react-native-vision-camera/ios/Skia Render Layer/SkiaRenderer.mm
Marc Rousavy 37a3548a81
feat: Full Android rewrite (CameraX -> Camera2) (#1674)
* Nuke CameraX

* fix: Run View Finder on UI Thread

* Open Camera, set up Threads

* fix init

* Mirror if needed

* Try PreviewView

* Use max resolution

* Add `hardwareLevel` property

* Check if output type is supported

* Replace `frameRateRanges` with `minFps` and `maxFps`

* Remove `isHighestPhotoQualitySupported`

* Remove `colorSpace`

The native platforms will use the best / most accurate colorSpace by default anyways.

* HDR

* Check from format

* fix

* Remove `supportsParallelVideoProcessing`

* Correctly return video/photo sizes on Android now. Finally

* Log all Device props

* Log if optimized usecase is used

* Cleanup

* Configure Camera Input only once

* Revert "Configure Camera Input only once"

This reverts commit 0fd6c03f54c7566cb5592053720c4a8743aba92e.

* Extract Camera configuration

* Try to reconfigure all

* Hook based

* Properly set up `CameraSession`

* Delete unused

* fix: Fix recreate when outputs change

* Update NativePreviewView.kt

* Use callback for closing

* Catch CameraAccessException

* Finally got it stable

* Remove isMirrored

* Implement `takePhoto()`

* Add ExifInterface library

* Run findViewById on UI Thread

* Add Photo Output Surface to takePhoto

* Fix Video Stabilization Modes

* Optimize Imports

* More logs

* Update CameraSession.kt

* Close Image

* Use separate Executor in CameraQueue

* Delete hooks

* Use same Thread again

* If opened, call error

* Update CameraSession.kt

* Log HW level

* fix: Don't enable Stream Use Case if it's not 100% supported

* Move some stuff

* Cleanup PhotoOutputSynchronizer

* Try just open in suspend fun

* Some synchronization fixes

* fix logs

* Update CameraDevice+createCaptureSession.kt

* Update CameraDevice+createCaptureSession.kt

* fixes

* fix: Use Snapshot Template for speed capture prio

* Use PREVIEW template for repeating request

* Use `TEMPLATE_RECORD` if video use-case is attached

* Use `isRunning` flag

* Recreate session everytime on active/inactive

* Lazily get values in capture session

* Stability

* Rebuild session if outputs change

* Set `didOutputsChange` back to false

* Capture first in lock

* Try

* kinda fix it? idk

* fix: Keep Outputs

* Refactor into single method

* Update CameraView.kt

* Use Enums for type safety

* Implement Orientation (I think)

* Move RefCount management to Java (Frame)

* Don't crash when dropping a Frame

* Prefer Devices with higher max resolution

* Prefer multi-cams

* Use FastImage for Media Page

* Return orientation in takePhoto()

* Load orientation from EXIF Data

* Add `isMirrored` props and documentation for PhotoFile

* fix: Return `not-determined` on Android

* Update CameraViewModule.kt

* chore: Upgrade packages

* fix: Fix Metro Config

* Cleanup config

* Properly mirror Images on save

* Prepare MediaRecorder

* Start/Stop MediaRecorder

* Remove `takeSnapshot()`

It no longer works on Android and never worked on iOS. Users could use useFrameProcessor to take a Snapshot

* Use `MediaCodec`

* Move to `VideoRecording` class

* Cleanup Snapshot

* Create `SkiaPreviewView` hybrid class

* Create OpenGL context

* Create `SkiaPreviewView`

* Fix texture creation missing context

* Draw red frame

* Somehow get it working

* Add Skia CMake setup

* Start looping

* Init OpenGL

* Refactor into `SkiaRenderer`

* Cleanup PreviewSize

* Set up

* Only re-render UI if there is a new Frame

* Preview

* Fix init

* Try rendering Preview

* Update SkiaPreviewView.kt

* Log version

* Try using Skia (fail)

* Drawwwww!!!!!!!!!! 🎉

* Use Preview Size

* Clear first

* Refactor into SkiaRenderer

* Add `previewType: "none"` on iOS

* Simplify a lot

* Draw Camera? For some reason? I have no idea anymore

* Fix OpenGL errors

* Got it kinda working again?

* Actually draw Frame woah

* Clean up code

* Cleanup

* Update on main

* Synchronize render calls

* holy shit

* Update SkiaRenderer.cpp

* Update SkiaRenderer.cpp

* Refactor

* Update SkiaRenderer.cpp

* Check for `NO_INPUT_TEXTURE`^

* Post & Wait

* Set input size

* Add Video back again

* Allow session without preview

* Convert JPEG to byte[]

* feat: Use `ImageReader` and use YUV Image Buffers in Skia Context (#1689)

* Try to pass YUV Buffers as Pixmaps

* Create pixmap!

