AVProWindowsMediaFormatConverter.cs
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// Support for using externally created native textures, from Unity 4.2 upwards
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_5
#define AVPROWINDOWSMEDIA_UNITYFEATURE_EXTERNALTEXTURES
#endif
using UnityEngine;
using System.Text;
using System.Collections.Generic;
using System.Runtime.InteropServices;
//-----------------------------------------------------------------------------
// Copyright 2012-2016 RenderHeads Ltd. All rights reserved.
//-----------------------------------------------------------------------------
public class AVProWindowsMediaFormatConverter : System.IDisposable
{
private int _movieHandle;
// Format conversion and texture output
private Texture2D _rawTexture;
private bool _isExternalTexture;
private RenderTexture _finalTexture;
private Texture _outputTexture;
private Material _conversionMaterial;
private int _usedTextureWidth, _usedTextureHeight;
private Vector4 _uv;
private int _lastFrameUploaded = -1;
// Conversion params
private int _width;
private int _height;
private bool _flipX;
private bool _flipY;
private AVProWindowsMediaPlugin.VideoFrameFormat _sourceVideoFormat;
private bool _useBT709;
private bool _requiresTextureCrop;
private bool _requiresConversion;
public bool RequiresConversion
{
get { return _requiresTextureCrop; }
}
public Texture OutputTexture
{
get { return _outputTexture; }
}
public int DisplayFrame
{
get { return _lastFrameUploaded; }
}
public bool ValidPicture { get; private set; }
public void Reset()
{
ValidPicture = false;
_lastFrameUploaded = -1;
}
public Material GetConversionMaterial()
{
if (!_requiresConversion)
return _conversionMaterial;
return null;
}
public bool Build(int movieHandle, int width, int height, AVProWindowsMediaPlugin.VideoFrameFormat format, bool useBT709, bool flipX, bool flipY, FilterMode filterMode, TextureWrapMode wrapMode)
{
Reset();
_outputTexture = null;
_movieHandle = movieHandle;
_width = width;
_height = height;
_sourceVideoFormat = format;
_flipX = flipX;
_flipY = flipY;
_useBT709 = useBT709;
#if AVPROWINDOWSMEDIA_UNITYFEATURE_EXTERNALTEXTURES
if (AVProWindowsMediaManager.Instance._useExternalTextures)
CreateExternalTexture();
else
#endif
CreateTexture();
if (_rawTexture != null)
{
_requiresConversion = false;
_requiresTextureCrop = (_usedTextureWidth != _rawTexture.width || _usedTextureHeight != _rawTexture.height);
if (_requiresTextureCrop)
{
SetFlip(_flipX, _flipY);
_requiresConversion = true;
}
if (!_isExternalTexture)
AVProWindowsMediaPlugin.SetTexturePointer(_movieHandle, _rawTexture.GetNativeTexturePtr());
if (!_requiresConversion)
{
bool isDX11 = SystemInfo.graphicsDeviceVersion.StartsWith("Direct3D 11");
if (_flipX || _flipY)
{
_requiresConversion = true;
}
else if (_sourceVideoFormat == AVProWindowsMediaPlugin.VideoFrameFormat.RAW_BGRA32 && isDX11)
{
#if UNITY_5
// DX11 has red and blue channels swapped around
if (!SystemInfo.SupportsTextureFormat(TextureFormat.BGRA32))
_requiresConversion = true;
#else
_requiresConversion = true;
#endif
}
else if (_sourceVideoFormat != AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGB &&
_sourceVideoFormat != AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGBA &&
_sourceVideoFormat != AVProWindowsMediaPlugin.VideoFrameFormat.RAW_BGRA32)
{
_requiresConversion = true;
}
}
if (_requiresConversion)
{
if (CreateMaterial())
{
CreateRenderTexture();
_outputTexture = _finalTexture;
_conversionMaterial.mainTexture = _rawTexture;
SetFlip(_flipX, _flipY);
bool formatIs422 = (_sourceVideoFormat != AVProWindowsMediaPlugin.VideoFrameFormat.RAW_BGRA32);
if (formatIs422)
{
_conversionMaterial.SetFloat("_TextureWidth", _finalTexture.width);
}
}
}
else
{
bool formatIs422 = (_sourceVideoFormat != AVProWindowsMediaPlugin.VideoFrameFormat.RAW_BGRA32 &&
_sourceVideoFormat != AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGB &&
_sourceVideoFormat != AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGBA);
if (formatIs422)
{
CreateMaterial();
_conversionMaterial.SetFloat("_TextureWidth", _width);
_rawTexture.filterMode = FilterMode.Point;
}
else
{
_rawTexture.filterMode = FilterMode.Bilinear;
}
//_rawTexture.wrapMode = TextureWrapMode.Repeat;
_outputTexture = _rawTexture;
}
}
if (_outputTexture != null)
{
_outputTexture.filterMode = filterMode;
_outputTexture.wrapMode = wrapMode;
}
