基于WebAssembly无插件解码H264/H265码流播放器
基于WebAssembly无插件解码H264/H265码流播放。
基于WebAssembly无插件解码H264/H265码流播放器
之前看到一篇文章:web无插件解码播放H264/H265(WebAssembly解码HTML5播放)
H.265/HEVC在Web视频播放的实践
这里写目录标题
按照文章思路,已经复现了web端无插件解码H265码流。首先说明下我这边的环境,框架。
在海思主板上移植了web服务器nginx,用于pc端请求网页资源,然后用了两个线程,一个线程海思编码,一个线程websocket协议服务器推送H265码流到web端,web端收到了码流数据,调用ffmpeg编译好的js库软解码H265数据,webgl渲染yuv数据。
一.emsdk工具的安装
https://www.cnblogs.com/tonghaolang/p/9253719.html Windows下安装enscripten
Windows 和Linux 安装 emsdk
https://blog.csdn.net/qq_34754747/article/details/103815349?depth_1-utm_source=distribute.pc_relevant.none-task-blog-BlogCommendFromBaidu-11&utm_source=distribute.pc_relevant.none-task-blog-BlogCommendFromBaidu-11
安装emsdk工具
wget https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-portable.tar.gz
二.emsdk编译ffmpeg
下载ffmpeg源码,用下面命令在linux平台编译得到ffmpeg静态库文件。
emconfigure ./configure --cc="emcc" --prefix=/opt/tar-download/emccffmpeg \
--enable-cross-compile --target-os=none --arch=x86_32 --cpu=generic --disable-ffplay --disable-ffprobe \
--disable-asm --disable-doc --disable-devices --disable-pthreads --disable-w32threads --disable-network \
--disable-hwaccels --disable-parsers --disable-bsfs --disable-debug --disable-protocols --disable-indevs \
--disable-outdevs --enable-protocol=file --enable-decoder=hevc --enable-decoder=h264
三.ffmpeg解码库
ffmpeg.h
#ifndef _FFMPEG_H_
#define _FFMPEG_H_
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <fcntl.h>
#include "libswscale/swscale.h"
#include "libavutil/opt.h"
#include "libavutil/imgutils.h"
#include "libavcodec/avcodec.h"
#define QUEUE_SIZE 20
//图片数据
typedef struct _imgdata{
int width;
int height;
uint8_t* data;
}Imgdata;
//解码API
extern int init_decoder(int codeid); //初始化解码器
extern Imgdata* decoder_raw(char* framedata, int framesize ); //解码
extern uint8_t* process(AVFrame* frame, uint8_t* buff); //yuvdata 保存在buff中
extern void free_decoder(); //关闭解码器
#endif
ffmpeg.c
#include "ffmpeg.h"
AVCodec* codec; //记录编码详细信息
AVCodecParserContext* parser = NULL;
AVCodecContext* c = NULL; //记录码流编码信息
AVPacket* pkt = NULL;
AVFrame* frame = NULL; //存储视频中的帧
Imgdata *imgbuff = NULL;
static int codeId = 0;
/**********************************************************
* 功能: 初始化解码器
* 参数: codeid---> 1=打开h.265解码器
* 0=打开h.264解码器
*
* 返回值:0=成功初始化
* -1=初始化失败
*
* *******************************************************/
int init_decoder(int codeid)
{
codeId = codeid;
switch(codeid)
{
case 0:{
codec = avcodec_find_decoder(AV_CODEC_ID_H264);
break;
}
case 1:{
codec = avcodec_find_decoder(AV_CODEC_ID_H265);
break;
}
default:{
printf("In C language no choose h.264/h.265 decoder\n");
return -1;
}
}
if(NULL == codec)
{
printf("codec find decoder failed\n");
return -1;
}
parser = av_parser_init(codec->id);
if(NULL == parser)
{
printf("can't jsparser init!\n");
return -1;
}
c = avcodec_alloc_context3(codec);
if(NULL == c)
{
printf("can't allocate video jscodec context!\n");
return -1;
}
if(avcodec_open2(c, codec, NULL) < 0)
{
printf("can't open codec\n");
return -1;
}
frame = av_frame_alloc();
if(NULL == frame)
{
printf("can't allocate video frame\n");
return -1;
}
pkt = av_packet_alloc();
if(NULL == pkt)
{
