ea3686cb9a
* 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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.. | ||
CAPTURING.mdx | ||
DEVICES.mdx | ||
ERRORS.mdx | ||
FOCUSING.mdx | ||
FORMATS.mdx | ||
FRAME_PROCESSOR_CREATE_FINAL.mdx | ||
FRAME_PROCESSOR_CREATE_PLUGIN_ANDROID.mdx | ||
FRAME_PROCESSOR_CREATE_PLUGIN_IOS.mdx | ||
FRAME_PROCESSOR_PLUGIN_LIST.mdx | ||
FRAME_PROCESSORS_CREATE_OVERVIEW.mdx | ||
FRAME_PROCESSORS_SKIA.mdx | ||
FRAME_PROCESSORS.mdx | ||
LIFECYCLE.mdx | ||
MOCKING.mdx | ||
SETUP.mdx | ||
TROUBLESHOOTING.mdx | ||
ZOOMING.mdx |