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
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 1016 additions and 60 deletions

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@ -24,7 +24,7 @@ VisionCamera is a powerful and fast Camera component for React Native. It featur
* 🔍 Smooth zooming (Reanimated)
* ⏯️ Fast pause and resume
* 🌓 HDR & Night modes
* ⚡ Highly efficient C++/GPU buffers
* ⚡ Custom C++/GPU accelerated video pipeline (OpenGL)
Install VisionCamera from npm:

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@ -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

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@ -0,0 +1,163 @@
//
// Created by Marc Rousavy on 29.08.23.
//
#include "OpenGLContext.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <android/log.h>
#include <android/native_window.h>
#include "OpenGLError.h"
namespace vision {
std::shared_ptr<OpenGLContext> OpenGLContext::CreateWithOffscreenSurface() {
return std::unique_ptr<OpenGLContext>(new OpenGLContext());
}
OpenGLContext::~OpenGLContext() {
destroy();
}
void OpenGLContext::destroy() {
if (display != EGL_NO_DISPLAY) {
eglMakeCurrent(display, offscreenSurface, offscreenSurface, context);
if (offscreenSurface != EGL_NO_SURFACE) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Destroying OpenGL Surface...");
eglDestroySurface(display, offscreenSurface);
offscreenSurface = EGL_NO_SURFACE;
}
if (context != EGL_NO_CONTEXT) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Destroying OpenGL Context...");
eglDestroyContext(display, context);
context = EGL_NO_CONTEXT;
}
__android_log_print(ANDROID_LOG_INFO, TAG, "Destroying OpenGL Display...");
eglTerminate(display);
display = EGL_NO_DISPLAY;
config = nullptr;
}
}
void OpenGLContext::ensureOpenGL() {
bool successful;
// EGLDisplay
if (display == EGL_NO_DISPLAY) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Initializing EGLDisplay..");
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY)
throw OpenGLError("Failed to get default OpenGL Display!");
EGLint major;
EGLint minor;
successful = eglInitialize(display, &major, &minor);
if (!successful)
throw OpenGLError("Failed to initialize OpenGL!");
}
// EGLConfig
if (config == nullptr) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Initializing EGLConfig..");
EGLint attributes[] = {EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT,
EGL_SURFACE_TYPE,
EGL_WINDOW_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_DEPTH_SIZE,
0,
EGL_STENCIL_SIZE,
0,
EGL_NONE};
EGLint numConfigs;
successful = eglChooseConfig(display, attributes, &config, 1, &numConfigs);
if (!successful || numConfigs == 0)
throw OpenGLError("Failed to choose OpenGL config!");
}
// EGLContext
if (context == EGL_NO_CONTEXT) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Initializing EGLContext..");
EGLint contextAttributes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
context = eglCreateContext(display, config, nullptr, contextAttributes);
if (context == EGL_NO_CONTEXT)
throw OpenGLError("Failed to create OpenGL context!");
}
// EGLSurface
if (offscreenSurface == EGL_NO_SURFACE) {
// If we don't have a surface at all
__android_log_print(ANDROID_LOG_INFO, TAG, "Initializing 1x1 offscreen pbuffer EGLSurface..");
EGLint attributes[] = {EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE};
offscreenSurface = eglCreatePbufferSurface(display, config, attributes);
if (offscreenSurface == EGL_NO_SURFACE)
throw OpenGLError("Failed to create OpenGL Surface!");
}
}
void OpenGLContext::use() {
this->use(offscreenSurface);
}
void OpenGLContext::use(EGLSurface surface) {
if (surface == EGL_NO_SURFACE)
throw OpenGLError("Cannot render to a null Surface!");
// 1. Make sure the OpenGL context is initialized
this->ensureOpenGL();
// 2. Make the OpenGL context current
bool successful = eglMakeCurrent(display, surface, surface, context);
if (!successful || eglGetError() != EGL_SUCCESS)
throw OpenGLError("Failed to use current OpenGL context!");
// 3. Caller can now render to this surface
}
void OpenGLContext::flush() const {
bool successful = eglSwapBuffers(display, eglGetCurrentSurface(EGL_DRAW));
if (!successful || eglGetError() != EGL_SUCCESS)
throw OpenGLError("Failed to swap OpenGL buffers!");
}
OpenGLTexture OpenGLContext::createTexture(OpenGLTexture::Type type, int width, int height) {
// 1. Make sure the OpenGL context is initialized
this->ensureOpenGL();
// 2. Make the OpenGL context current
bool successful = eglMakeCurrent(display, offscreenSurface, offscreenSurface, context);
if (!successful || eglGetError() != EGL_SUCCESS)
throw OpenGLError("Failed to use current OpenGL context!");
GLuint textureId;
glGenTextures(1, &textureId);
GLenum target;
switch (type) {
case OpenGLTexture::Type::ExternalOES:
target = GL_TEXTURE_EXTERNAL_OES;
break;
case OpenGLTexture::Type::Texture2D:
target = GL_TEXTURE_2D;
break;
default:
throw std::runtime_error("Invalid OpenGL Texture Type!");
}
glBindTexture(target, textureId);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return {.id = textureId, .target = target, .width = width, .height = height};
}
} // namespace vision