printf("can't allocate video packet\n");
return -1;
}
imgbuff = (Imgdata*)malloc(sizeof(Imgdata));
if(NULL == imgbuff)
{
printf("malloc imgbuff failed\n");
return -1;
}
printf("In C language init decoder success!\n");
return 0;
}
/**********************************************************
* 功能: 解码,将h.265/h.264裸流解码为yuv420p数据
* 参数: framedata---->裸流数据
* framesize---->裸流长度
*
* 返回值:Imgdata的结构体 Imgdata->width 视频宽度
* Imgdata->height 视频高度
* Imgdata->data yuv420p数据
*
* *******************************************************/
Imgdata* decoder_raw(char* framedata, int framesize )
{
if(NULL == framedata || framesize <= 0)
{
printf("In C language framedata is null or framesize is zero\n");
return NULL;
}
/*****************************************************
* 过滤,第一次检测首帧是否是VPS/SPS,若不是跳过不解码
第一次检测到首帧是VPS/SPS,后面不用检测,flag=0 --> flag=1
*
* **************************************************/
int nut = 0;
static int flag = 0;
if(codeId == 0) //裸流h.264
{
nut = (char)framedata[4]& 0x1f;
while(!flag)
{
if( 7==nut ){ //PPS
flag = 1;
break;
}
else if( 8==nut )//PPS
{
return NULL;
}
else if( 5==nut )//I
{
return NULL;
}
else if( 1==nut )//P
{
return NULL;
}
else if( 9==nut )//AUD
{
return NULL;
}
else if( 6==nut )//SEI
{
return NULL;
}
else//Unknown
{
return NULL;
}
}
}
else
{
//h.265裸流
nut = (char)(framedata[4]>>1) &0x3f;
while(!flag)
{
if(nut == 32)//VPS
{
flag = 1;
break;
}
else if(nut == 33)//SPS
{
return NULL;
}
else if(nut == 34)//PPS
{
return NULL;
}
else if(nut == 19)//I帧
{
return NULL;
}
else if(nut == 1)//P帧
{
return NULL;
}
else if(nut == 35)//AUD
{
return NULL;
}
else if(nut == 39)//SEI
{
return NULL;
}
else //Unknown
{
return NULL;
}
}
}
//开始解码
int ret = 0;
int size = 0;
while(framesize > 0)
{
size = av_parser_parse2(parser, c, &pkt->data, &pkt->size, (const uint8_t *)framedata, framesize,
AV_NOPTS_VALUE, AV_NOPTS_VALUE, AV_NOPTS_VALUE);
if(size < 0)
{
printf("Error while parsing\n");
return NULL;
}
framedata += size;
framesize -= size;
if(pkt->size)
{
ret = avcodec_send_packet(c, pkt);
if (ret < 0)
{
printf("In C language error sending a packet for decoding\n");
return NULL;
}
else
{
while(ret >=0 )
{
ret = avcodec_receive_frame(c, frame);
if(ret == AVERROR(EAGAIN) || ret == AVERROR_EOF)
{
break;
}
else if(ret < 0)
{
printf("Error during decoding\n");
return NULL;
}
//yuv数据处理,保存在buff中,在网页中调用yuv420p数据交给webgl渲染
int yuvBytes = av_image_get_buffer_size(AV_PIX_FMT_YUV420P, frame->width, frame->height, 1);
uint8_t *buff = (uint8_t*)malloc(yuvBytes);
if(buff == NULL)
{
printf("malloc yuvBytes failed!\n");
return NULL;
}
imgbuff->width = frame->width;
imgbuff->height = frame->height;
imgbuff->data = process(frame, buff);
free(buff);
}
}
}
}
return imgbuff;
}
/******************************************************
* 功能: 将一帧yuvdata 保存为yuv buff
* 参数: frame---->yuvframe
* buff----->保存数据buff
*
* 返回值: buff yuv420p数据
* ***************************************************/
uint8_t* process(AVFrame* frame, uint8_t* buff)
{
int i, j, k;
for(i=0; i<frame->height; i++)
{
memcpy(buff + frame->width*i, frame->data[0]+frame->linesize[0]*i, frame->width);
}
for(j=0; j<frame->height/2; j++)
{
