928 lines
28 KiB
C#
928 lines
28 KiB
C#
/*----------------------------------------------------------------
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// Copyright (C) 2025 Beijing All rights reserved.
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//
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// Author: huachangmiao
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// Create Date: 2025/04/11
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// Module Describe: 视频解码器抽象基类
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//----------------------------------------------------------------*/
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using System.Threading;
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using UnityEngine;
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using Unity.Collections;
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#if UNITY_WEBGL && !UNITY_EDITOR
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using System.Runtime.InteropServices;
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#endif
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/// <summary>
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/// 视频解码器抽象基类
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/// 包含解码逻辑、播放控制、多线程解码等公共功能
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/// 子类需要实现具体的渲染逻辑
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/// </summary>
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public abstract unsafe class LeviathanVideoDecoderBase : MonoBehaviour
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{
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protected static readonly int ValidWidthRatioIdx = Shader.PropertyToID("_ValidWidthRatio");
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protected static readonly int UTexIdx = Shader.PropertyToID("_UTex");
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protected static readonly int VTexIdx = Shader.PropertyToID("_VTex");
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protected static readonly int AlphaYTexIdx = Shader.PropertyToID("_AYTex");
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protected static readonly int AlphaUTexIdx = Shader.PropertyToID("_AUTex");
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#if UNITY_WEBGL && !UNITY_EDITOR
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[DllImport("__Internal")]
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private static extern bool IsWechatMiniGameEnvironment();
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#endif
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// 日志辅助方法
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protected static void Log(string message)
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{
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LeviathanLogConfig.Log("VideoDecoderBase", message);
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}
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protected static void LogWarning(string message)
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{
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LeviathanLogConfig.LogWarning("VideoDecoderBase", message);
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}
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protected static void LogError(string message)
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{
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LeviathanLogConfig.LogError("VideoDecoderBase", message);
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}
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/// <summary>
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/// 静态构造函数 - 在类首次使用时执行平台检测
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/// </summary>
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static LeviathanVideoDecoderBase()
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{
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#if UNITY_WEBGL && !UNITY_EDITOR
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try
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{
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IsWCGame = IsWechatMiniGameEnvironment();
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Log($"微信小游戏平台静态检测: {IsWCGame}");
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}
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catch (System.Exception e)
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{
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LogError($"微信小游戏平台静态检测异常: {e}");
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IsWCGame = false;
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}
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#else
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IsWCGame = false;
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#endif
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}
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// [LabelText("视频文件(.bytes)")]
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public TextAsset bytesFile;
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#if UNITY_EDITOR
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[System.NonSerialized]
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protected TextAsset _lastBytesFile;
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#endif
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private ILeviathanDecoder _decoder;
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/// <summary>
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/// 获取当前视频帧指针(子类使用)
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/// </summary>