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@ -0,0 +1,73 @@
//
// Created by Marc Rousavy on 29.08.23.
//
#pragma once
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <functional>
#include <memory>
#include "OpenGLTexture.h"
#include "PassThroughShader.h"
namespace vision {
/**
* An OpenGL Context that can be used to render to different surfaces.
* By default, it creates an off-screen PixelBuffer surface.
*/
class OpenGLContext {
public:
/**
* Create a new instance of the OpenGLContext that draws to an off-screen PixelBuffer surface.
* This will not perform any OpenGL operations yet, and is therefore safe to call from any Thread.
*/
static std::shared_ptr<OpenGLContext> CreateWithOffscreenSurface();
/**
* Destroy the OpenGL Context. This needs to be called on the same thread that `use()` was called.
*/
~OpenGLContext();
/**
* Use this OpenGL Context to render to the given EGLSurface.
* After the `renderFunc` returns, the default offscreen PixelBuffer surface becomes active again.
*/
void use(EGLSurface surface);
/**
* Use this OpenGL Context to render to the offscreen PixelBuffer surface.
*/
void use();
/**
* Flushes all drawing operations by swapping the buffers and submitting the Frame to the GPU
*/
void flush() const;
/**
* Create a new texture on this context
*/
OpenGLTexture createTexture(OpenGLTexture::Type type, int width, int height);
public:
EGLDisplay display = EGL_NO_DISPLAY;
EGLContext context = EGL_NO_CONTEXT;
EGLSurface offscreenSurface = EGL_NO_SURFACE;
EGLConfig config = nullptr;
private:
OpenGLContext() = default;
void destroy();
void ensureOpenGL();
private:
PassThroughShader _passThroughShader;
private:
static constexpr auto TAG = "OpenGLContext";
};
} // namespace vision

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@ -0,0 +1,34 @@
//
// Created by Marc Rousavy on 09.08.23.
//
#pragma once
#include <GLES2/gl2.h>
#include <stdexcept>
#include <string>
namespace vision {
inline std::string getEglErrorIfAny() {
EGLint error = glGetError();
if (error != GL_NO_ERROR)
return " Error: " + std::to_string(error);
error = eglGetError();
if (error != EGL_SUCCESS)
return " Error: " + std::to_string(error);
return "";
}
class OpenGLError : public std::runtime_error {
public:
explicit OpenGLError(const std::string&& message) : std::runtime_error(message + getEglErrorIfAny()) {}
static inline void checkIfError(const std::string&& message) {
auto error = getEglErrorIfAny();
if (error.length() > 0)
throw std::runtime_error(message + error);
}
};
} // namespace vision