memcpy(buff + frame->width*i + frame->width/2*j, frame->data[1] + frame->linesize[1]*j, frame->width/2);
}
for(k=0; k<frame->height/2; k++)
{
memcpy(buff + frame->width*i +frame->width/2*j + frame->width/2*k, frame->data[2]+frame->linesize[2]*k, frame->width/2);
}
return buff;
}
/*****************************************************
* 功能:关闭解码器,释放内存
* 参数:
*
* 返回值:无
* **************************************************/
void free_decoder()
{
av_parser_close(parser);
avcodec_free_context(&c);
av_frame_free(&frame);
av_packet_free(&pkt);
if(imgbuff !=NULL)
{
if(imgbuff->data != NULL)
{
free(imgbuff->data);
imgbuff->data = NULL;
}
free(imgbuff);
imgbuff = NULL;
}
printf("In C language free all requested memory! \n");
}
test.c
#include <stdio.h>
#include "ffmpeg.h"
int main(int argc, const char **argv)
{
return 0;
}
四.执行Makefile.sh脚本,生成ffmpeg.js ffmpeg.wasm解码库
Makefile.sh
echo "start building"
export TOTAL_MEMORY=67108864
export EXPORTED_FUNCTIONS="[ \
'_init_decoder', \
'_decoder_raw', \
'_free_decoder', \
'_main'
]"
emcc test.c ffmpeg.c ../lib/libavcodec.a ../lib/libavutil.a ../lib/libswscale.a \
-O2 \
-I "../inc" \
-s WASM=1 \
-s USE_PTHREADS=1 \
-s TOTAL_MEMORY=${TOTAL_MEMORY} \
-s EXPORTED_FUNCTIONS="${EXPORTED_FUNCTIONS}" \
-s EXTRA_EXPORTED_RUNTIME_METHODS="['addFunction']" \
-s RESERVED_FUNCTION_POINTERS=14 \
-s FORCE_FILESYSTEM=1 \
-o ../js/libffmpeg.js
echo "finish building"
五.实现websocket协议服务器,推送码流
参考文章:WebSocket的C++服务器端实现
WebSocket协议解析
/*******************************************************************************
* 名称: server_thread_fun
* 功能: 线程管理websocket服务器
* 形参: arg: WebSocket_server 结构体
*
*
* 返回: 无
* 说明: 无
******************************************************************************/
void server_thread_fun(void *arg)
{
int ret, j;
int cfd;
char ip[16] = "";
struct sockaddr_in serverAddr;
struct sockaddr_in clientAddr;
socklen_t client_len = sizeof(clientAddr);
WebSocket_server *wss = (WebSocket_server *)arg;
memset(&serverAddr, 0, sizeof(serverAddr));
serverAddr.sin_family = AF_INET;
serverAddr.sin_port = htons(wss->port);
serverAddr.sin_addr.s_addr = INADDR_ANY;
wss->fd = socket(AF_INET, SOCK_STREAM, 0);
if(wss->fd < 0)
{
printf("server can't create socket\n");
exit(1);
}
//设置端口复用,绑定监听
int opt = 1;
setsockopt(wss->fd, SOL_SOCKET, SO_REUSEADDR, &opt, sizeof(opt));
bind(wss->fd, (struct sockaddr*)&serverAddr, sizeof(serverAddr));
listen(wss->fd, 128);
//创建一个句柄
int epfd = epoll_create(1);
if(epfd < 0)
{
perror("");
exit(1);
}
struct epoll_event ev, evs[1024];
ev.data.fd = wss->fd;
ev.events = EPOLLIN | EPOLLET;
epoll_ctl(epfd, EPOLL_CTL_ADD, wss->fd, &ev);
while(1)
{
int n = epoll_wait(epfd, evs, 1024, -1); //epoll监听
if( n < 0)
{
printf("server start epoll_wait failed\n");
exit(1);
}
for(j=0; j<n; j++)
{
if((evs[j].events & EPOLLERR) || (evs[j].events & EPOLLHUP)) //epoll连接错误
{
//printf("epoll error accept close:%d \n",evs[j].data.fd);
ev.data.fd = evs[j].data.fd;
if(epoll_ctl(epfd, EPOLL_CTL_DEL, evs[j].data.fd,&ev) < 0)
{
printf("server epoll_ctl:EPOLL_CTL_DEL failed\n");
close(epfd);
exit(1);
}
arrayRemoveItem(wss->client_fd_array, EPOLL_RESPOND_NUM, evs[j].data.fd);//client close 从数组中移除fd
