375e894038
* Make Frame Processors an extra subspec * Update VisionCamera.podspec * Make optional * Make VisionCamera compile without Skia * Fix * Add skia again * Update VisionCamera.podspec * Make VisionCamera build without Frame Processors * Rename error to `system/frame-processors-unavailable` * Fix Frame Processor returning early * Remove `preset`, FP partial rewrite * Only warn on frame drop * Fix wrong queue * fix: Run on CameraQueue again * Update CameraView.swift * fix: Activate audio session asynchronously on audio queue * Update CameraView+RecordVideo.swift * Update PreviewView.h * Cleanups * Cleanup * fix cast * feat: Add LiDAR Depth Camera support * Upgrade Ruby * Add vector icons type * Update Gemfile.lock * fix: Stop queues on deinit * Also load `builtInTrueDepthCamera` * Update CameraViewManager.swift * Update SkImageHelpers.mm * Extract FrameProcessorCallback to FrameProcessor Holds more context now :) * Rename to .m * fix: Add `RCTLog` import * Create SkiaFrameProcessor * Update CameraBridge.h * Call Frame Processor * Fix defines * fix: Allow deleting callback funcs * fix Skia build * batch * Just call `setSkiaFrameProcessor` * Rewrite in Swift * Pass `SkiaRenderer` * Fix Import * Move `PreviewView` to Swift * Fix Layer * Set Skia Canvas to Frame Host Object * Make `DrawableFrameHostObject` subclass * Fix TS types * Use same MTLDevice and apply scale * Make getter * Extract `setTorch` and `Preview` * fix: Fix nil metal device * Don't wait for session stop in deinit * Use main pixel ratio * Use unique_ptr for Render Contexts * fix: Fix SkiaPreviewDisplayLink broken after deinit * inline `getTextureCache` * Update CameraPage.tsx * chore: Format iOS * perf: Allow MTLLayer to be optimized for only frame buffers * Add RN Video types * fix: Fix Frame Processors if guard * Find nodeModules recursively * Create `Frame.isDrawable` * Add `cocoapods-check` dependency
46 lines
1.4 KiB
Objective-C
46 lines
1.4 KiB
Objective-C
//
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// SkiaRenderer.h
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// VisionCamera
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//
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// Created by Marc Rousavy on 19.07.23.
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// Copyright © 2023 mrousavy. All rights reserved.
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//
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#pragma once
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#import <Foundation/Foundation.h>
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#import <AVFoundation/AVFoundation.h>
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#import <Metal/Metal.h>
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typedef void* SkiaCanvas;
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typedef void(^draw_callback_t)(SkiaCanvas _Nonnull);
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/**
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A Camera Frame Renderer powered by Skia.
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It provides two Contexts, one offscreen and one onscreen.
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- Offscreen Context: Allows you to render a Frame into a Skia Canvas and draw onto it using Skia commands
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- Onscreen Context: Allows you to render a Frame from the offscreen context onto a Layer allowing it to be displayed for Preview.
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The two contexts may run at different Frame Rates.
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*/
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@interface SkiaRenderer : NSObject
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/**
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Renders the given Camera Frame to the offscreen Skia Canvas.
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The given callback will be executed with a reference to the Skia Canvas
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for the user to perform draw operations on (in this case, through a JS Frame Processor)
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*/
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- (void)renderCameraFrameToOffscreenCanvas:(CMSampleBufferRef _Nonnull)sampleBuffer withDrawCallback:(draw_callback_t _Nonnull)callback;
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/**
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Renders the latest Frame to the onscreen Layer.
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This should be called everytime you want the UI to update, e.g. for 60 FPS; every 16.66ms.
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*/
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- (void)renderLatestFrameToLayer:(CALayer* _Nonnull)layer;
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/**
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The Metal Device used for Rendering to the Layer
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*/
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@property (nonatomic, readonly) id<MTLDevice> _Nonnull metalDevice;
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@end
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