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@ -0,0 +1,74 @@
//
// Created by Marc Rousavy on 29.08.23.
//
#include "OpenGLRenderer.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <android/log.h>
#include <android/native_window.h>
#include <utility>
#include "OpenGLError.h"
namespace vision {
std::unique_ptr<OpenGLRenderer> OpenGLRenderer::CreateWithWindowSurface(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface) {
return std::unique_ptr<OpenGLRenderer>(new OpenGLRenderer(std::move(context), surface));
}
OpenGLRenderer::OpenGLRenderer(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface) {
_context = std::move(context);
_outputSurface = surface;
_width = ANativeWindow_getWidth(surface);
_height = ANativeWindow_getHeight(surface);
}
OpenGLRenderer::~OpenGLRenderer() {
if (_outputSurface != nullptr) {
ANativeWindow_release(_outputSurface);
}
destroy();
}
void OpenGLRenderer::destroy() {
if (_context != nullptr && _surface != EGL_NO_DISPLAY) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Destroying OpenGL Surface...");
eglDestroySurface(_context->display, _surface);
_surface = EGL_NO_SURFACE;
}
}
void OpenGLRenderer::renderTextureToSurface(const OpenGLTexture& texture, float* transformMatrix) {
if (_surface == EGL_NO_SURFACE) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Creating Window Surface...");
_context->use();
_surface = eglCreateWindowSurface(_context->display, _context->config, _outputSurface, nullptr);
}
// 1. Activate the OpenGL context for this surface
_context->use(_surface);
// 2. Set the viewport for rendering
glViewport(0, 0, _width, _height);
glDisable(GL_BLEND);
// 3. Bind the input texture
glBindTexture(texture.target, texture.id);
glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texture.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// 4. Draw it using the pass-through shader which also applies transforms
_passThroughShader.draw(texture, transformMatrix);
// 5. Swap buffers to pass it to the window surface
eglSwapBuffers(_context->display, _surface);
}
} // namespace vision

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@ -0,0 +1,61 @@
//
// Created by Marc Rousavy on 29.08.23.
//
#pragma once
#include "PassThroughShader.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <android/native_window.h>
#include <memory>
#include "OpenGLContext.h"
#include "OpenGLTexture.h"
namespace vision {
class OpenGLRenderer {
public:
/**
* Create a new instance of the OpenGLRenderer that draws to an on-screen window surface.
* This will not perform any OpenGL operations yet, and is therefore safe to call from any Thread.
*
* Note: The `surface` is considered moved, and the OpenGL context will release it when it is
* being deleted.
*/
static std::unique_ptr<OpenGLRenderer> CreateWithWindowSurface(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface);
/**
* Destroy the OpenGL Context. This needs to be called on the same thread that `use()` was called.
*/
~OpenGLRenderer();
/**
* Renders the given Texture to the Surface
*/
void renderTextureToSurface(const OpenGLTexture& texture, float* transformMatrix);
/**
* Destroys the OpenGL context. This needs to be called on the same thread that `use()` was
* called. After calling `destroy()`, it is legal to call `use()` again, which will re-construct
* everything.
*/
void destroy();
private:
explicit OpenGLRenderer(std::shared_ptr<OpenGLContext> context, ANativeWindow* surface);
private:
int _width = 0, _height = 0;
std::shared_ptr<OpenGLContext> _context;
ANativeWindow* _outputSurface;
EGLSurface _surface = EGL_NO_SURFACE;
private:
PassThroughShader _passThroughShader;
private:
static constexpr auto TAG = "OpenGLRenderer";
};
} // namespace vision

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@ -0,0 +1,22 @@
//
// Created by Marc Rousavy on 30.08.23.
//
#pragma once
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdexcept>
struct OpenGLTexture {
enum Type { Texture2D, ExternalOES };
// The ID of the texture as returned in glGenTextures(..)
GLuint id;
// GL_TEXTURE_2D or GL_TEXTURE_EXTERNAL_OES
GLenum target;
// Width and height of the texture
int width = 0;
int height = 0;
};