* Clean up

* Render to preview

* Only render if we have an output surface

* Update SkiaRenderer.cpp

* Fix Y+U+V sampling code

* Cleanup

* Fix Semaphore 0

* Use 4:2:0 YUV again idk

* Update SkiaRenderer.h

* Set minSdk to 26

* Set surface

* Revert "Set minSdk to 26"

This reverts commit c4085b7c16c628532e5c2d68cf7ed11c751d0b48.

* Set previewType

* feat: Video Recording with Camera2 (#1691)

* Rename

* Update CameraSession.kt

* Use `SurfaceHolder` instead of `SurfaceView` for output

* Update CameraOutputs.kt

* Update CameraSession.kt

* fix: Fix crash when Preview is null

* Check if snapshot capture is supported

* Update RecordingSession.kt

* S

* Use `MediaRecorder`

* Make audio optional

* Add Torch

* Output duration

* Update RecordingSession.kt

* Start RecordingSession

* logs

* More log

* Base for preparing pass-through Recording

* Use `ImageWriter` to append Images to the Recording Surface

* Stream PRIVATE GPU_SAMPLED_IMAGE Images

* Add flags

* Close session on stop

* Allow customizing `videoCodec` and `fileType`

* Enable Torch

* Fix Torch Mode

* Fix comparing outputs with hashCode

* Update CameraSession.kt

* Correctly pass along Frame Processor

* fix: Use AUDIO_BIT_RATE of 16 * 44,1Khz

* Use CAMCORDER instead of MIC microphone

* Use 1 channel

* fix: Use `Orientation`

* Add `native` PixelFormat

* Update iOS to latest Skia integration

* feat: Add `pixelFormat` property to Camera

* Catch error in configureSession

* Fix JPEG format

* Clean up best match finder

* Update CameraDeviceDetails.kt

* Clamp sizes by maximum CamcorderProfile size

* Remove `getAvailableVideoCodecs`

* chore: release 3.0.0-rc.5

* Use maximum video size of RECORD as default

* Update CameraDeviceDetails.kt

* Add a todo

* Add JSON device to issue report

* Prefer `full` devices and flash

* Lock to 30 FPS on Samsung

* Implement Zoom

* Refactor

* Format -> PixelFormat

* fix: Feat `pixelFormat` -> `pixelFormats`

* Update TROUBLESHOOTING.mdx

* Format

* fix: Implement `zoom` for Photo Capture

* fix: Don't run if `isActive` is `false`

* fix: Call `examplePlugin(frame)`

* fix: Fix Flash

* fix: Use `react-native-worklets-core`!