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protected LeviathanVideo.Abstractions.AVFrame* VideoFrame => _decoder != null ? _decoder.VideoFrame : null;
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#if !UNITY_2022_1_OR_NEWER
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// Unity 2020/2021 兼容:保存数据副本以供解码器使用
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protected NativeArray<byte> _videoDataBuffer;
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protected bool _hasVideoDataBuffer = false;
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#endif
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// 平台检测
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public static bool IsWCGame = false;
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protected const int TextureCount = 3;
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protected Texture2D[] _textures;
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protected double _timeAccumulated;
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protected double _frameInterval;
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public double FrameInterval => _frameInterval;
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protected bool _needInitTexture = true;
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protected bool _needApplyTexture = false;
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// 是否为多线程解码
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protected bool _isMultithreadedDecode;
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// 多线程相关
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protected Thread _decodeThread;
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// 帧状态:0=允许解码下一帧, 1=帧已准备好等待显示
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protected long _hasFrameReady;
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protected volatile bool _isPlaying;
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public bool IsPlaying => _isPlaying;
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protected bool _isPause;
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public bool IsPause => _isPause;
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// 销毁状态标志(防止销毁期间的异步操作继续执行)
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protected bool _isDestroying = false;
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// 第一帧回调待执行标志(用于从子线程安全地在主线程执行回调)
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protected volatile bool _pendingFirstFrameCallback = false;
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// ==区间循环专用
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// 每次播放到End, 跳转到的frame
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protected long _loopBeginFrameIndex = -1;
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public long LoopBeginFrameIndex => _loopBeginFrameIndex;
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protected long _loopEndFrameIndex = -1;
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public long LoopEndFrameIndex => _loopEndFrameIndex;
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// 是否正在循环seek中(防止SeekToFrame被多次调用)
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protected volatile bool _isLoopSeeking = false;
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protected string _codecName = "";
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// 总时长 微秒
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protected long _duration;
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public long Duration => _duration;
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protected int _videoWidth;
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public int VideoWidth => _videoWidth;
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protected int _videoHeight;
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public int VideoHeight => _videoHeight;
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protected int _videoValidWidth;
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public int VideoValidWidth => _videoValidWidth;
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public long PlayFrameIndex => _playFrameIndex;
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protected long _playFrameIndex;
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// 总帧数
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protected long _frameCount;
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public long FrameCount => _frameCount;
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protected float _playSpeed = 1.0f;
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public enum PlayAlphaType
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{
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None = 0,
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RightSide = 1,
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BottomSide = 2,
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ChromaKey = 3,
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}
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public PlayAlphaType AlphaType
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{
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get => _alphaType;
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set
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{
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if (_alphaType != value)
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{
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SetAlphaType(value);
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}
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}
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}