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@ -0,0 +1,111 @@
//
// Created by Marc Rousavy on 28.08.23.
//
#include "PassThroughShader.h"
#include "OpenGLError.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <memory>
#include <string>
namespace vision {
PassThroughShader::~PassThroughShader() {
if (_programId != NO_SHADER) {
glDeleteProgram(_programId);
_programId = NO_SHADER;
}
if (_vertexBuffer != NO_BUFFER) {
glDeleteBuffers(1, &_vertexBuffer);
_vertexBuffer = NO_BUFFER;
}
}
void PassThroughShader::draw(const OpenGLTexture& texture, float* transformMatrix) {
// 1. Set up Shader Program
if (_programId == NO_SHADER) {
_programId = createProgram();
glUseProgram(_programId);
_vertexParameters = {
.aPosition = glGetAttribLocation(_programId, "aPosition"),
.aTexCoord = glGetAttribLocation(_programId, "aTexCoord"),
.uTransformMatrix = glGetUniformLocation(_programId, "uTransformMatrix"),
};
_fragmentParameters = {
.uTexture = glGetUniformLocation(_programId, "uTexture"),
};
}
glUseProgram(_programId);
// 2. Set up Vertices Buffer
if (_vertexBuffer == NO_BUFFER) {
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES), VERTICES, GL_STATIC_DRAW);
}
// 3. Pass all uniforms/attributes for vertex shader
glEnableVertexAttribArray(_vertexParameters.aPosition);
glVertexAttribPointer(_vertexParameters.aPosition, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void*>(offsetof(Vertex, position)));
glEnableVertexAttribArray(_vertexParameters.aTexCoord);
glVertexAttribPointer(_vertexParameters.aTexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
glUniformMatrix4fv(_vertexParameters.uTransformMatrix, 1, GL_FALSE, transformMatrix);
// 4. Pass texture to fragment shader
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture.target, texture.id);
glUniform1i(_fragmentParameters.uTexture, 0);
// 5. Draw!
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
GLuint PassThroughShader::loadShader(GLenum shaderType, const char* shaderCode) {
GLuint shader = glCreateShader(shaderType);
if (shader == 0)
throw OpenGLError("Failed to load shader!");
glShaderSource(shader, 1, &shaderCode, nullptr);
glCompileShader(shader);
GLint compileStatus = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus == GL_FALSE) {
glDeleteShader(shader);
throw OpenGLError("Failed to compile shader!");
}
return shader;
}
GLuint PassThroughShader::createProgram() {
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, VERTEX_SHADER);
GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, FRAGMENT_SHADER);
GLuint program = glCreateProgram();
if (program == 0)
throw OpenGLError("Failed to create pass-through program!");
glAttachShader(program, vertexShader);
OpenGLError::checkIfError("Failed to attach Vertex Shader!");
glAttachShader(program, fragmentShader);
OpenGLError::checkIfError("Failed to attach Fragment Shader!");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (!linkStatus) {
glDeleteProgram(program);
throw OpenGLError("Failed to load pass-through program!");
}
return program;
}
} // namespace vision

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@ -0,0 +1,84 @@
//
// Created by Marc Rousavy on 28.08.23.
//
#pragma once
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include "OpenGLTexture.h"
namespace vision {
#define NO_SHADER 0
#define NO_POSITION 0
#define NO_BUFFER 0
struct Vertex {
GLfloat position[2];
GLfloat texCoord[2];
};
class PassThroughShader {
public:
PassThroughShader() = default;
~PassThroughShader();
/**
* Draw the texture using this shader.
* Note: At the moment, only EXTERNAL textures are supported by the Shader.
*/
void draw(const OpenGLTexture& texture, float* transformMatrix);
private:
// Loading
static GLuint loadShader(GLenum shaderType, const char* shaderCode);
static GLuint createProgram();
private:
// Parameters
GLuint _programId = NO_SHADER;
GLuint _vertexBuffer = NO_BUFFER;
struct VertexParameters {
GLint aPosition = NO_POSITION;
GLint aTexCoord = NO_POSITION;
GLint uTransformMatrix = NO_POSITION;
} _vertexParameters;
struct FragmentParameters {
GLint uTexture = NO_POSITION;
} _fragmentParameters;
private:
// Statics
static constexpr Vertex VERTICES[] = {
{{-1.0f, -1.0f}, {0.0f, 0.0f}}, // bottom-left
{{1.0f, -1.0f}, {1.0f, 0.0f}}, // bottom-right
{{-1.0f, 1.0f}, {0.0f, 1.0f}}, // top-left
{{1.0f, 1.0f}, {1.0f, 1.0f}} // top-right
};
static constexpr char VERTEX_SHADER[] = R"(
attribute vec4 aPosition;
attribute vec2 aTexCoord;
uniform mat4 uTransformMatrix;
varying vec2 vTexCoord;
void main() {
gl_Position = aPosition;
vTexCoord = (uTransformMatrix * vec4(aTexCoord, 0.0, 1.0)).xy;
}
)";
static constexpr char FRAGMENT_SHADER[] = R"(
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 vTexCoord;
uniform samplerExternalOES uTexture;
void main() {
gl_FragColor = texture2D(uTexture, vTexCoord);
}
)";
};
} // namespace vision

