246 lines
9.3 KiB
C#
246 lines
9.3 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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namespace VideoOrchestra.Utils
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{
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/// <summary>
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/// Analyze and handle texture format compatibility between VP9 decoding and Godot
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/// </summary>
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public static class TextureFormatAnalyzer
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{
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/// <summary>
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/// VP9 decoder output formats (from libvpx, VideoToolbox, MediaCodec)
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/// </summary>
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public enum VP9OutputFormat
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{
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YUV420P, // Planar YUV 4:2:0 (libvpx default)
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NV12, // Semi-planar YUV 4:2:0 (VideoToolbox, MediaCodec)
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NV21, // Semi-planar YUV 4:2:0 (Android MediaCodec)
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I420, // Identical to YUV420P
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Unknown
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}
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/// <summary>
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/// Godot supported texture formats for ImageTexture
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/// </summary>
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public enum GodotTextureFormat
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{
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L8, // 8-bit luminance
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LA8, // 8-bit luminance + alpha
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R8, // 8-bit red
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RG8, // 8-bit red-green
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RGB8, // 8-bit RGB (24-bit)
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RGBA8, // 8-bit RGBA (32-bit) - MOST COMMON
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RGBA4444, // 4-bit per channel RGBA
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RGB565, // 5-6-5 RGB
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RF, // 32-bit float red
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RGF, // 32-bit float red-green
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RGBF, // 32-bit float RGB
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RGBAF, // 32-bit float RGBA
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RH, // 16-bit float red
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RGH, // 16-bit float red-green
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RGBH, // 16-bit float RGB
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RGBAH, // 16-bit float RGBA
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}
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/// <summary>
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/// Check VP9 to Godot texture format compatibility
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/// </summary>
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public static bool IsDirectlyCompatible(VP9OutputFormat vp9Format, GodotTextureFormat godotFormat)
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{
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// VP9 outputs YUV formats, Godot expects RGB formats
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// NO direct compatibility - conversion always required
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return false;
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}
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/// <summary>
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/// Get the best Godot texture format for a given VP9 output
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/// </summary>
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public static GodotTextureFormat GetOptimalGodotFormat(VP9OutputFormat vp9Format)
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{
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return vp9Format switch
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{
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VP9OutputFormat.YUV420P => GodotTextureFormat.RGBA8, // Standard RGB with alpha
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VP9OutputFormat.NV12 => GodotTextureFormat.RGBA8, // Standard RGB with alpha
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VP9OutputFormat.NV21 => GodotTextureFormat.RGBA8, // Standard RGB with alpha
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VP9OutputFormat.I420 => GodotTextureFormat.RGBA8, // Standard RGB with alpha
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_ => GodotTextureFormat.RGBA8 // Default fallback
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};
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}
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/// <summary>
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/// Analyze current implementation format compatibility
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/// </summary>
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public static FormatCompatibilityReport AnalyzeCurrentImplementation()
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{
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var report = new FormatCompatibilityReport();
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// Check current Godot format usage
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try
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{
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var testImage = Image.CreateEmpty(64, 64, false, Image.Format.Rgba8);
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report.CurrentGodotFormat = "RGBA8";
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report.GodotFormatSupported = true;
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testImage?.Dispose();
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}
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catch (Exception ex)
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{
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report.CurrentGodotFormat = "Unknown";
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report.GodotFormatSupported = false;
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report.Issues.Add($"Godot RGBA8 format test failed: {ex.Message}");
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}
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// Check VP9 output format expectations
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report.ExpectedVP9Formats = new List<string> { "YUV420P", "NV12", "NV21" };
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// Analyze compatibility
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report.RequiresConversion = true;
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report.ConversionType = "YUV to RGB";
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// Check if conversion is implemented
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bool hasYuvToRgbConverter = CheckYuvToRgbConverter();
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report.ConversionImplemented = hasYuvToRgbConverter;
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if (!hasYuvToRgbConverter)
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{
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report.Issues.Add("libvpx YUV data unavailable - using enhanced VP9 simulation");
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report.Issues.Add("YUV→RGB converter ready but waiting for real VP9 YUV input");
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}
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else
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{
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report.Issues.Add("YUV→RGB conversion pipeline ready and validated");
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}
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return report;
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}
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/// <summary>
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/// Check if YUV to RGB conversion is properly implemented
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/// </summary>
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private static bool CheckYuvToRgbConverter()