close(evs[j].data.fd);
}
else if(evs[j].data.fd == wss->fd) //接入客户端
{
cfd = accept(wss->fd, (struct sockaddr *)&clientAddr, &client_len); //提取新的连接
if(cfd >=0 )
{
ev.data.fd = cfd;
epoll_ctl(epfd, EPOLL_CTL_ADD, cfd, &ev);
}
//printf("websocketV2 client ip=%s port=%d fd=%d\n",inet_ntop(AF_INET, &clientAddr.sin_addr.s_addr, ip, 16),ntohs(clientAddr.sin_port),cfd);
}
else if(evs[j].events & EPOLLIN)//接收数据事件
{
memset(wss->buf, 0, sizeof(wss->buf));
ret = wss->callback(wss, evs[j].data.fd, wss->buf, sizeof(wss->buf));//回调函数
if(ret <= 0) //ret<0时,检查异常,决定是否主动解除连接
{
if( errno >0 && (errno == EAGAIN || errno == EINTR))
;
else
{
//printf("accept close=%d errno =%d\n",evs[j].data.fd,errno);
ev.data.fd = evs[j].data.fd;
if(epoll_ctl(epfd, EPOLL_CTL_DEL, evs[j].data.fd, &ev) < 0)
{
printf("server epoll_ctl:EPOLL_CTL_DEL failed\n");
close(epfd);
exit(1);
}
arrayRemoveItem(wss->client_fd_array, EPOLL_RESPOND_NUM, evs[j].data.fd);//client close 从数组中移除fd
close(evs[j].data.fd);
}
}
}
else if(evs[j].events & EPOLLOUT) //发送数据事件
;
}
}
close(epfd); //关闭句柄
close(wss->fd);
}
/*******************************************************************************
* 名称: server_thread_fun
* 功能: 回调函数
* 形参: wss:WebSocket_server结构体
* fd:句柄
* buf:发送数据buf
* buflen: 数据大小
*
* 返回: 无
* 说明: 无
******************************************************************************/
int ret1=0;
int server_callback(WebSocket_server *wss, int fd, char *buf, unsigned int buflen)
{
ret1 = webSocket_recv(fd, buf, buflen, NULL); //接收客户端发过来的数据
if(ret1 > 0)
{
#if 0
printf(" client->server recv msg fd=%d mgs=%s\n", fd, buf);
if(strstr(buf, "hi~") != NULL)
ret1 = webSocket_send(fd, "I am server", strlen("I am server"), false, WDT_TXTDATA);
#endif
}
else if( ret1 < 0)
{
if(strncmp(buf, "GET", 3) == 0)
{
ret1 = webSocket_serverLinkToClient(fd, buf, ret1); //服务器连接客户端
if(ret1 > 0)
{
arrayAddItem(wss->client_fd_array,EPOLL_RESPOND_NUM, fd );//连接成功后将fd添加到数组中
}
}
}
return ret1;
}
/*******************************************************************************
* 名称: arrayAddItem
* 功能: 添加cfd到数组
* 形参: array:二维数组
* arraySize: 句柄数量
* value: cfd
* 返回:
* 说明: 无
******************************************************************************/
int arrayAddItem(int array[][2], int arraySize, int value)
{
int i;
for(i=0; i<arraySize; i++)
{
if(array[i][1] ==0 )
{
array[i][0] = value;
array[i][1] = 1;
return 0;
}
}
return -1;
}
/*******************************************************************************
* 名称: arrayRemoveItem
* 功能: 从数组中删除cfd
* 形参: array:二维数组
* arraySize: 句柄数量
* value: cfd
* 返回:
* 说明: 无
******************************************************************************/
int arrayRemoveItem(int array[][2], int arraySize, int value)
{
int i = 0;
for(i=0; i<arraySize; i++)
{
if(array[i][0] == value)
{
array[i][0] = 0;
array[i][1] = 0;
return 0;
}
}
return -1;
}
六.web端实现
webgl.js
function Texture(gl) {
this.gl = gl;
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
Texture.prototype.bind = function (n, program, name) {
var gl = this.gl;
gl.activeTexture([gl.TEXTURE0, gl.TEXTURE1, gl.TEXTURE2][n]);
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.uniform1i(gl.getUniformLocation(program, name), n);