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@ -0,0 +1,119 @@
//
// Created by Marc Rousavy on 25.08.23.
//
#include "VideoPipeline.h"
#include "OpenGLError.h"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <android/native_window_jni.h>
#include <chrono>
#include "JFrameProcessor.h"
#include "OpenGLTexture.h"
namespace vision {
jni::local_ref<VideoPipeline::jhybriddata> VideoPipeline::initHybrid(jni::alias_ref<jhybridobject> jThis, int width, int height) {
return makeCxxInstance(jThis, width, height);
}
VideoPipeline::VideoPipeline(jni::alias_ref<jhybridobject> jThis, int width, int height) : _javaPart(jni::make_global(jThis)) {
_width = width;
_height = height;
_context = OpenGLContext::CreateWithOffscreenSurface();
}
VideoPipeline::~VideoPipeline() {
// 1. Remove output surfaces
removeFrameProcessorOutputSurface();
removeRecordingSessionOutputSurface();
// 2. Delete the input textures
if (_inputTexture != std::nullopt) {
glDeleteTextures(1, &_inputTexture->id);
_inputTexture = std::nullopt;
}
// 3. Destroy the OpenGL context
_context = nullptr;
}
void VideoPipeline::removeFrameProcessorOutputSurface() {
if (_frameProcessorOutput)
_frameProcessorOutput->destroy();
_frameProcessorOutput = nullptr;
}
void VideoPipeline::setFrameProcessorOutputSurface(jobject surface) {
// 1. Delete existing output surface
removeFrameProcessorOutputSurface();
// 2. Set new output surface if it is not null
ANativeWindow* window = ANativeWindow_fromSurface(jni::Environment::current(), surface);
_frameProcessorOutput = OpenGLRenderer::CreateWithWindowSurface(_context, window);
}
void VideoPipeline::removeRecordingSessionOutputSurface() {
if (_recordingSessionOutput)
_recordingSessionOutput->destroy();
_recordingSessionOutput = nullptr;
}
void VideoPipeline::setRecordingSessionOutputSurface(jobject surface) {
// 1. Delete existing output surface
removeRecordingSessionOutputSurface();
// 2. Set new output surface if it is not null
ANativeWindow* window = ANativeWindow_fromSurface(jni::Environment::current(), surface);
_recordingSessionOutput = OpenGLRenderer::CreateWithWindowSurface(_context, window);
}
int VideoPipeline::getInputTextureId() {
if (_inputTexture == std::nullopt) {
_inputTexture = _context->createTexture(OpenGLTexture::Type::ExternalOES, _width, _height);
}
return static_cast<int>(_inputTexture->id);
}
void VideoPipeline::onBeforeFrame() {
_context->use();
glBindTexture(_inputTexture->target, _inputTexture->id);
}
void VideoPipeline::onFrame(jni::alias_ref<jni::JArrayFloat> transformMatrixParam) {
// Get the OpenGL transform Matrix (transforms, scales, rotations)
float transformMatrix[16];
transformMatrixParam->getRegion(0, 16, transformMatrix);
OpenGLTexture& texture = _inputTexture.value();
if (_frameProcessorOutput) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Rendering to FrameProcessor..");
_frameProcessorOutput->renderTextureToSurface(texture, transformMatrix);
}
if (_recordingSessionOutput) {
__android_log_print(ANDROID_LOG_INFO, TAG, "Rendering to RecordingSession..");
_recordingSessionOutput->renderTextureToSurface(texture, transformMatrix);
}
}
void VideoPipeline::registerNatives() {
registerHybrid({
makeNativeMethod("initHybrid", VideoPipeline::initHybrid),
makeNativeMethod("setFrameProcessorOutputSurface", VideoPipeline::setFrameProcessorOutputSurface),
makeNativeMethod("removeFrameProcessorOutputSurface", VideoPipeline::removeFrameProcessorOutputSurface),
makeNativeMethod("setRecordingSessionOutputSurface", VideoPipeline::setRecordingSessionOutputSurface),
makeNativeMethod("removeRecordingSessionOutputSurface", VideoPipeline::removeRecordingSessionOutputSurface),
makeNativeMethod("getInputTextureId", VideoPipeline::getInputTextureId),
makeNativeMethod("onBeforeFrame", VideoPipeline::onBeforeFrame),
makeNativeMethod("onFrame", VideoPipeline::onFrame),
});
}
} // namespace vision