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[SerializeField]
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protected bool disableAutoSize;
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[SerializeField]
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protected bool autoPlayOnStart;
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public bool DisableAutoSize
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{
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get => disableAutoSize;
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set => disableAutoSize = value;
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}
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[SerializeField]
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protected bool _isLooping = true;
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public bool IsLooping => _isLooping;
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/// <summary>
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/// 播放完成回调事件(非循环播放时触发)
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/// </summary>
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public System.Action OnPlayCompleted;
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/// <summary>
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/// 首帧渲染完毕回调事件
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/// 无论同步或异步解码首帧模式都会触发
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/// </summary>
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public System.Action OnFirstFrameRendered;
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[SerializeField]
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protected PlayAlphaType _alphaType = PlayAlphaType.None;
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// 上次应用的alphaType,用于检测是否需要更新材质
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protected PlayAlphaType _lastAppliedAlphaType = PlayAlphaType.None;
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protected virtual void Start()
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{
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if (autoPlayOnStart && bytesFile)
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Play();
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}
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/// <summary>
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/// 第一帧解码完成回调(由解码器触发,可能在子线程中调用)
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/// 设置标志位,实际处理在主线程的 Update 中执行
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/// </summary>
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protected virtual void OnFirstFrameDecodedCallback()
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{
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_pendingFirstFrameCallback = true;
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}
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/// <summary>
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/// 处理第一帧解码完成的实际逻辑(必须在主线程调用)
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/// 子类需要重写此方法来处理渲染目标的显示
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/// </summary>
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protected virtual void HandleFirstFrameDecoded()
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{
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// 先更新纹理,确保显示的是新视频的第一帧
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DisplayFrame();
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// 子类负责启用渲染目标
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OnEnableRenderTarget();
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// 触发首帧渲染完毕回调
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OnFirstFrameRendered?.Invoke();
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}
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/// <summary>
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/// 启用渲染目标(子类实现)
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/// </summary>
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protected abstract void OnEnableRenderTarget();
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/// <summary>
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/// 禁用渲染目标(子类实现)
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/// </summary>
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protected abstract void OnDisableRenderTarget();
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protected virtual void OnDestroy()
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{
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Log("开始销毁,清理所有资源");
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// 立即设置销毁标志,阻止任何新的操作
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_isDestroying = true;
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_isPlaying = false;
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// 强制同步停止,避免异步操作
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try
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{
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InternalStopSync();
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}
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catch (System.Exception e)
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{
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LogWarning($"同步停止时出现异常: {e.Message}");
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}
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// Release textures
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if (_textures != null && _textures.Length > 0)
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{
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foreach (var tex in _textures)
