我正在尝试在Direct3D 9设备上播放视频,使用:
这是我接收RGB32帧的代码;
_videoWrapper.SetCallback(delegate(Bitmap frame)
{
if (_mainContentSurface == null || _dead)
return;
var bmpData = frame.LockBits(new Rectangle(0, 0, frame.Width, frame.Height), ImageLockMode.ReadOnly, frame.PixelFormat);
var ptr = bmpData.Scan0;
var size = bmpData.Stride * frame.Height;
_mainContentSurface.Buffer = new byte[size];
System.Runtime.InteropServices.Marshal.Copy(ptr, _mainContentSurface.Buffer, 0, size);
_mainContentSurface.SetTexture(_mainContentSurface.Buffer, frame.Width, frame.Height);
_secondaryContentSurface.SetTexture(_mainContentSurface.Buffer, frame.Width, frame.Height); // same buffer to second WINDOW
_mainContentSurface.VideoFrameRate.Value =_videoWrapper.ActualFrameRate;
frame.UnlockBits(bmpData);
});
这是我对SetTexture的实际用法并将纹理映射到square:
public void SetTexture(byte[] image, int width, int height)
{
if (Context9 != null && Context9.Device != null)
{
if (IsFormClosed)
return;
// rendering is seperate from the "FRAME FETCH" thread, if it makes sense.
// also note that we recreate video texture if needed.
_renderWindow.BeginInvoke(new Action(() =>
{
if (_image == null || _currentVideoTextureWidth != width || _currentVideoTextureHeight != height)
{
if(_image != null)
_image.Dispose();
_image = new Texture(Context9.Device, width, height, 0, Usage.Dynamic, Format.A8R8G8B8,
Pool.Default);
_currentVideoTextureWidth = width;
_currentVideoTextureHeight = height;
if(_image == null)
throw new Exception("Video card does not support textures power of TWO or dynamic textures. Get a video card");
}
//upload data into texture.
var data = _image.LockRectangle(0, LockFlags.None);
data.Data.Write(image, 0, image.Length);
_image.UnlockRectangle(0);
}));
}
}
最后是实际渲染:
Context9.Device.SetStreamSource(0, _videoVertices, 0, Vertex.SizeBytes);
Context9.Device.VertexFormat = Vertex.Format;
// Setup our texture. Using Textures introduces the texture stage states,
// which govern how Textures get blended together (in the case of multiple
// Textures) and lighting information.
Context9.Device.SetTexture(0, _image);
// The sampler states govern how smooth the texture is displayed.
Context9.Device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Linear);
Context9.Device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Linear);
Context9.Device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear);
// Now drawing 2 triangles, for a quad.
Context9.Device.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);
现在,它适用于我的机器。没有问题。随着每个视频文件和每个位置。但是当我检查WinXP时,图片完全被破坏了。这是一个非工作和工作的屏幕夹;
http://www.upload.ee/image/2941734/untitled.PNG
http://www.upload.ee/image/2941762/Untitled2.png
请注意,在第一张图片中,它们是_maincontentSurface和_secondaryContentSurface。有谁知道可能是什么问题?
答案 0 :(得分:0)
您不需要每次都重新创建纹理,只需将其创建为动态:
this.Texture = new Texture(device, w, h, 1, Usage.Dynamic, Format.X8R8G8B8, Pool.Default);
关于副本问题可能来自步幅(因为填充行长度可能不同):
获取纹理的行间距:
public int GetRowPitch()
{
if (rowpitch == -1)
{
DataRectangle dr = this.Texture.LockRectangle(0, LockFlags.Discard);
this.rowpitch = dr.Pitch;
this.Texture.UnlockRectangle(0);
}
return rowpitch;
}
如果你的纹理行间距等于你的帧间距,你可以复制你的方式,否则你可以这样做:
public void WriteDataPitch(IntPtr ptr, int len)
{
DataRectangle dr = this.Texture.LockRectangle(0, LockFlags.Discard);
int pos = 0;
int stride = this.Width * 4;
byte* data = (byte*)ptr.ToPointer();
for (int i = 0; i < this.Height; i++)
{
dr.Data.WriteRange((IntPtr)data, this.Width * 4);
pos += dr.Pitch;
dr.Data.Position = pos;
data += stride;
}
this.Texture.UnlockRectangle(0);
}
如果你想要一个带有slimdx的全功能vlc播放器的例子让我知道了(需要很好地包装它)