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//
// Created by Marc Rousavy on 25.08.23.
//
#pragma once
#include "OpenGLContext.h"
#include "OpenGLRenderer.h"
#include "PassThroughShader.h"
#include <EGL/egl.h>
#include <android/native_window.h>
#include <fbjni/fbjni.h>
#include <jni.h>
#include <memory>
#include <optional>
namespace vision {
using namespace facebook;
class VideoPipeline : public jni::HybridClass<VideoPipeline> {
public:
static auto constexpr kJavaDescriptor = "Lcom/mrousavy/camera/core/VideoPipeline;";
static jni::local_ref<jhybriddata> initHybrid(jni::alias_ref<jhybridobject> jThis, int width, int height);
static void registerNatives();
public:
~VideoPipeline();
// -> SurfaceTexture input
int getInputTextureId();
// <- Frame Processor output
void setFrameProcessorOutputSurface(jobject surface);
void removeFrameProcessorOutputSurface();
// <- MediaRecorder output
void setRecordingSessionOutputSurface(jobject surface);
void removeRecordingSessionOutputSurface();
// Frame callbacks
void onBeforeFrame();
void onFrame(jni::alias_ref<jni::JArrayFloat> transformMatrix);
private:
// Private constructor. Use `create(..)` to create new instances.
explicit VideoPipeline(jni::alias_ref<jhybridobject> jThis, int width, int height);
private:
// Input Surface Texture
std::optional<OpenGLTexture> _inputTexture = std::nullopt;
int _width = 0;
int _height = 0;
// Output Contexts
std::shared_ptr<OpenGLContext> _context = nullptr;
std::unique_ptr<OpenGLRenderer> _frameProcessorOutput = nullptr;
std::unique_ptr<OpenGLRenderer> _recordingSessionOutput = nullptr;
private:
friend HybridBase;
jni::global_ref<javaobject> _javaPart;
static constexpr auto TAG = "VideoPipeline";
};
} // namespace vision

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@ -1,6 +1,7 @@
#include "JFrameProcessor.h"
#include "JVisionCameraProxy.h"
#include "JVisionCameraScheduler.h"
#include "VideoPipeline.h"
#include "VisionCameraProxy.h"
#include <fbjni/fbjni.h>
#include <jni.h>
@ -10,6 +11,7 @@ JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM* vm, void*) {
vision::VisionCameraInstaller::registerNatives();
vision::JVisionCameraProxy::registerNatives();
vision::JVisionCameraScheduler::registerNatives();
vision::VideoPipeline::registerNatives();
#if VISION_CAMERA_ENABLE_FRAME_PROCESSORS
vision::JFrameProcessor::registerNatives();
#endif

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@ -4,12 +4,27 @@ import com.mrousavy.camera.core.outputs.CameraOutputs
import com.mrousavy.camera.parsers.CameraDeviceError
abstract class CameraError(
// example: "permission"
/**
* The domain of the error. Error domains are used to group errors.
*
* Example: "permission"
*/
val domain: String,
// example: "microphone-permission-denied"
/**
* The id of the error. Errors are uniquely identified under a given domain.
*
* Example: "microphone-permission-denied"
*/
val id: String,
// example: "The microphone permission was denied!"
/**
* A detailed error description of "what went wrong".
*
* Example: "The microphone permission was denied!"
*/
message: String,
/**
* A throwable that caused this error.
*/
cause: Throwable? = null
) : Throwable("[$domain/$id] $message", cause)
@ -31,6 +46,13 @@ class NoCameraDeviceError :
CameraError("device", "no-device", "No device was set! Use `getAvailableCameraDevices()` to select a suitable Camera device.")
class PixelFormatNotSupportedError(format: String) :
CameraError("device", "pixel-format-not-supported", "The pixelFormat $format is not supported on the given Camera Device!")
class PixelFormatNotSupportedInVideoPipelineError(format: String) :
CameraError(
"device",
"pixel-format-not-supported",
"The pixelFormat $format is currently not supported in the VideoPipeline! " +
"See this issue for more details ($4.000 bounty!): https://github.com/mrousavy/react-native-vision-camera/issues/1837"
)
class CameraNotReadyError :
CameraError("session", "camera-not-ready", "The Camera is not ready yet! Wait for the onInitialized() callback!")