* fix: Fix import
2023-08-21 12:50:14 +02:00

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//
// SkiaRenderer.mm
// VisionCamera
//
// Created by Marc Rousavy on 19.07.23.
// Copyright © 2023 mrousavy. All rights reserved.
//
#import <Foundation/Foundation.h>
#import "SkiaRenderer.h"
#import <AVFoundation/AVFoundation.h>
#import <Metal/Metal.h>
#import "SkiaRenderContext.h"
#import <include/core/SkSurface.h>
#import <include/core/SkCanvas.h>
#import <include/core/SkColorSpace.h>
#import <include/gpu/mtl/GrMtlTypes.h>
#import <include/gpu/GrBackendSurface.h>
#import <include/gpu/ganesh/SkSurfaceGanesh.h>
#import <include/gpu/ganesh/mtl/SkSurfaceMetal.h>
#import "SkImageHelpers.h"
#import <system_error>
#import <memory>
#import <mutex>
@implementation SkiaRenderer {
// The context we draw each Frame on
std::unique_ptr<RenderContext> _offscreenContext;
// The context the preview runs on
std::unique_ptr<RenderContext> _layerContext;
// The texture holding the drawn-to Frame
id<MTLTexture> _texture;
// For synchronization between the two Threads/Contexts
std::mutex _textureMutex;
std::atomic<bool> _hasNewFrame;
}
- (instancetype)init {
if (self = [super init]) {
_offscreenContext = std::make_unique<RenderContext>();
_layerContext = std::make_unique<RenderContext>();
_texture = nil;
_hasNewFrame = false;
}
return self;
}
- (id<MTLDevice>)metalDevice {
return _layerContext->device;
}
- (id<MTLTexture>)getTexture:(NSUInteger)width height:(NSUInteger)height {
if (_texture == nil
|| _texture.width != width
|| _texture.height != height) {
// Create new texture with the given width and height
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
width:width
height:height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
_texture = [_offscreenContext->device newTextureWithDescriptor:textureDescriptor];
}
return _texture;
}
- (void)renderCameraFrameToOffscreenCanvas:(CMSampleBufferRef)sampleBuffer withDrawCallback:(draw_callback_t)callback {
// Wrap in auto release pool since we want the system to clean up after rendering
@autoreleasepool {
// Get the Frame's PixelBuffer
CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
if (pixelBuffer == nil) {
throw std::runtime_error("SkiaRenderer: Pixel Buffer is corrupt/empty.");
}
// Lock Mutex to block the runLoop from overwriting the _currentDrawable
std::unique_lock lock(_textureMutex);
// Get the Metal Texture we use for in-memory drawing
auto texture = [self getTexture:CVPixelBufferGetWidth(pixelBuffer)
height:CVPixelBufferGetHeight(pixelBuffer)];
// Get & Lock the writeable Texture from the Metal Drawable
GrMtlTextureInfo textureInfo;
textureInfo.fTexture.retain((__bridge void*)texture);
GrBackendRenderTarget backendRenderTarget((int)texture.width,
(int)texture.height,
1,
textureInfo);
auto context = _offscreenContext->skiaContext.get();
// Create a Skia Surface from the writable Texture
auto surface = SkSurfaces::WrapBackendRenderTarget(context,
backendRenderTarget,
kTopLeft_GrSurfaceOrigin,
kBGRA_8888_SkColorType,
SkColorSpace::MakeSRGB(),
nullptr);
if (surface == nullptr || surface->getCanvas() == nullptr) {
throw std::runtime_error("Skia surface could not be created from parameters.");
}
// Converts the CMSampleBuffer to an SkImage - RGB.
CVPixelBufferLockBaseAddress(pixelBuffer, kCVPixelBufferLock_ReadOnly);
auto image = SkImageHelpers::convertCMSampleBufferToSkImage(context, sampleBuffer);
auto canvas = surface->getCanvas();
// Clear everything so we keep it at a clean state
canvas->clear(SkColors::kBlack);
// Draw the Image into the Frame (aspectRatio: cover)
// The Frame Processor might draw the Frame again (through render()) to pass a custom paint/shader,
// but that'll just overwrite the existing one - no need to worry.
canvas->drawImage(image, 0, 0);
// Call the draw callback - probably a JS Frame Processor.
callback(static_cast<void*>(canvas));
// Flush all appended operations on the canvas and commit it to the SkSurface
surface->flushAndSubmit();
// Set dirty & free locks
_hasNewFrame = true;
lock.unlock();
CVPixelBufferUnlockBaseAddress(pixelBuffer, kCVPixelBufferLock_ReadOnly);
}
}
- (void)renderLatestFrameToLayer:(CALayer* _Nonnull)layer {
if (!_hasNewFrame) {
// No new Frame has arrived in the meantime.
// We don't need to re-draw the texture to the screen if nothing has changed, abort.
return;
}
@autoreleasepool {
auto context = _layerContext->skiaContext.get();
// Create a Skia Surface from the CAMetalLayer (use to draw to the View)
GrMTLHandle drawableHandle;
auto surface = SkSurfaces::WrapCAMetalLayer(context,
(__bridge GrMTLHandle)layer,
kTopLeft_GrSurfaceOrigin,
1,
kBGRA_8888_SkColorType,
nullptr,
nullptr,
&drawableHandle);
if (surface == nullptr || surface->getCanvas() == nullptr) {
throw std::runtime_error("Skia surface could not be created from parameters.");
}
auto canvas = surface->getCanvas();
// Lock the Mutex so we can operate on the Texture atomically without
// renderFrameToCanvas() overwriting in between from a different thread
std::unique_lock lock(_textureMutex);
auto texture = _texture;
if (texture == nil) return;
// Calculate Center Crop (aspectRatio: cover) transform
auto sourceRect = SkRect::MakeXYWH(0, 0, texture.width, texture.height);
auto destinationRect = SkRect::MakeXYWH(0, 0, surface->width(), surface->height());
sourceRect = SkImageHelpers::createCenterCropRect(sourceRect, destinationRect);
auto offsetX = -sourceRect.left();
auto offsetY = -sourceRect.top();
// The Canvas is equal to the View size, where-as the Frame has a different size (e.g. 4k)
// We scale the Canvas to the exact dimensions of the Frame so that the user can use the Frame as a coordinate system
canvas->save();
auto scaleW = static_cast<double>(surface->width()) / texture.width;
auto scaleH = static_cast<double>(surface->height()) / texture.height;
auto scale = MAX(scaleW, scaleH);
canvas->scale(scale, scale);
canvas->translate(offsetX, offsetY);
// Convert the rendered MTLTexture to an SkImage
auto image = SkImageHelpers::convertMTLTextureToSkImage(context, texture);
// Draw the Texture (Frame) to the Canvas
canvas->drawImage(image, 0, 0);
// Restore the scale & transform
canvas->restore();
surface->flushAndSubmit();
// Pass the drawable into the Metal Command Buffer and submit it to the GPU
id<CAMetalDrawable> drawable = (__bridge id<CAMetalDrawable>)drawableHandle;
id<MTLCommandBuffer> commandBuffer([_layerContext->commandQueue commandBuffer]);
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
// Set flag back to false
_hasNewFrame = false;
lock.unlock();
}
}
@end