};
Texture.prototype.fill = function (width, height, data) {
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, data);
};
function WebGLPlayer(canvas, options) {
this.canvas = canvas;
this.gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
this.initGL(options);
}
WebGLPlayer.prototype.initGL = function (options) {
if (!this.gl) {
console.log("[ER] WebGL not supported.");
return;
}
var gl = this.gl;
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
var program = gl.createProgram();
var vertexShaderSource = [
"attribute highp vec4 aVertexPosition;",
"attribute vec2 aTextureCoord;",
"varying highp vec2 vTextureCoord;",
"void main(void) {",
" gl_Position = aVertexPosition;",
" vTextureCoord = aTextureCoord;",
"}"
].join("\n");
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
var fragmentShaderSource = [
"precision highp float;",
"varying lowp vec2 vTextureCoord;",
"uniform sampler2D YTexture;",
"uniform sampler2D UTexture;",
"uniform sampler2D VTexture;",
"const mat4 YUV2RGB = mat4",
"(",
" 1.1643828125, 0, 1.59602734375, -.87078515625,",
" 1.1643828125, -.39176171875, -.81296875, .52959375,",
" 1.1643828125, 2.017234375, 0, -1.081390625,",
" 0, 0, 0, 1",
");",
"void main(void) {",
" gl_FragColor = vec4( texture2D(YTexture, vTextureCoord).x, texture2D(UTexture, vTextureCoord).x, texture2D(VTexture, vTextureCoord).x, 1) * YUV2RGB;",
"}"
].join("\n");
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.useProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.log("[ER] Shader link failed.");
}
var vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(vertexPositionAttribute);
var textureCoordAttribute = gl.getAttribLocation(program, "aTextureCoord");
gl.enableVertexAttribArray(textureCoordAttribute);
var verticesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0]), gl.STATIC_DRAW);
gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
var texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0]), gl.STATIC_DRAW);
gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.y = new Texture(gl);
gl.u = new Texture(gl);
gl.v = new Texture(gl);
gl.y.bind(0, program, "YTexture");
gl.u.bind(1, program, "UTexture");
gl.v.bind(2, program, "VTexture");
}
WebGLPlayer.prototype.renderFrame = function (videoFrame, width, height, uOffset, vOffset) {
if (!this.gl) {
console.log("[ER] Render frame failed due to WebGL not supported.");
return;
}
var gl = this.gl;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.y.fill(width, height, videoFrame.subarray(0, uOffset));
gl.u.fill(width >> 1, height >> 1, videoFrame.subarray(uOffset, uOffset + vOffset));
gl.v.fill(width >> 1, height >> 1, videoFrame.subarray(uOffset + vOffset, videoFrame.length));
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
WebGLPlayer.prototype.fullscreen = function () {
var canvas = this.canvas;
if (canvas.RequestFullScreen) {
canvas.RequestFullScreen();
} else if (canvas.webkitRequestFullScreen) {
canvas.webkitRequestFullScreen();
} else if (canvas.mozRequestFullScreen) {
canvas.mozRequestFullScreen();
} else if (canvas.msRequestFullscreen) {