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@ -1,84 +1,203 @@
package com.mrousavy.camera.core
import android.graphics.ImageFormat
import android.graphics.SurfaceTexture
import android.media.ImageReader
import android.media.ImageWriter
import android.util.Log
import android.view.Surface
import com.facebook.jni.HybridData
import com.mrousavy.camera.CameraQueues
import com.mrousavy.camera.PixelFormatNotSupportedInVideoPipelineError
import com.mrousavy.camera.frameprocessor.Frame
import com.mrousavy.camera.frameprocessor.FrameProcessor
import com.mrousavy.camera.parsers.Orientation
import com.mrousavy.camera.parsers.PixelFormat
import java.io.Closeable
@Suppress("JoinDeclarationAndAssignment")
/**
* An OpenGL pipeline for streaming Camera Frames to one or more outputs.
* Currently, [VideoPipeline] can stream to a [FrameProcessor] and a [MediaRecorder].
*
* @param [width] The width of the Frames to stream (> 0)
* @param [height] The height of the Frames to stream (> 0)
* @param [format] The format of the Frames to stream. ([ImageFormat.PRIVATE], [ImageFormat.YUV_420_888] or [ImageFormat.JPEG])
*/
@Suppress("KotlinJniMissingFunction")
class VideoPipeline(val width: Int, val height: Int, val format: Int = ImageFormat.PRIVATE, private val isMirrored: Boolean = false) :
ImageReader.OnImageAvailableListener,
SurfaceTexture.OnFrameAvailableListener,
Closeable {
companion object {
private const val MAX_IMAGES = 3
private const val TAG = "VideoPipeline"
init {
try {
System.loadLibrary("VisionCamera")
} catch (e: UnsatisfiedLinkError) {
Log.e(
TAG,
"Failed to load VisionCamera C++ library! " +
"OpenGL GPU VideoPipeline cannot be used.",
e
)
throw e
}
}
}
private val mHybridData: HybridData
private var openGLTextureId: Int? = null
private var transformMatrix = FloatArray(16)
private var isActive = true
// Output 1
private var frameProcessor: FrameProcessor? = null
private var imageReader: ImageReader? = null
// Output 2
private var recordingSession: RecordingSession? = null
private var recordingSessionImageWriter: ImageWriter? = null
// Input
private val imageReader: ImageReader
private val surfaceTexture: SurfaceTexture
val surface: Surface
init {
imageReader = ImageReader.newInstance(width, height, format, MAX_IMAGES)
imageReader.setOnImageAvailableListener(this, CameraQueues.videoQueue.handler)
surface = imageReader.surface
Log.i(
TAG,
"Initializing $width x $height Video Pipeline " +
"(format: ${PixelFormat.fromImageFormat(format)} #$format)"
)
// TODO: We currently use OpenGL for the Video Pipeline.
// OpenGL only works in the RGB (RGBA_8888; 0x23) pixel-format, so we cannot
// override the pixel-format to something like YUV or PRIVATE.
// This absolutely sucks and I would prefer to replace the OpenGL pipeline with
// something similar to how iOS works where we just pass GPU buffers around,
// but android.media APIs are just not as advanced yet.
// For example, ImageReader/ImageWriter is way too buggy and does not work with MediaRecorder.
// See this issue ($4.000 bounty!) for more details:
// https://github.com/mrousavy/react-native-vision-camera/issues/1837
if (format != ImageFormat.PRIVATE && format != 0x23) {
throw PixelFormatNotSupportedInVideoPipelineError(PixelFormat.fromImageFormat(format).unionValue)
}
mHybridData = initHybrid(width, height)
surfaceTexture = SurfaceTexture(false)
surfaceTexture.setDefaultBufferSize(width, height)
surfaceTexture.setOnFrameAvailableListener(this)
surface = Surface(surfaceTexture)
}
override fun close() {
synchronized(this) {
imageReader.close()
isActive = false
imageReader?.close()
imageReader = null
frameProcessor = null
recordingSessionImageWriter?.close()
recordingSessionImageWriter = null
recordingSession = null
surfaceTexture.release()
mHybridData.resetNative()
}
}
fun setFrameProcessorOutput(frameProcessor: FrameProcessor?) {
this.frameProcessor = frameProcessor
}
fun setRecordingSessionOutput(recordingSession: RecordingSession?) {
override fun onFrameAvailable(surfaceTexture: SurfaceTexture) {
synchronized(this) {
this.recordingSessionImageWriter?.close()