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{
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if (tex) Destroy(tex);
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}
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}
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_textures = null;
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}
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/// <summary>
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/// 播放视频
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/// </summary>
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/// <param name="fileData">视频文件</param>
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/// <param name="playAlpha">播放透明度</param>
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/// <param name="multithreadedDecode">是否多线程解码</param>
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/// <param name="beginFrameIndex">开始播放的帧索引</param>
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/// <param name="syncDecodeFirstFrame">是否同步解码第一帧, 区别在于是否当前帧就能立马看到视频, 会耗时10ms</param>
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/// <param name="fastDecode">是否启用快速解码(跳过环路滤波器),默认开启以提升性能</param>
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/// <returns>返回值: 0表示成功, 其他表示错误码</returns>
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public int PlayVideo(TextAsset fileData, PlayAlphaType playAlpha, bool multithreadedDecode, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
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{
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// 如果正在销毁,立即返回
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if (_isDestroying)
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{
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LogWarning("PlayVideo: 组件正在销毁,取消播放");
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return -1;
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}
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if (fileData == null)
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{
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return -1;
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}
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var ret = 0;
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if (_isPlaying) return ret;
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_playFrameIndex = 0;
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_timeAccumulated = 0;
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_isLoopSeeking = false;
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_alphaType = playAlpha;
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#if UNITY_WEBGL
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// webGL不支持c#多线程
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_isMultithreadedDecode = false;
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#else
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_isMultithreadedDecode = multithreadedDecode;
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#endif
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// 根据平台选择解码器
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if (IsWCGame)
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{
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OnDisableRenderTarget();
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// 创建新的decoder - 使用Worker版本
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var workerDecoder = new LeviathanWorkerDecoder();
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workerDecoder.IsLooping = _isLooping; // 设置循环播放状态
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_decoder = workerDecoder;
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Log($"[PlayWithData] 创建新的微信小游戏Worker解码器 (静态检测: {IsWCGame}, 循环播放: {_isLooping})");
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}
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else
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{
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// 只有同步解码第一帧时才立即启用,否则等待第一帧解码完成后再启用
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if (syncDecodeFirstFrame)
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{
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OnEnableRenderTarget();
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}
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else
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{
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OnDisableRenderTarget();
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}
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_decoder = new LeviathanSoftwareDecoder();
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Log($"[PlayWithData] 使用软件解码器 (静态检测: {IsWCGame})");
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}
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_needInitTexture = true;
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// 订阅第一帧回调事件
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_decoder.OnFirstFrameDecoded += OnFirstFrameDecodedCallback;
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// 初始化解码器
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bytesFile = fileData;
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#if UNITY_EDITOR
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_lastBytesFile = bytesFile;
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#endif
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#if UNITY_2022_1_OR_NEWER
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ret = _decoder.Init(fileData.GetData<byte>(), beginFrameIndex, syncDecodeFirstFrame, fastDecode);
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#else