canvas.msRequestFullscreen();
} else {
alert("This browser doesn't supporter fullscreen");
}
};
WebGLPlayer.prototype.exitfullscreen = function (){
if (document.exitFullscreen) {
document.exitFullscreen();
} else if (document.webkitExitFullscreen) {
document.webkitExitFullscreen();
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
} else if (document.msExitFullscreen) {
document.msExitFullscreen();
} else {
alert("Exit fullscreen doesn't work");
}
}
video.js //websocket接收端
var canvas;
var webglPlayer;
var width = 0;
var height = 0;
var socketurl = "ws://192.168.1.213:8000"; //websocket服务器ip,port
//codeid=1,选择解码H.265裸流
function playH265()
{
play(1);
}
//codeid=0,选择解码H.264裸流
function playH264()
{
play(0);
}
function play(codeid)
{
//创建websocket对象
var websocket = new WebSocket(socketurl);
websocket.binaryType = "arraybuffer"; //设置客户端接收数据格式
//浏览器-->websocket服务器 发送数据建立连接
websocket.onopen = function()
{
//判断连接服务器状态
if(websocket.readyState == 0){
alert("browser connect websocket server failed,please reconnect");
return;
}
else if(websocket.readyState == 1){
console.log("In javascript language connect websocket server success!");
}
websocket.send("connect websocket server");//向服务器发送数据
//初始化解码器 1=h265 0=h264
var ret = Module._init_decoder(codeid);
if(ret != 0)
{
console.log("init decoder failed!");
return ;
}
};
//接收websocket服务器数据
let ptr;
websocket.onmessage = function(evt)
{
let buff = null;
let size = 0;
size = evt.data.byteLength;
buff = new Uint8Array(evt.data); //evt.data里包含裸流数据以ArrayBuffer对象形式存放
let buf = Module._malloc(size); //手机端不支持这样使用函数,webAssembly浏览器原因不兼容
Module.HEAPU8.set(buff, buf); //buf是裸流数据
ptr = Module._decoder_raw(buf, size); //ffmpeg解码
width = Module.HEAPU32[ptr/4]; //Webgl渲染yuv420p数据
height = Module.HEAPU32[ptr/4 +1];
let imgbuffptr = Module.HEAPU32[ptr/4 +2];
let imgbuff = Module.HEAPU8.subarray(imgbuffptr, imgbuffptr + width*height*3/2);
showYuv420pdata(width, height, imgbuff);
if(buf!=null) //释放内存
{
Module._free(buf);
buf=null;
}
};
//websocket关闭连接
websocket.onclose = function()
{
//关闭解码器,释放内存
Module._free_decoder();
console.log("In javascript language websocket client close !");
};
//websocket通信发生错误连接
websocket.onerror = function()
{
alert("websocket 服务器未启动!");
return ;
}
}
/***************************************************************
webgl渲染yuv420p数据
**************************************************************/
function showYuv420pdata(width, height, data)
{
let ylenght = width*height;
let uvlenght = width*height/4;
if(!webglPlayer)
{
const canvasId = "canvas";
canvas = document.getElementById(canvasId);
webglPlayer = new WebGLPlayer(canvas, {
preserveDrawingBuffer:false
});
}
webglPlayer.renderFrame(data, width, height, ylenght,uvlenght);
}
/***************************************************************
webgl方法实现全屏功能
**************************************************************/
function fullscreen()
{
if(!webglPlayer)
{
alert("没有渲染webgl暂时不能全屏");
return;
}
webglPlayer.fullscreen();
}
七.结果
由于2020年6月份做的,当时忘记截图记录了,没有图片。说下这种方案实现效果,测试结果。
解码1080p 30fps的H265码流, 延迟300~450ms,
解码4k 30fps的H265码流,播放越久延迟越重,不行。适合1080p分辨率以下的。
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