this.recordingSessionImageWriter = null
this.recordingSession = recordingSession
if (!isActive) return@synchronized
if (recordingSession != null) {
this.recordingSessionImageWriter = ImageWriter.newInstance(recordingSession.surface, MAX_IMAGES)
// 1. Attach Surface to OpenGL context
if (openGLTextureId == null) {
openGLTextureId = getInputTextureId()
surfaceTexture.attachToGLContext(openGLTextureId!!)
Log.i(TAG, "Attached Texture to Context $openGLTextureId")
}
// 2. Prepare the OpenGL context (eglMakeCurrent)
onBeforeFrame()
// 3. Update the OpenGL texture
surfaceTexture.updateTexImage()
// 4. Get the transform matrix from the SurfaceTexture (rotations/scales applied by Camera)
surfaceTexture.getTransformMatrix(transformMatrix)
// 5. Draw it with applied rotation/mirroring
onFrame(transformMatrix)
}
}
override fun onImageAvailable(reader: ImageReader) {
val image = reader.acquireLatestImage()
if (image == null) {
Log.w(TAG, "ImageReader failed to acquire a new image!")
return
private fun getImageReader(): ImageReader {
if (format != ImageFormat.PRIVATE) {
Log.w(
TAG,
"Warning: pixelFormat \"${PixelFormat.fromImageFormat(format).unionValue}\" might " +
"not be supported on this device because the C++ OpenGL GPU Video Pipeline operates in RGBA_8888. " +
"I wanted to use an ImageReader -> ImageWriter setup for this, but I couldn't get it to work. " +
"See this PR for more details: https://github.com/mrousavy/react-native-vision-camera/pull/1836"
)
}
val imageReader = ImageReader.newInstance(width, height, format, MAX_IMAGES)
imageReader.setOnImageAvailableListener({ reader ->
Log.i("VideoPipeline", "ImageReader::onImageAvailable!")
val image = reader.acquireNextImage() ?: return@setOnImageAvailableListener
// If we have a Frame Processor, call it
frameProcessor?.let { fp ->
// TODO: Get correct orientation and isMirrored
val frame = Frame(image, image.timestamp, Orientation.PORTRAIT, isMirrored)
frame.incrementRefCount()
fp.call(frame)
frameProcessor?.call(frame)
frame.decrementRefCount()
}, CameraQueues.videoQueue.handler)
return imageReader
}
// If we have a RecordingSession, pass the image through
recordingSessionImageWriter?.queueInputImage(image)
/**
* Configures the Pipeline to also call the given [FrameProcessor] (or null).
*/
fun setFrameProcessorOutput(frameProcessor: FrameProcessor?) {
synchronized(this) {
Log.i(TAG, "Setting $width x $height FrameProcessor Output...")
this.frameProcessor = frameProcessor
if (frameProcessor != null) {
if (this.imageReader == null) {
// 1. Create new ImageReader that just calls the Frame Processor
this.imageReader = getImageReader()
}
// 2. Configure OpenGL pipeline to stream Frames into the ImageReader's surface
setFrameProcessorOutputSurface(imageReader!!.surface)
} else {
// 1. Configure OpenGL pipeline to stop streaming Frames into the ImageReader's surface
removeFrameProcessorOutputSurface()
// 2. Close the ImageReader
this.imageReader?.close()
this.imageReader = null
}
}
}
/**
* Configures the Pipeline to also write Frames to a Surface from a [MediaRecorder] (or null)
*/
fun setRecordingSessionOutput(recordingSession: RecordingSession?) {
synchronized(this) {
Log.i(TAG, "Setting $width x $height RecordingSession Output...")
if (recordingSession != null) {
// Configure OpenGL pipeline to stream Frames into the Recording Session's surface
setRecordingSessionOutputSurface(recordingSession.surface)
this.recordingSession = recordingSession
} else {
// Configure OpenGL pipeline to stop streaming Frames into the Recording Session's surface
removeRecordingSessionOutputSurface()
this.recordingSession = null
}
}
}
private external fun getInputTextureId(): Int
private external fun onBeforeFrame()
private external fun onFrame(transformMatrix: FloatArray)
private external fun setFrameProcessorOutputSurface(surface: Any)
private external fun removeFrameProcessorOutputSurface()
private external fun setRecordingSessionOutputSurface(surface: Any)
private external fun removeRecordingSessionOutputSurface()
private external fun initHybrid(width: Int, height: Int): HybridData
}