return (_outputTexture != null);
}
public bool Update()
{
bool result = UpdateTexture();
if (_requiresConversion)
{
if (result)
{
DoFormatConversion();
}
else
{
if (_finalTexture != null && !_finalTexture.IsCreated())
{
Reset();
}
}
}
else
{
if (result)
ValidPicture = true;
}
return result;
}
private bool UpdateTexture()
{
bool result = false;
// We update all the textures from AVProQuickTimeManager.Update()
// so just check if the update was done
int lastFrameUploaded = AVProWindowsMediaPlugin.GetLastFrameUploaded(_movieHandle);
if (_lastFrameUploaded != lastFrameUploaded)
{
_lastFrameUploaded = lastFrameUploaded;
result = true;
}
return result;
}
public void Dispose()
{
ValidPicture = false;
_width = _height = 0;
if (_conversionMaterial != null)
{
_conversionMaterial.mainTexture = null;
#if UNITY_EDITOR
Material.DestroyImmediate(_conversionMaterial);
#else
Material.Destroy(_conversionMaterial);
#endif
_conversionMaterial = null;
}
_outputTexture = null;
if (_finalTexture != null)
{
RenderTexture.ReleaseTemporary(_finalTexture);
_finalTexture = null;
}
if (_rawTexture != null)
{
if (!_isExternalTexture)
{
#if UNITY_EDITOR
Texture2D.DestroyImmediate(_rawTexture);
#else
Texture2D.Destroy(_rawTexture);
#endif
}
_rawTexture = null;
}
}
private bool CreateMaterial()
{
Shader shader = AVProWindowsMediaManager.Instance.GetPixelConversionShader(_sourceVideoFormat, _useBT709);
if (shader)
{
if (_conversionMaterial != null)
{
if (_conversionMaterial.shader != shader)
{
Material.Destroy(_conversionMaterial);
_conversionMaterial = null;
}
}
if (_conversionMaterial == null)
{
_conversionMaterial = new Material(shader);
_conversionMaterial.name = "AVProWindowsMedia-Material";
}
}
return (_conversionMaterial != null);
}
#if AVPROWINDOWSMEDIA_UNITYFEATURE_EXTERNALTEXTURES
private void CreateExternalTexture()
{
System.IntPtr texPtr = AVProWindowsMediaPlugin.GetTexturePointer(_movieHandle);
if (texPtr != System.IntPtr.Zero)
{
int texWidth = _width;
TextureFormat textureFormat = TextureFormat.ARGB32;
switch (_sourceVideoFormat)
{
case AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGBA:
case AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGB_HQ:
textureFormat = TextureFormat.DXT5;
break;
case AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGB:
textureFormat = TextureFormat.DXT1;
break;
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_422_YUY2:
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_422_UYVY:
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_422_YVYU:
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_422_HDYC:
texWidth = _width / 2;
break;
}
_usedTextureWidth = texWidth;
_usedTextureHeight = _height;
_rawTexture = Texture2D.CreateExternalTexture(texWidth, _height, textureFormat, false, false, texPtr);
_rawTexture.wrapMode = TextureWrapMode.Clamp;
_rawTexture.filterMode = FilterMode.Point;
_rawTexture.name = "AVProWindowsMedia-RawExternal";
_isExternalTexture = true;
}
}
#endif
private void CreateTexture()
{
_usedTextureWidth = _width;
_usedTextureHeight = _height;
// Calculate texture size and format
int textureWidth = _usedTextureWidth;
int textureHeight = _usedTextureHeight;
TextureFormat textureFormat = TextureFormat.RGBA32;
switch (_sourceVideoFormat)
{
case AVProWindowsMediaPlugin.VideoFrameFormat.RAW_BGRA32:
textureFormat = TextureFormat.RGBA32;
if (SystemInfo.graphicsDeviceVersion.StartsWith("Direct3D 11"))
{
#if UNITY_5
// DX11 has red and blue channels swapped around
if (SystemInfo.SupportsTextureFormat(TextureFormat.BGRA32))
textureFormat = TextureFormat.BGRA32;
#endif
}
break;
case AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGBA:
case AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGB_HQ:
textureFormat = TextureFormat.DXT5;
break;
case AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGB:
textureFormat = TextureFormat.DXT1;
break;
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_422_YUY2:
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_422_UYVY:
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_422_HDYC:
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_422_YVYU:
case AVProWindowsMediaPlugin.VideoFrameFormat.YUV_420_NV12:
textureFormat = TextureFormat.RGBA32;
if (SystemInfo.graphicsDeviceVersion.StartsWith("Direct3D 11"))
{
#if UNITY_5
// DX11 has red and blue channels swapped around
if (SystemInfo.SupportsTextureFormat(TextureFormat.BGRA32))