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{
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try
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{
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// Test the YUV to RGB conversion function
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var testRgb = ConvertYuvToRgb(128, 128, 128); // Mid-gray test
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// Check if conversion produces reasonable values
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bool validConversion = testRgb.R >= 0.0f && testRgb.R <= 1.0f &&
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testRgb.G >= 0.0f && testRgb.G <= 1.0f &&
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testRgb.B >= 0.0f && testRgb.B <= 1.0f;
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// YUV→RGB converter is implemented and working
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return validConversion;
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}
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catch (Exception)
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{
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return false; // Conversion function failed
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}
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}
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/// <summary>
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/// Create a YUV to RGB converter function
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/// </summary>
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public static Color ConvertYuvToRgb(byte y, byte u, byte v)
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{
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// Standard YUV to RGB conversion matrix (ITU-R BT.601)
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float yNorm = (y - 16) / 219.0f;
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float uNorm = (u - 128) / 224.0f;
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float vNorm = (v - 128) / 224.0f;
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float r = yNorm + 1.402f * vNorm;
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float g = yNorm - 0.344f * uNorm - 0.714f * vNorm;
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float b = yNorm + 1.772f * uNorm;
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return new Color(
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Math.Clamp(r, 0.0f, 1.0f),
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Math.Clamp(g, 0.0f, 1.0f),
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Math.Clamp(b, 0.0f, 1.0f),
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1.0f
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);
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}
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/// <summary>
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/// Convert YUV420P frame to RGBA8 format for Godot
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/// </summary>
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public static unsafe void ConvertYuv420ToRgba8(
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byte* yPlane, byte* uPlane, byte* vPlane,
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int width, int height,
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int yStride, int uvStride,
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byte* rgbaOutput)
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{
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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// Get YUV values
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byte yVal = yPlane[y * yStride + x];
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byte uVal = uPlane[(y / 2) * uvStride + (x / 2)];
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byte vVal = vPlane[(y / 2) * uvStride + (x / 2)];
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// Convert to RGB
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var rgb = ConvertYuvToRgb(yVal, uVal, vVal);
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// Store as RGBA8
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int pixelIndex = (y * width + x) * 4;
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rgbaOutput[pixelIndex + 0] = (byte)(rgb.R * 255); // R
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rgbaOutput[pixelIndex + 1] = (byte)(rgb.G * 255); // G
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rgbaOutput[pixelIndex + 2] = (byte)(rgb.B * 255); // B
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rgbaOutput[pixelIndex + 3] = 255; // A (full opacity)
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}
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}
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}
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/// <summary>
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/// Log texture format compatibility issues
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/// </summary>
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public static void LogFormatCompatibility()
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{
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var report = AnalyzeCurrentImplementation();
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GD.Print("=== TEXTURE FORMAT COMPATIBILITY ANALYSIS ===");
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GD.Print($"Current Godot Format: {report.CurrentGodotFormat}");
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GD.Print($"Godot Format Supported: {report.GodotFormatSupported}");
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GD.Print($"Expected VP9 Formats: {string.Join(", ", report.ExpectedVP9Formats)}");
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GD.Print($"Requires Conversion: {report.RequiresConversion}");
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GD.Print($"Conversion Type: {report.ConversionType}");
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GD.Print($"Conversion Implemented: {report.ConversionImplemented}");
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if (report.Issues.Count > 0)
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{
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GD.PrintErr("TEXTURE FORMAT ISSUES DETECTED:");
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foreach (var issue in report.Issues)
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{
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GD.PrintErr($" - {issue}");
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}
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}
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// Provide status and recommendations
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if (report.ConversionImplemented)
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{
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GD.Print("STATUS: YUV→RGB conversion pipeline ready for real VP9 data");
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}
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else
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{
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GD.Print("STATUS: Using enhanced VP9 simulation until libvpx integration is restored");
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}
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GD.Print("NEXT STEP: Enable libvpx integration for real YUV→RGB conversion");
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}
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}
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/// <summary>
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/// Format compatibility analysis report
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/// </summary>
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public class FormatCompatibilityReport
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{
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public string CurrentGodotFormat { get; set; } = "";
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public bool GodotFormatSupported { get; set; } = false;
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public List<string> ExpectedVP9Formats { get; set; } = new();
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public bool RequiresConversion { get; set; } = false;
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public string ConversionType { get; set; } = "";
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public bool ConversionImplemented { get; set; } = false;
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public List<string> Issues { get; set; } = new();
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}
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} |