71730a73ef
* Set category always if different * rename org * Fix video format sorting * fix format filtering * Update AVAudioSession+setCategoryIfNotSet.swift * upgrade all dependencies * Also run dependabot for JS codebase * Update MediaPage.tsx * Use typescript 4.2.4 * Also run TS in check-all * Downgrade typescript to 4.2.3 * f * recreate lockfiles * docs: Revert package.json changes * revert all package.json changes * Update Podfile.lock * bump all dependencies, pin typescript to 4.2.4 * Downgrade react-native-navigation for now * upgrade to later snapshot * Update yarn.lock * remove yeet
45 lines
1.6 KiB
Plaintext
45 lines
1.6 KiB
Plaintext
//
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// FrameProcessorUtils.m
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// VisionCamera
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//
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// Created by Marc Rousavy on 15.03.21.
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// Copyright © 2021 mrousavy. All rights reserved.
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//
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#import "FrameProcessorUtils.h"
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#import <CoreMedia/CMSampleBuffer.h>
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#import <chrono>
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#import <memory>
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#import "FrameHostObject.h"
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FrameProcessorCallback convertJSIFunctionToFrameProcessorCallback(jsi::Runtime &runtime, const jsi::Function &value) {
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__block auto cb = value.getFunction(runtime);
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return ^(CMSampleBufferRef buffer) {
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#if DEBUG
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std::chrono::steady_clock::time_point begin = std::chrono::steady_clock::now();
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#endif
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auto frame = std::make_shared<FrameHostObject>(buffer);
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try {
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cb.call(runtime, jsi::Object::createFromHostObject(runtime, frame));
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} catch (jsi::JSError& jsError) {
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NSLog(@"Frame Processor threw an error: %s", jsError.getMessage().c_str());
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}
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#if DEBUG
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std::chrono::steady_clock::time_point end = std::chrono::steady_clock::now();
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auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - begin).count();
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if (duration > 100) {
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NSLog(@"Warning: Frame Processor function took %lld ms to execute. This blocks the video queue from recording, optimize your frame processor!", duration);
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}
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#endif
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// Manually free the buffer because:
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// 1. we are sure we don't need it anymore, the frame processor worklet has finished executing.
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// 2. we don't know when the JS runtime garbage collects this object, it might be holding it for a few more frames
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// which then blocks the camera queue from pushing new frames (memory limit)
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frame->destroyBuffer();
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};
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}
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