(iOS) Integrate iOS camera driver into RAGameView.m - CVOpenGLESTextureCacheCreateTextureFromImage keeps failing right now so instancingviewer camera core doesn't yet work
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@ -81,6 +81,7 @@ CFMutableDictionaryRef attrs;
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CVPixelBufferRef renderTarget;
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CVOpenGLESTextureRef renderTexture;
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GLuint renderFrameBuffer;
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static bool newFrame = false;
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#elif defined(OSX)
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@ -260,6 +261,7 @@ didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
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glBindFramebuffer(GL_FRAMEBUFFER, renderFrameBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, CVOpenGLESTextureGetName(renderTexture), 0);
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newFrame = true;
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}
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- (void) onCameraInit
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@ -584,4 +586,87 @@ void apple_bind_game_view_fbo(void)
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[g_view bindDrawable];
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});
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}
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// References:
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// http://allmybrain.com/2011/12/08/rendering-to-a-texture-with-ios-5-texture-cache-api/
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// https://developer.apple.com/library/iOS/samplecode/GLCameraRipple/
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typedef struct ios_camera
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{
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void *empty;
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} ioscamera_t;
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static void *ios_camera_init(const char *device, uint64_t caps, unsigned width, unsigned height)
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{
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if ((caps & (1ULL << RETRO_CAMERA_BUFFER_OPENGL_TEXTURE)) == 0)
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{
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RARCH_ERR("ioscamera returns OpenGL texture.\n");
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return NULL;
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}
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ioscamera_t *ioscamera = (ioscamera_t*)calloc(1, sizeof(ioscamera_t));
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if (!ioscamera)
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return NULL;
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[[RAGameView get] onCameraInit];
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return ioscamera;
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}
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static void ios_camera_free(void *data)
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{
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ioscamera_t *ioscamera = (ioscamera_t*)data;
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[[RAGameView get] onCameraFree];
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if (ioscamera)
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free(ioscamera);
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ioscamera = NULL;
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}
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static bool ios_camera_start(void *data)
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{
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(void)data;
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[[RAGameView get] onCameraStart];
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return true;
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}
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static void ios_camera_stop(void *data)
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{
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[[RAGameView get] onCameraStop];
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}
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static bool ios_camera_poll(void *data, retro_camera_frame_raw_framebuffer_t frame_raw_cb,
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retro_camera_frame_opengl_texture_t frame_gl_cb)
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{
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(void)data;
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(void)frame_raw_cb;
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if (frame_gl_cb && newFrame)
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{
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// FIXME: Identity for now. Use proper texture matrix as returned by iOS Camera (if at all?).
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static const float affine[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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frame_gl_cb(CVOpenGLESTextureGetName(renderTexture), GL_TEXTURE_2D, affine);
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newFrame = false;
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}
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return true;
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}
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const camera_driver_t camera_ios = {
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ios_camera_init,
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ios_camera_free,
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ios_camera_start,
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ios_camera_stop,
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ios_camera_poll,
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"ios",
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};
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#endif
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113
camera/ios.c
113
camera/ios.c
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@ -1,113 +0,0 @@
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2013 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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// References:
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// http://allmybrain.com/2011/12/08/rendering-to-a-texture-with-ios-5-texture-cache-api/
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// https://developer.apple.com/library/iOS/samplecode/GLCameraRipple/
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#include "../driver.h"
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typedef struct ios_camera
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{
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void *empty;
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} ioscamera_t;
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static void *ios_camera_init(const char *device, uint64_t caps, unsigned width, unsigned height)
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{
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if ((caps & (1ULL << RETRO_CAMERA_BUFFER_OPENGL_TEXTURE)) == 0)
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{
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RARCH_ERR("ioscamera returns OpenGL texture.\n");
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return NULL;
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}
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ioscamera_t *ioscamera = (ioscamera_t*)calloc(1, sizeof(ioscamera_t));
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if (!ioscamera)
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return NULL;
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// TODO - call onCameraInit from RAGameView
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return ioscamera;
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dealloc:
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free(ioscamera);
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return NULL;
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}
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static void ios_camera_free(void *data)
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{
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ioscamera_t *ioscamera = (ioscamera_t*)data;
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//TODO - call onCameraFree from RAGameView
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if (ioscamera)
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free(ioscamera);
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ioscamera = NULL;
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}
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static bool ios_camera_start(void *data)
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{
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(void)data;
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//TODO - call onCameraStart from RAGAmeView
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return true;
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}
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static void ios_camera_stop(void *data)
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{
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ioscamera_t *ioscamera = (ioscamera_t*)data;
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(void)ioscamera;
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//TODO - call onCameraStop from RAGameView
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}
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static bool ios_camera_poll(void *data, retro_camera_frame_raw_framebuffer_t frame_raw_cb,
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retro_camera_frame_opengl_texture_t frame_gl_cb)
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{
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bool newFrame = false;
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(void)data;
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(void)frame_raw_cb;
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// TODO - call onCameraPoll from RAGameView
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if (frame_gl_cb && newFrame)
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{
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// FIXME: Identity for now. Use proper texture matrix as returned by iOS Camera (if at all?).
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static const float affine[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f
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};
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(void)affine;
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#if 0
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frame_gl_cb(CVOpenGLESTextureGetName(ioscamera->renderTexture),
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GL_TEXTURE_2D,
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affine);
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#endif
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}
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return true;
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}
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const camera_driver_t camera_ios = {
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ios_camera_init,
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ios_camera_free,
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ios_camera_start,
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ios_camera_stop,
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ios_camera_poll,
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"ios",
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};
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@ -358,8 +358,6 @@ CAMERA
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#ifdef HAVE_CAMERA
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#if defined(ANDROID)
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#include "../camera/android.c"
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#elif defined(IOS)
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#include "../camera/ios.c"
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#elif defined(EMSCRIPTEN)
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#include "../camera/rwebcam.c"
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#endif
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