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react-native-vision-camera

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A powerful, high-performance React Native Camera library.

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import { useEffect, useMemo } from 'react'; import { WorkletsProxy } from '../dependencies/WorkletsProxy'; import { SkiaProxy } from '../dependencies/SkiaProxy'; import { withFrameRefCounting } from '../frame-processors/withFrameRefCounting'; import { VisionCameraProxy } from '../frame-processors/VisionCameraProxy'; /** * Represents a Camera Frame that can be directly drawn to using Skia. * * @see {@linkcode useSkiaFrameProcessor} * @see {@linkcode render} */ function getRotationDegrees(orientation) { 'worklet'; switch (orientation) { case 'portrait': return 0; case 'landscape-left': return 90; case 'portrait-upside-down': return 180; case 'landscape-right': return 270; default: throw new Error(`Frame has invalid Orientation: ${orientation}!`); } } function getPortraitSize(frame) { 'worklet'; if (frame.orientation === 'landscape-left' || frame.orientation === 'landscape-right') { // it is rotated to some side, so we need to apply rotations first. return { width: frame.height, height: frame.width }; } else { // it is already rotated upright. return { width: frame.width, height: frame.height }; } } /** * Create a new Frame Processor function which you can pass to the `<Camera>`. * (See ["Frame Processors"](https://react-native-vision-camera.com/docs/guides/frame-processors)) * * Make sure to add the `'worklet'` directive to the top of the Frame Processor function, otherwise it will not get compiled into a worklet. * * Also make sure to memoize the returned object, so that the Camera doesn't reset the Frame Processor Context each time. * * @worklet * @example * ```ts * const surfaceHolder = Worklets.createSharedValue<SurfaceCache>({}) * const offscreenTextures = Worklets.createSharedValue<SkImage[]>([]) * const frameProcessor = createSkiaFrameProcessor((frame) => { * 'worklet' * const faces = scanFaces(frame) * * frame.render() * for (const face of faces) { * const rect = Skia.XYWHRect(face.x, face.y, face.width, face.height) * frame.drawRect(rect) * } * }, surfaceHolder, offscreenTextures) * ``` */ export function createSkiaFrameProcessor(frameProcessor, surfaceHolder, offscreenTextures) { const Skia = SkiaProxy.Skia; const Worklets = WorkletsProxy.Worklets; const getSkiaSurface = frame => { 'worklet'; // 1. The Frame Processor runs on an iOS `DispatchQueue`, which might use // multiple C++ Threads between runs (it's still serial though - not concurrent!) // 2. react-native-skia uses `thread_local` Skia Contexts (`GrDirectContext`), // which means if a new Thread calls a Skia method, it also uses a new // Skia Context. // // This will cause issues if we cache the `SkSurface` between renders, // as the next render might be on a different C++ Thread. // When the next render uses a different C++ Thread, it will also use a // different Skia Context (`GrDirectContext`) for creating the SkImage, // than the one used for creating the `SkSurface` in the first render. // This will cause the render to fail, as an SkImage can only be rendered // to an SkSurface if both were created on the same Skia Context. // To prevent this, we cache the SkSurface on a per-thread basis, // so in my tests the DispatchQueue uses up to 10 different Threads, // causing 10 different Surfaces to exist in memory. // A true workaround would be to expose Skia Contexts to JS in RN Skia, // but for now this is fine. var _surfaceHolder$value$, _surfaceHolder$value$2, _surfaceHolder$value$4; const threadId = Worklets.getCurrentThreadId(); const size = getPortraitSize(frame); if (surfaceHolder.value[threadId] == null || ((_surfaceHolder$value$ = surfaceHolder.value[threadId]) === null || _surfaceHolder$value$ === void 0 ? void 0 : _surfaceHolder$value$.width) !== size.width || ((_surfaceHolder$value$2 = surfaceHolder.value[threadId]) === null || _surfaceHolder$value$2 === void 0 ? void 0 : _surfaceHolder$value$2.height) !== size.height) { var _surfaceHolder$value$3; const surface = Skia.Surface.MakeOffscreen(size.width, size.height); if (surface == null) { // skia surface couldn't be allocated throw new Error(`Failed to create ${size.width}x${size.height} Skia Surface!