Esempio n. 1
0
    public void ImageFormat_EncodeJPG_DecodeJPG_ProducesSimilarData()
    {
        const int kDimension = 64;
        const int kLength    = kDimension * kDimension;
        const int kDeviation = 3;

        var color = new Color32((byte)UnityEngine.Random.Range(0, 255), (byte)UnityEngine.Random.Range(0, 255), (byte)UnityEngine.Random.Range(0, 255), 255);

        var data = ArrayUtilities.Allocate <Color32>(kLength);

        for (var i = 0; i < kLength; ++i)
        {
            data[i] = color;
        }

        var encoded = JpegEncoder.Encode(ArrayUtilities.Cast <byte>(data), kDimension, kDimension, (int)GraphicsFormatUtility.GetBlockSize(GraphicsFormat.R8G8B8A8_UNorm), GraphicsFormat.R8G8B8A8_UNorm);

        int width = 0, height = 0;
        var decoded = ArrayUtilities.Cast <Color32>(JpegEncoder.Decode(encoded, ref width, ref height));

        Debug.Assert(width == kDimension && height == kDimension);
        Debug.Assert(ArrayUtilities.Count <Color32>(data) == ArrayUtilities.Count <Color32>(decoded));

        int count = 0;

        for (var i = 0; i < kLength; ++i)
        {
            int rd = Math.Abs((int)data[i].r - (int)decoded[i].r);
            int gd = Math.Abs((int)data[i].g - (int)decoded[i].g);
            int bd = Math.Abs((int)data[i].b - (int)decoded[i].b);
            int ad = Math.Abs((int)data[i].a - (int)decoded[i].a);
            if (rd > kDeviation || gd > kDeviation || bd > kDeviation || ad > kDeviation)
            {
                ++count;
            }
        }

        Debug.AssertFormat(count == 0, "{0} pixels had deviation of {1} or more from original data.", count, kDeviation);
    }
    private void ProcessBatch()
    {
        while (_requestsBatch.Count > 0)
        {
            var request        = _requestsBatch.Dequeue();
            var graphicsFormat = GraphicsFormatUtility.GetGraphicsFormat(request.renderTexture.format, false);
            var pixelSize      = GraphicsFormatUtility.GetBlockSize(graphicsFormat);
            var channels       = GraphicsFormatUtility.GetComponentCount(graphicsFormat);
            var channelSize    = pixelSize / channels;
            var rect           = new Rect(0, 0, request.renderTexture.width, request.renderTexture.height);

            if (channels >= 3 && channels <= 4)
            {
                if (request.texture == null)
                {
                    request.texture = new Texture2D(request.renderTexture.width, request.renderTexture.height, request.renderTexture.graphicsFormat, TextureCreationFlags.None);
                }
                RenderTexture.active = request.renderTexture;
                request.texture.ReadPixels(rect, 0, 0);
                request.InvokeCallback(request.texture.GetRawTextureData());
                RenderTexture.active = null;
            }
            else
            {
                Debug.Assert(channels == 1, "Can only handle a single channel RT.");

                // Read pixels must be one of RGBA32, ARGB32, RGB24, RGBAFloat or RGBAHalf.
                // So R16 and RFloat will be converted to RGBAFloat.
                var texture = new Texture2D(request.renderTexture.width, request.renderTexture.height, TextureFormat.RGBAFloat, false);
                RenderTexture.active = request.renderTexture;
                texture.ReadPixels(rect, 0, 0);
                RenderTexture.active = null;

                var length = request.renderTexture.width * request.renderTexture.height;
                var input  = ArrayUtilities.Cast <float>(texture.GetRawTextureData());
                UnityEngine.Object.Destroy(texture);

                int index = 0;
                switch (channelSize)
                {
                case 2:
                    short[] shorts    = ArrayUtilities.Allocate <short>(length);
                    var     si        = 0;
                    var     numerator = (1 << 16) - 1;
                    while (index < length)
                    {
                        shorts[index++] = (short)(numerator * input[si]);
                        si += 4;
                    }
                    var shortOutputNativeArray = new NativeArray <byte>(ArrayUtilities.Cast <byte>(shorts), Allocator.Persistent);
                    request.InvokeCallback(ArrayUtilities.Cast <byte>(shorts));
                    break;

                case 4:
                    float[] floats = ArrayUtilities.Allocate <float>(length);
                    var     fi     = 0;
                    while (index < length)
                    {
                        floats[index++] = input[fi];
                        fi += 4;
                    }
                    var floatOutputNativeArray = new NativeArray <byte>(ArrayUtilities.Cast <byte>(floats), Allocator.Persistent);
                    request.InvokeCallback(ArrayUtilities.Cast <byte>(floats));
                    break;

                default:
                    throw new NotSupportedException();
                }
            }


            _requestsPool.Enqueue(request);
        }
    }