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// Unity 2020/2021: 创建持久的数据副本供解码器使用
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if (_hasVideoDataBuffer)
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{
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_videoDataBuffer.Dispose();
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}
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_videoDataBuffer = new NativeArray<byte>(fileData.bytes, Allocator.Persistent);
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_hasVideoDataBuffer = true;
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ret = _decoder.Init(_videoDataBuffer, beginFrameIndex, syncDecodeFirstFrame, fastDecode);
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#endif
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_frameCount = _decoder.FrameCount;
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_loopBeginFrameIndex = beginFrameIndex;
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_loopEndFrameIndex = _frameCount;
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_duration = _decoder.Duration;
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_frameInterval = _decoder.FrameInterval;
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_codecName = _decoder.CodecName;
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if (ret != 0)
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{
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LogError($"DecodeNextFrame ret: {ret}");
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}
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OnUpdateRenderTargetSize();
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// 只有同步解码第一帧时才立即显示,否则等待第一帧解码完成后在 HandleFirstFrameDecoded 中显示
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if (syncDecodeFirstFrame)
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{
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DisplayFrame();
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// 同步模式下立即触发首帧渲染完毕回调
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OnFirstFrameRendered?.Invoke();
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}
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if (_isMultithreadedDecode)
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{
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// 多线程模式
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Interlocked.Exchange(ref _hasFrameReady, 1); // 第一帧已准备好
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_isPlaying = true;
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_isPause = false;
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_decodeThread = new Thread(DecodeThreadFunction);
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#if UNITY_EDITOR
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_decodeThread.Name = $"{nameof(LeviathanVideoDecoderBase)}.{nameof(DecodeThreadFunction)}";
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#endif
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_decodeThread.Start();
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}
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else
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{
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// 单线程模式
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_isPlaying = true;
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_isPause = false;
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}
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return ret;
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}
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/// <summary>
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/// 更新渲染目标尺寸(子类实现)
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/// </summary>
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protected abstract void OnUpdateRenderTargetSize();
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protected void InternalStop()
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{
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if (!_isPlaying) return;
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// 立即设置状态,防止重复调用
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_isPlaying = false;
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// 其他平台的同步停止逻辑
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InternalStopSync();
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}
|
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// 同步停止方法(非微信平台)
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protected void InternalStopSync()
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{
|
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// 重置第一帧回调标志,避免旧视频的回调影响新视频
|
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_pendingFirstFrameCallback = false;
|
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_needApplyTexture = false;
|
||
_isPause = false;
|
||
|
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if (_isMultithreadedDecode)
|
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{
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if (_decodeThread != null && _decodeThread.IsAlive)
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{
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_decodeThread.Join(1000); // 添加超时避免死锁
|
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if (_decodeThread.IsAlive)
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{
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// 强制终止线程
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_decodeThread.Abort();
|
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}
|
||
}
|
||
_decodeThread = null;
|
||
}
|
||