textureFormat = TextureFormat.BGRA32;
#endif
}
_usedTextureWidth /= 2; // YCbCr422 modes need half width
textureWidth = _usedTextureWidth;
break;
}
bool requiresPOT = (SystemInfo.npotSupport == NPOTSupport.None);
// If the texture isn't a power of 2
if (requiresPOT)
{
// We use a power-of-2 texture as Unity makes these internally anyway and not doing it seems to break things for texture updates
if (!Mathf.IsPowerOfTwo(_width) || !Mathf.IsPowerOfTwo(_height))
{
textureWidth = Mathf.NextPowerOfTwo(textureWidth);
textureHeight = Mathf.NextPowerOfTwo(textureHeight);
}
}
// Create texture that stores the initial raw frame
// If there is already a texture, only destroy it if it's not the same requirements
if (_rawTexture != null)
{
if (_rawTexture.width != textureWidth ||
_rawTexture.height != textureHeight ||
_rawTexture.format != textureFormat)
{
Texture2D.Destroy(_rawTexture);
_rawTexture = null;
}
}
if (_rawTexture == null)
{
bool isLinear = true;
if (!_requiresConversion)
{
if (AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGBA == _sourceVideoFormat ||
AVProWindowsMediaPlugin.VideoFrameFormat.Hap_RGB == _sourceVideoFormat ||
AVProWindowsMediaPlugin.VideoFrameFormat.RAW_BGRA32 == _sourceVideoFormat)
{
isLinear = false;
}
}
_rawTexture = new Texture2D(textureWidth, textureHeight, textureFormat, false, isLinear);
_rawTexture.wrapMode = TextureWrapMode.Clamp;
_rawTexture.filterMode = FilterMode.Point;
_rawTexture.name = "AVProWindowsMedia-RawTexture";
_rawTexture.Apply(false, true);
_isExternalTexture = false;
}
}
private void CreateRenderTexture()
{
// Create RenderTexture for post transformed frames
// If there is already a renderTexture, only destroy it smaller than desired size
if (_finalTexture != null)
{
if (_finalTexture.width != _width || _finalTexture.height != _height)
{
RenderTexture.ReleaseTemporary(_finalTexture);
_finalTexture = null;
}
}
if (_finalTexture == null)
{
ValidPicture = false;
_finalTexture = RenderTexture.GetTemporary(_width, _height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
_finalTexture.wrapMode = TextureWrapMode.Clamp;
_finalTexture.filterMode = FilterMode.Bilinear;
_finalTexture.name = "AVProWindowsMedia-FinalTexture";
_finalTexture.Create();
}
}
private void DoFormatConversion()
{
if (_finalTexture == null)
return;
_finalTexture.DiscardContents();
RenderTexture prev = RenderTexture.active;
if (!_requiresTextureCrop)
{
Graphics.Blit(_rawTexture, _finalTexture, _conversionMaterial, 0);
}
else
{
RenderTexture.active = _finalTexture;
_conversionMaterial.SetPass(0);
GL.PushMatrix();
GL.LoadOrtho();
DrawQuad(_uv);
GL.PopMatrix();
}
RenderTexture.active = prev;
ValidPicture = true;
}
private void SetFlip(bool flipX, bool flipY)
{
_flipX = flipX;
_flipY = flipY;
if (_requiresTextureCrop)
{
CreateUVs(_flipX, _flipY);
}
else
{
if (_conversionMaterial != null)
{
// Flip and then offset back to get back to normalised range
Vector2 scale = new Vector2(1f, 1f);
Vector2 offset = new Vector2(0f, 0f);
if (_flipX)
{
scale = new Vector2(-1f, scale.y);
offset = new Vector2(1f, offset.y);
}
if (_flipY)
{
scale = new Vector2(scale.x, -1f);
offset = new Vector2(offset.x, 1f);
}
_conversionMaterial.mainTextureScale = scale;
_conversionMaterial.mainTextureOffset = offset;
// Since Unity 5.3 Graphics.Blit ignores mainTextureOffset/Scale
#if UNITY_5 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2
_conversionMaterial.SetVector("_MainTex_ST2", new Vector4(scale.x, scale.y, offset.x, offset.y));
#endif
}
}
}
private void CreateUVs(bool invertX, bool invertY)
{
float x1, x2;
float y1, y2;
if (invertX)
{
x1 = 1.0f; x2 = 0.0f;
}
else
{
x1 = 0.0f; x2 = 1.0f;
}
if (invertY)
{
y1 = 1.0f; y2 = 0.0f;
}
else
{
y1 = 0.0f; y2 = 1.0f;
}
// Alter UVs if we're only using a portion of the texture
if (_usedTextureWidth != _rawTexture.width)
{
float xd = _usedTextureWidth / (float)_rawTexture.width;
x1 *= xd; x2 *= xd;
}
if (_usedTextureHeight != _rawTexture.height)
{
float yd = _usedTextureHeight / (float)_rawTexture.height;
y1 *= yd; y2 *= yd;
}
_uv = new Vector4(x1, y1, x2, y2);
}
private static void DrawQuad(Vector4 uv)
{
GL.Begin(GL.QUADS);
GL.TexCoord2(uv.x, uv.y);
GL.Vertex3(0.0f, 0.0f, 0.1f);
GL.TexCoord2(uv.z, uv.y);
GL.Vertex3(1.0f, 0.0f, 0.1f);
GL.TexCoord2(uv.z, uv.w);
GL.Vertex3(1.0f, 1.0f, 0.1f);
GL.TexCoord2(uv.x, uv.w);
GL.Vertex3(0.0f, 1.0f, 0.1f);
GL.End();
}
}