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ScreenVideoSource.cs
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136 lines (121 loc) · 4.65 KB
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using System;
using UnityEngine;
using LiveKit.Proto;
using LiveKit.Internal;
using UnityEngine.Rendering;
using Unity.Collections;
using UnityEngine.Experimental.Rendering;
namespace LiveKit
{
public class ScreenVideoSource : RtcVideoSource
{
private TextureFormat _textureFormat;
private RenderTexture _renderTexture;
public override int GetWidth()
{
return Screen.width;
}
public override int GetHeight()
{
return Screen.height;
}
protected override VideoRotation GetVideoRotation()
{
return VideoRotation._0;
}
public ScreenVideoSource(VideoBufferType bufferType = VideoBufferType.Rgba) : base(VideoStreamSource.Screen, bufferType)
{
base.Init();
}
public override void Stop()
{
base.Stop();
ClearRenderTexture();
}
~ScreenVideoSource()
{
Dispose(false);
ClearRenderTexture();
}
protected override void Dispose(bool disposing)
{
if (disposing && _renderTexture != null)
{
_renderTexture.Release();
UnityEngine.Object.Destroy(_renderTexture);
_renderTexture = null;
}
base.Dispose(disposing);
}
private void ClearRenderTexture()
{
if (_renderTexture)
{
var renderText = _renderTexture as RenderTexture;
renderText.Release(); // can only be done on main thread
}
}
// Read the texture data into a native array asynchronously
protected override bool ReadBuffer()
{
if (_reading)
return false;
_reading = true;
var textureChanged = false;
try
{
if (_renderTexture == null || _renderTexture.width != GetWidth() || _renderTexture.height != GetHeight())
{
// Free previously allocated GPU/native resources before reallocating;
// otherwise the old textures and NativeArray leak on every resolution change.
if (_renderTexture != null)
{
_renderTexture.Release();
UnityEngine.Object.Destroy(_renderTexture);
}
if (_previewTexture != null)
UnityEngine.Object.Destroy(_previewTexture);
if (_captureBuffer.IsCreated)
_captureBuffer.Dispose();
var targetFormat = Utils.GetSupportedGraphicsFormat(SystemInfo.graphicsDeviceType);
var compatibleFormat = SystemInfo.GetCompatibleFormat(targetFormat, FormatUsage.ReadPixels);
_textureFormat = GraphicsFormatUtility.GetTextureFormat(compatibleFormat);
_bufferType = GetVideoBufferType(_textureFormat);
_renderTexture = new RenderTexture(GetWidth(), GetHeight(), 0, compatibleFormat);
_captureBuffer = new NativeArray<byte>(GetWidth() * GetHeight() * GetStrideForBuffer(_bufferType), Allocator.Persistent);
_previewTexture = new Texture2D(GetWidth(), GetHeight(), _textureFormat, false);
textureChanged = true;
}
ScreenCapture.CaptureScreenshotIntoRenderTexture(_renderTexture);
#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
// Flip the texture for OSX
Graphics.CopyTexture(_renderTexture, _previewTexture);
var pixels = _previewTexture.GetPixels();
var flippedPixels = new Color[pixels.Length];
for (int i = 0; i < _previewTexture.height; i++)
{
Array.Copy(pixels, i * _previewTexture.width, flippedPixels, (_previewTexture.height - i - 1) * _previewTexture.width, _previewTexture.width);
}
_previewTexture.SetPixels(flippedPixels);
#else
Graphics.CopyTexture(_renderTexture, _previewTexture);
#endif
AsyncGPUReadback.RequestIntoNativeArray(ref _captureBuffer, _renderTexture, 0, _textureFormat, OnReadback);
}
catch (Exception e)
{
Utils.Error(e);
}
return textureChanged;
}
protected override bool SendFrame()
{
var result = base.SendFrame();
if (result)
{
ClearRenderTexture();
}
return result;
}
}
}