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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@@ -5,12 +5,14 @@
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#include "JVisionCameraProxy.h"
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#include "VisionCameraProxy.h"
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#include "SkiaRenderer.h"
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#include "VideoPipeline.h"
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JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM *vm, void *) {
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return facebook::jni::initialize(vm, [] {
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vision::VisionCameraInstaller::registerNatives();
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vision::JVisionCameraProxy::registerNatives();
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vision::JVisionCameraScheduler::registerNatives();
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vision::VideoPipeline::registerNatives();
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#if VISION_CAMERA_ENABLE_FRAME_PROCESSORS
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vision::JFrameProcessor::registerNatives();
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#endif
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