|
||
// 其他平台正常销毁decoder
|
||
if (_decoder != null)
|
||
{
|
||
_decoder.OnFirstFrameDecoded -= OnFirstFrameDecodedCallback;
|
||
_decoder.InternalStop();
|
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_decoder.Dispose();
|
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_decoder = null;
|
||
}
|
||
|
||
#if !UNITY_2022_1_OR_NEWER
|
||
// Unity 2020/2021: 释放数据缓冲区
|
||
if (_hasVideoDataBuffer)
|
||
{
|
||
_videoDataBuffer.Dispose();
|
||
_hasVideoDataBuffer = false;
|
||
}
|
||
#endif
|
||
|
||
OnDisableRenderTarget();
|
||
}
|
||
|
||
// 主线程
|
||
protected virtual void Update()
|
||
{
|
||
// 如果正在销毁,立即返回
|
||
if (_isDestroying) return;
|
||
|
||
// 处理第一帧回调(从子线程安全地在主线程执行)
|
||
if (_pendingFirstFrameCallback)
|
||
{
|
||
_pendingFirstFrameCallback = false;
|
||
HandleFirstFrameDecoded();
|
||
}
|
||
|
||
if (_isPause) return;
|
||
if (!_isPlaying) return;
|
||
|
||
#if UNITY_WEBGL && !UNITY_EDITOR
|
||
_timeAccumulated += 1.0 / Application.targetFrameRate * _playSpeed;
|
||
#else
|
||
_timeAccumulated += Time.deltaTime * _playSpeed;
|
||
#endif
|
||
if (_isMultithreadedDecode)
|
||
{
|
||
// 多线程模式
|
||
if (_timeAccumulated >= _frameInterval)
|
||
{
|
||
// 检查是否有新帧准备好
|
||
if (Interlocked.Read(ref _hasFrameReady) > 0)
|
||
{
|
||
// 复制帧数据到纹理(不立即Apply)
|
||
DisplayFrame(applyImmediately: false);
|
||
|
||
_timeAccumulated -= _frameInterval;
|
||
|
||
// DisplayFrame 完成后,通知解码线程可以解码下一帧
|
||
Interlocked.Exchange(ref _hasFrameReady, 0);
|
||
}
|
||
|
||
if (_timeAccumulated > _frameInterval * 3)
|
||
{
|
||
_timeAccumulated = _frameInterval;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 单线程模式
|
||
if (IsWCGame)
|
||
{
|
||
// Worker解码器:每次Update解码一帧
|
||
if (_decoder.DecodeNextFrame() == 0)
|
||
{
|
||
DisplayFrame(applyImmediately: false);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 每次Update最多解码一帧,不追帧
|
||
if (_timeAccumulated >= _frameInterval)
|
||
{
|
||
if (_decoder.DecodeNextFrame() == 0)
|
||
{
|
||
_timeAccumulated -= _frameInterval;
|
||
|
||
long currentFrame = _decoder.DecodedFrameIndex;
|
||
if (currentFrame >= _loopEndFrameIndex)
|
||
{
|
||
if (_isLooping)
|
||
{
|
||
SeekToFrame(_loopBeginFrameIndex);
|
||
}
|
||
}
|
||
|
||
DisplayFrame(applyImmediately: false);
|
||
}
|
||
|
||
if (_timeAccumulated > _frameInterval * 3)
|
||
{
|
||
_timeAccumulated = _frameInterval;
|
||
}
|
||
}
|
||
}
|
||
if (_playFrameIndex >= _loopEndFrameIndex && !_isLooping)
|
||
{
|
||
Pause();
|
||
OnPlayCompleted?.Invoke();
|
||
}
|
||
}
|
||
}
|
||
|
||
protected virtual void LateUpdate()
|
||
{
|
||
if (_needApplyTexture) {
|
||
_needApplyTexture = false;
|
||
if (_decoder != null && _textures != null)
|
||
{
|
||
DisplayFrameApply();
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
// 解码线程(仅多线程模式)
|
||
protected void DecodeThreadFunction()
|
||
{
|
||
try
|
||
{
|
||
while (_isPlaying)
|
||
{
|
||
if (!_isPause)
|
||
{
|
||
// 等待主线程显示完当前帧(_hasFrameReady == 0 表示允许解码下一帧)
|
||
while (Interlocked.Read(ref _hasFrameReady) != 0 && _isPlaying)
|
||
{
|
||
Thread.Sleep(1);
|
||
}
|
||
if (!_isPlaying) break;
|
||
|
||
// 解码下一帧
|
||
if (_decoder.DecodeNextFrame() == 0)
|
||
{
|
||
// 解码成功,通知主线程帧已准备好
|
||
Interlocked.Exchange(ref _hasFrameReady, 1);
|
||
}
|
||
|
||
if (_playFrameIndex >= _loopEndFrameIndex && !_isLoopSeeking)
|
||
{
|
||
if (_isLooping)
|
||
{
|
||
_isLoopSeeking = true;
|
||
SeekToFrame(_loopBeginFrameIndex);
|
||
// Seek后继续解码,_hasFrameReady 保持为 1,等待主线程显示
|
||
}
|
||
else
|
||
{
|
||
_isPause = true;
|
||
Interlocked.Exchange(ref _hasFrameReady, 1);
|
||
// 触发播放完成回调
|
||
OnPlayCompleted?.Invoke();
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
Thread.Sleep(5);
|
||
}
|
||
}
|
||
}
|
||
catch (ThreadAbortException)
|
||
{
|
||
Thread.ResetAbort();
|
||
}
|
||
}
|
||
|
||
// 初始化纹理
|
||
protected virtual void InitTextures()
|
||
{
|
||
if (_textures != null && _textures.Length > 0)
|
||
{
|
||
Destroy(_textures[0]);
|
||
Destroy(_textures[1]);
|
||
Destroy(_textures[2]);
|
||
}
|
||
var videoFrame = _decoder.VideoFrame;
|
||
// 软件解码器使用YUV格式
|
||
_textures = new Texture2D[TextureCount];
|
||
_textures[0] = new Texture2D(videoFrame->linesize[0], videoFrame->height, TextureFormat.Alpha8, false);
|
||
_textures[1] = new Texture2D(videoFrame->linesize[1], videoFrame->height / 2, TextureFormat.Alpha8, false);
|
||
_textures[2] = new Texture2D(videoFrame->linesize[2], videoFrame->height / 2, TextureFormat.Alpha8, false);
|
||
_textures[0].wrapMode = TextureWrapMode.Clamp;
|
||
_textures[1].wrapMode = TextureWrapMode.Clamp;
|
||
_textures[2].wrapMode = TextureWrapMode.Clamp;
|
||
|
||
_videoValidWidth = videoFrame->width;
|
||
_videoWidth = videoFrame->linesize[0];
|
||
_videoHeight = videoFrame->height;
|
||
|
||
OnInitMaterial();
|
||
OnUpdateRenderTargetSize();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 初始化材质(子类实现)
|
||
/// </summary>
|
||
protected abstract void OnInitMaterial();
|
||
|
||
/// <summary>
|
||
/// 更新纹理
|
||
/// </summary>
|
||
/// <param name="applyImmediately">是否立即Apply上传到GPU。false时只复制数据,可以稍后调用DisplayFrameApply</param>
|
||
protected virtual void DisplayFrame(bool applyImmediately = true)
|
||
{
|
||
var videoFrame = _decoder.VideoFrame;
|
||
if (videoFrame->linesize[0] <= 0) return;
|
||
|
||
// 检查纹理是否需要重新创建
|
||
if (_textures == null || _textures[0].width != videoFrame->linesize[0] || _textures[0].height != videoFrame->height)
|
||
{
|
||
InitTextures();
|
||
_lastAppliedAlphaType = _alphaType;
|
||
_needInitTexture = false;
|
||
|
||
if (_decoder is LeviathanWorkerDecoder workerDecoder)
|
||
{
|
||
workerDecoder.SetTextureIds(_textures);
|
||
}
|
||
}
|
||
else if (_needInitTexture)
|
||
{
|
||
// 只在alphaType变化时才更新材质
|
||
if (_alphaType != _lastAppliedAlphaType)
|
||
{
|
||
OnInitMaterial();
|
||
_lastAppliedAlphaType = _alphaType;
