* 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