`); } (_surfaceHolder$value$3 = surfaceHolder.value[threadId]) === null || _surfaceHolder$value$3 === void 0 || _surfaceHolder$value$3.surface.dispose(); surfaceHolder.value[threadId] = { surface: surface, width: size.width, height: size.height }; } const surface = (_surfaceHolder$value$4 = surfaceHolder.value[threadId]) === null || _surfaceHolder$value$4 === void 0 ? void 0 : _surfaceHolder$value$4.surface; if (surface == null) throw new Error(`Couldn't find Surface in Thread-cache! ID: ${threadId}`); return surface; }; const createDrawableProxy = (frame, canvas) => { 'worklet'; // Convert Frame to SkImage/Texture const nativeBuffer = frame.getNativeBuffer(); const image = Skia.Image.MakeImageFromNativeBuffer(nativeBuffer.pointer); // Creates a `Proxy` that holds the SkCanvas, but also adds additional methods such as render() and dispose(). const canvasProxy = new Proxy(canvas, { get(_, property) { switch (property) { case '__skImage': return image; case 'render': return paint => { 'worklet'; // rotate canvas to properly account for Frame orientation canvas.save(); const rotation = getRotationDegrees(frame.orientation); canvas.rotate(rotation, frame.width / 2, frame.height / 2); // render the Camera Frame to the Canvas if (paint != null) canvas.drawImage(image, 0, 0, paint);else canvas.drawImage(image, 0, 0); // restore transforms/rotations again canvas.restore(); }; case 'dispose': return () => { 'worklet'; // dispose the Frame and the SkImage/Texture image.dispose(); nativeBuffer.delete(); }; } return canvas[property]; } }); return frame.withBaseClass(canvasProxy); }; return { frameProcessor: withFrameRefCounting(frame => { 'worklet'; // 1. Set up Skia Surface with size of Frame const surface = getSkiaSurface(frame); // 2. Create DrawableFrame proxy which internally creates an SkImage/Texture const canvas = surface.getCanvas(); const drawableFrame = createDrawableProxy(frame, canvas); try { // 3. Clear the current Canvas const black = Skia.Color('black'); canvas.clear(black); // 4. Run any user drawing operations frameProcessor(drawableFrame); // 5. Flush draw operations and submit to GPU surface.flush(); } finally { // 6. Delete the SkImage/Texture that holds the Frame drawableFrame.dispose(); } // 7. Capture rendered results as a Texture/SkImage to later render to screen const snapshot = surface.makeImageSnapshot(); const snapshotCopy = snapshot.makeNonTextureImage(); snapshot.dispose(); offscreenTextures.value.push(snapshotCopy); // 8. Close old textures that are still in the queue. while (offscreenTextures.value.length > 1) { // shift() atomically removes the first element, and is therefore thread-safe. const texture = offscreenTextures.value.shift(); if (texture == null) break; texture.dispose(); } }), type: 'drawable-skia', offscreenTextures: offscreenTextures }; } /** * Returns a memoized Skia Frame Processor function wich you can pass to the `<Camera>`. * * The Skia Frame Processor alows you to draw ontop of the Frame, and will manage it's internal offscreen Skia Canvas * and onscreen Skia preview view. * * (See ["Frame Processors"](https://react-native-vision-camera.com/docs/guides/frame-processors)) * * Make sure to add the `'worklet'` directive to the top of the Frame Processor function, otherwise it will not get compiled into a worklet. * * @worklet * @param frameProcessor The Frame Processor * @param dependencies The React dependencies which will be copied into the VisionCamera JS-Runtime. * @returns The memoized Skia Frame Processor. * @example * ```ts * const frameProcessor = useSkiaFrameProcessor((frame) => { * 'worklet' * const faces = scanFaces(frame) * * frame.render() * for (const face of faces) { * const rect = Skia.XYWHRect(face.x, face.y, face.width, face.height) * frame.drawRect(rect) * } * }, []) * ``` */ export function useSkiaFrameProcessor(frameProcessor, dependencies) { const surface = WorkletsProxy.useSharedValue({}); const offscreenTextures = WorkletsProxy.useSharedValue([]); useEffect(() => { return () => { var _VisionCameraProxy$wo; // on unmount, we clean up the resources on the Worklet Context. // this causes it to run _after_ the Frame Processor has finished executing, // if it is currently executing - so we avoid race conditions here. (_VisionCameraProxy$wo = VisionCameraProxy.workletContext) === null || _VisionCameraProxy$wo === void 0 || _VisionCameraProxy$wo.runAsync(() => { 'worklet'; const surfaces = Object.values(surface.value).map(v => v.surface); surface.value = {}; surfaces.forEach(s => s.dispose()); while (offscreenTextures.value.length > 0) { const texture = offscreenTextures.value.shift(); if (texture == null) break; texture.dispose(); } }); }; }, [offscreenTextures, surface]); return useMemo(() => createSkiaFrameProcessor(frameProcessor, surface, offscreenTextures), // eslint-disable-next-line react-hooks/exhaustive-deps dependencies); } //# sourceMappingURL=useSkiaFrameProcessor.js.map