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
26 lines
660 B
Objective-C
26 lines
660 B
Objective-C
//
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// SkiaRenderContext.h
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// VisionCamera
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//
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// Created by Marc Rousavy on 02.12.22.
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// Copyright © 2022 mrousavy. All rights reserved.
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//
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#pragma once
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#import <MetalKit/MetalKit.h>
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#import <include/gpu/GrDirectContext.h>
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struct RenderContext {
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id<MTLDevice> device;
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id<MTLCommandQueue> commandQueue;
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sk_sp<GrDirectContext> skiaContext;
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RenderContext() {
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device = MTLCreateSystemDefaultDevice();
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commandQueue = id<MTLCommandQueue>(CFRetain((GrMTLHandle)[device newCommandQueue]));
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skiaContext = GrDirectContext::MakeMetal((__bridge void*)device,
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(__bridge void*)commandQueue);
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}
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};
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