGL) (for VideoPipeline)
)
# Optionally also add Frame Processors here