feat: Create C++/OpenGL-based Video Pipeline for more efficient Recording and Frame Processing (#1721)
* Create `VideoPipeline` c++ * Remove folly C++ dependency * Create `VideoPipeline` HybridClass * Set up OpenGL * Add outputs * Update VideoPipeline.kt * Bum `minSdkVersion` to `26` * Create `VideoPipelineOutput` * Create output funcs * Set output pipelines * Add FP/Recording on Output change * Update VideoPipeline.cpp * Create `PassThroughShader` * Try to draw? I have honestly no idea * fix: Fix `setFrameProcessor` nameclash * fix: Fix `high-res-sizes` being null * Add preview output * Create `OpenGLContext.cpp` * Make screen red * This _should_ work (MESSY) * FINALLY RENDER TEXTURE * Rotate * Mirror * Clean up a bit * Add `getWidth()`/`getHeight()` * Cleanup * fix: Use uniforms instead of attributes * Draw with passed rotation/mirror mode * feat: Use SurfaceTexture's transformMatrix in OpenGL pipeline (#1727) * feat: Use Transform Matrix from SurfaceTexture * Renam * feat: Fix OpenGL Shader * Update VideoPipeline.kt * Measure elapsed time * fix: Fix low resolution * Render to offscreen * Render to every context * Release `SurfaceTexture` on close * Use one OpenGL context to render to multiple EGLSurfaces * Clean up a bit * fix: Fix recording pipeline not triggering * fix: Synchronize close to prevent nulls * Update OpenGLRenderer.cpp * fix: Hardcode Android recorder size
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@@ -14,10 +14,6 @@ org.gradle.configureondemand=true
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# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
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# org.gradle.parallel=true
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#Fri Feb 19 20:46:14 CET 2021
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VisionCamera_buildToolsVersion=30.0.0
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VisionCamera_compileSdkVersion=31
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VisionCamera_kotlinVersion=1.7.20
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VisionCamera_targetSdkVersion=31
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VisionCamera_ndkVersion=21.4.7075529
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android.enableJetifier=true
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android.useAndroidX=true
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