|
||
}
|
||
// 如果是Worker版本,将纹理ID传递给JSLIB
|
||
if (_decoder is LeviathanWorkerDecoder workerDecoder)
|
||
{
|
||
workerDecoder.SetTextureIds(_textures);
|
||
}
|
||
_needInitTexture = false;
|
||
}
|
||
|
||
// 复制帧数据到纹理(需要保护_videoFrame)
|
||
_decoder.CopyFrameDataToTextures(_textures);
|
||
|
||
// 根据参数决定是否立即Apply
|
||
if (applyImmediately)
|
||
{
|
||
_decoder.ApplyTextures(_textures);
|
||
_needApplyTexture = false; // 立即Apply后,清除延迟标志
|
||
}
|
||
else
|
||
{
|
||
_needApplyTexture = true; // 延迟Apply,设置标志在LateUpdate中执行
|
||
}
|
||
|
||
// 更新播放帧索引
|
||
if (_isMultithreadedDecode)
|
||
{
|
||
_playFrameIndex = Interlocked.Read(ref _decoder.GetDecodedFrameIndexRef());
|
||
}
|
||
else
|
||
{
|
||
_playFrameIndex = _decoder.DecodedFrameIndex;
|
||
}
|
||
|
||
// 重置循环seek标志
|
||
_isLoopSeeking = false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将纹理数据上传到GPU(可与下一帧解码并行)
|
||
/// 配合 DisplayFrame(false) 使用,实现分步显示优化
|
||
/// </summary>
|
||
protected virtual void DisplayFrameApply()
|
||
{
|
||
_decoder.ApplyTextures(_textures);
|
||
}
|
||
|
||
// 跳转到指定时间点
|
||
public void Seek(double ms)
|
||
{
|
||
_decoder.Seek(ms);
|
||
}
|
||
|
||
// 跳转到指定帧
|
||
public void SeekToFrame(long frame)
|
||
{
|
||
_decoder.SeekToFrame(frame);
|
||
}
|
||
|
||
public void SetPlaySpeed(float speed)
|
||
{
|
||
_playSpeed = speed;
|
||
}
|
||
|
||
public virtual void SetAlphaType(PlayAlphaType alphaTypeValue)
|
||
{
|
||
_alphaType = alphaTypeValue;
|
||
if (_textures == null || _textures.Length <= 0) return;
|
||
OnUpdateMaterial();
|
||
_lastAppliedAlphaType = _alphaType;
|
||
OnUpdateRenderTargetSize();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新材质(子类实现)
|
||
/// </summary>
|
||
protected abstract void OnUpdateMaterial();
|
||
|
||
public void SetLooping(bool isLooping)
|
||
{
|
||
_isLooping = isLooping;
|
||
|
||
// 如果是微信小游戏平台,设置解码器的循环播放状态
|
||
if (IsWCGame)
|
||
{
|
||
_decoder.IsLooping = isLooping;
|
||
}
|
||
|
||
if (_isLooping && _isPause)
|
||
{
|
||
Resume();
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置循环播放区间, 帧数范围为 1 ~ FrameCount
|
||
/// </summary>
|
||
/// <param name="beginFrame">开始帧索引</param>
|
||
/// <param name="endFrame">结束帧索引</param>
|
||
public void SetLoopingFrame(long beginFrame, long endFrame)
|
||
{
|
||
_loopBeginFrameIndex = beginFrame;
|
||
_loopEndFrameIndex = endFrame;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 切换视频
|
||
/// </summary>
|
||
/// <param name="fileData">视频文件</param>
|
||
/// <param name="playAlpha">播放透明度</param>
|
||
/// <param name="multithreadedDecode">是否多线程解码</param>
|
||
/// <param name="beginFrameIndex">开始播放的帧索引</param>
|
||
/// <param name="syncDecodeFirstFrame">是否同步解码第一帧, 区别在于是否当前帧就能立马看到视频, 会耗时10ms</param>
|
||
/// <param name="fastDecode">是否启用快速解码(跳过环路滤波器),默认开启以提升性能</param>
|
||
/// <returns>返回值: true表示成功, false表示失败</returns>
|
||
public bool ChangeVideo(TextAsset fileData, PlayAlphaType playAlpha, bool multithreadedDecode, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
|
||
{
|
||
// 如果不同步解码第一帧,先隐藏渲染目标避免显示旧帧
|
||
if (!syncDecodeFirstFrame)
|
||
{
|
||
OnDisableRenderTarget();
|
||
}
|
||
return ChangeVideoSync(fileData, playAlpha, multithreadedDecode, beginFrameIndex, syncDecodeFirstFrame, fastDecode);
|
||
}
|
||
|
||
protected bool ChangeVideoSync(TextAsset fileData, PlayAlphaType playAlpha, bool multithreadedDecode, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
|
||
{
|
||
Log("开始同步切换视频");
|
||
|
||
try
|
||
{
|
||
// 同步停止当前视频
|
||
StopVideoSync();
|
||
|
||
// 同步播放新视频
|
||
int result = PlayVideoSync(fileData, playAlpha, multithreadedDecode, beginFrameIndex, syncDecodeFirstFrame, fastDecode);
|
||
|
||
if (result != 0)
|
||
{
|
||
LogError($"同步播放视频失败,错误码: {result}");
|
||
return false;
|
||
}
|
||
|
||
Log("同步切换视频完成");
|
||
return true;
|
||
}
|
||
catch (System.Exception e)
|
||
{
|
||
LogError($"同步切换视频异常: {e.Message}");
|
||
return false;
|
||
}
|
||
}
|
||
|
||
protected void StopVideoSync()
|
||
{
|
||
// 立即禁用渲染目标显示,避免显示旧帧
|
||
OnDisableRenderTarget();
|
||
|
||
if (_isPlaying)
|
||
{
|
||
if (_isPlaying)
|
||
{
|
||
InternalStop();
|
||
}
|
||
|
||
// 同步等待停止操作完成
|
||
int maxWaitCount = 1000; // 最多等待1000次循环
|
||
int waitCount = 0;
|
||
|
||
while ((_isPlaying) && waitCount < maxWaitCount)
|
||
{
|
||
// 在同步模式下,我们不能使用yield,所以使用Thread.Sleep进行短暂等待
|
||
Thread.Sleep(1);
|
||
waitCount++;
|
||
}
|
||
|
||
if (waitCount >= maxWaitCount)
|
||
{
|
||
LogWarning("同步停止视频超时,继续执行后续操作");
|
||
}
|
||
else
|
||
{
|
||
Log($"视频同步停止完成,等待了 {waitCount} 次循环");
|
||
}
|
||
}
|
||
}
|
||
|
||
protected int PlayVideoSync(TextAsset fileData, PlayAlphaType playAlpha, bool multithreadedDecode, int beginFrameIndex = 1, bool syncDecodeFirstFrame = true, bool fastDecode = true)
|
||
{
|
||
// 播放新视频
|
||
int result;
|
||
if (fileData != null)
|
||
{
|
||
// 使用文件数据播放
|
||
result = PlayVideo(fileData, playAlpha, multithreadedDecode, beginFrameIndex, syncDecodeFirstFrame, fastDecode);
|
||
Log($"同步切换到视频资源: {fileData.name}");
|
||
}
|
||
else
|
||
{
|
||
LogError("没有提供有效的视频源");
|
||
return -1;
|
||
}
|
||
|
||
if (result != 0)
|
||
{
|
||
LogError($"同步播放视频失败,错误码: {result}");
|
||
return result;
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
internal void Play()
|
||
{
|
||
if (!Application.isPlaying) return;
|
||
if (bytesFile == null) return;
|
||
PlayVideo(bytesFile, _alphaType, true);
|
||
}
|
||
|
||
public void Stop()
|
||
{
|
||
if (!Application.isPlaying) return;
|
||
InternalStop();
|
||
}
|
||
|
||
public void Pause()
|
||
{
|
||
if (!Application.isPlaying) return;
|
||
_isPause = true;
|
||
|
||
// 调用解码器的暂停方法
|
||
_decoder?.Pause(true);
|
||
}
|
||
|
||
public void Resume()
|
||
{
|
||
if (!Application.isPlaying) return;
|
||
_isPause = false;
|
||
|
||
// 调用解码器的恢复方法
|
||
_decoder?.Pause(false);
|
||
}
|
||
}
|
||
|