RetroArch/apple/common/apple_camera_ios.c.inl

81 lines
1.6 KiB
C++

typedef struct ios_camera
{
void *empty;
} ioscamera_t;
static void *ios_camera_init(const char *device, uint64_t caps, unsigned width, unsigned height)
{
ioscamera_t *ioscamera;
if ((caps & (1ULL << RETRO_CAMERA_BUFFER_OPENGL_TEXTURE)) == 0)
{
RARCH_ERR("ioscamera returns OpenGL texture.\n");
return NULL;
}
ioscamera = (ioscamera_t*)calloc(1, sizeof(ioscamera_t));
if (!ioscamera)
return NULL;
[[RAGameView get] onCameraInit];
return ioscamera;
}
static void ios_camera_free(void *data)
{
ioscamera_t *ioscamera = (ioscamera_t*)data;
[[RAGameView get] onCameraFree];
if (ioscamera)
free(ioscamera);
ioscamera = NULL;
}
static bool ios_camera_start(void *data)
{
(void)data;
[[RAGameView get] onCameraStart];
return true;
}
static void ios_camera_stop(void *data)
{
[[RAGameView get] onCameraStop];
}
static bool ios_camera_poll(void *data, retro_camera_frame_raw_framebuffer_t frame_raw_cb,
retro_camera_frame_opengl_texture_t frame_gl_cb)
{
(void)data;
(void)frame_raw_cb;
if (frame_gl_cb && newFrame)
{
// FIXME: Identity for now. Use proper texture matrix as returned by iOS Camera (if at all?).
static const float affine[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
frame_gl_cb(outputTexture, GL_TEXTURE_2D, affine);
newFrame = false;
}
return true;
}
const camera_driver_t camera_ios = {
ios_camera_init,
ios_camera_free,
ios_camera_start,
ios_camera_stop,
ios_camera_poll,
"ios",
};