降低CPU使用率,处置好因降低CPU使用率带来的颜色偏差

This commit is contained in:
2026-01-31 10:43:41 +08:00
parent 6661edfc44
commit 4afbf06439
17 changed files with 360 additions and 64 deletions

View File

@@ -1,4 +1,5 @@
using Ayay.SerilogLogs;
using Lennox.LibYuvSharp;
using OpenCvSharp;
using Serilog;
using System.Runtime.ExceptionServices;
@@ -92,7 +93,7 @@ public class DahuaVideoSource : BaseVideoSource
{
string err = NETClient.GetLastError();
NETClient.Logout(_loginId);
throw new Exception($"大华预览失败: {err}");
throw new Exception($"大华预览失败, {err}");
}
_sdkLog.Information($"[SDK] Dahua 取流成功 => RealPlayID:{_realPlayId}");
@@ -184,6 +185,8 @@ public class DahuaVideoSource : BaseVideoSource
// =================================================================================
try
{
_sdkLog.Information($"[Perf] Dahua 尝试开启硬解码. ID:{_config.Id} Port:{_playPort}");
// nDecodeEngine: 1 = 开启硬解码 (Nvidia/Intel)
// 注意:大华 SDK 若不支持会自动降级try-catch 仅为了防止 P/Invoke 签名缺失崩溃
// Optimized: 使用新版接口开启硬件解码,优先尝试 CUDA 以保证 Ayay 的多路并发性能
@@ -195,7 +198,6 @@ public class DahuaVideoSource : BaseVideoSource
// 如果显卡不支持 CUDA降级为普通硬解或软解
PLAY_SetEngine(_playPort, DecodeType.DECODE_HW, RenderType.RENDER_D3D9);
}
_sdkLog.Information($"[Perf] Dahua 尝试开启硬解码. ID:{_config.Id} Port:{_playPort}");
}
catch (Exception ex)
{
@@ -223,7 +225,7 @@ public class DahuaVideoSource : BaseVideoSource
/// </summary>
[HandleProcessCorruptedStateExceptions] // 捕获非托管状态损坏异常 (AccessViolation)
[SecurityCritical]
private void SafeOnDecodingCallBack(int nPort, IntPtr pBuf, int nSize, ref DahuaPlaySDK.FRAME_INFO pFrameInfo, IntPtr nUser, int nReserved2)
private unsafe void SafeOnDecodingCallBack(int nPort, IntPtr pBuf, int nSize, ref DahuaPlaySDK.FRAME_INFO pFrameInfo, IntPtr nUser, int nReserved2)
{
// 1. 基础指针检查
if (pBuf == IntPtr.Zero || nSize <= 0) return;
@@ -307,15 +309,37 @@ public class DahuaVideoSource : BaseVideoSource
smartFrame = _framePool?.Get();
if (smartFrame == null) return; // 池满丢帧
// =========================================================================================
// ⚡ [核心操作:零拷贝转换]
// 大华 PlaySDK 默认输出 I420 (YUV420P)。
// 使用 Mat.FromPixelData 封装指针,避免内存拷贝。
// =========================================================================================
using (var yuvMat = Mat.FromPixelData(currentHeight + currentHeight / 2, currentWidth, MatType.CV_8UC1, pBuf))
{
Cv2.CvtColor(yuvMat, smartFrame.InternalMat, ColorConversionCodes.YUV2BGR_I420);
}
int width = pFrameInfo.nWidth;
int height = pFrameInfo.nHeight;
// 计算 YUV 分量地址
byte* pY = (byte*)pBuf;
byte* pU = pY + (width * height);
byte* pV = pU + (width * height / 4);
// 目标 BGR 地址
byte* pDst = (byte*)smartFrame.InternalMat.Data;
// 调用 LibYuvSharp
// 注意LibYuvSharp 内部通常处理的是 BGR 顺序,
// 如果发现图像发蓝,请将 pU 和 pV 的位置对调
LibYuv.I420ToRGB24(
pY, width,
pU, width / 2,
pV, width / 2,
pDst, width * 3,
width, height
);
//// =========================================================================================
//// ⚡ [核心操作:零拷贝转换]
//// 大华 PlaySDK 默认输出 I420 (YUV420P)。
//// 使用 Mat.FromPixelData 封装指针,避免内存拷贝。
//// =========================================================================================
//using (var yuvMat = Mat.FromPixelData(currentHeight + currentHeight / 2, currentWidth, MatType.CV_8UC1, pBuf))
//{
// Cv2.CvtColor(yuvMat, smartFrame.InternalMat, ColorConversionCodes.YUV2BGR_I420);
//}
// =========================================================================================
// 🛡️ [第三道防线:空结果防御]

View File

@@ -341,11 +341,18 @@ public static class HikPlayMethods
[DllImport(DllName)]
public static extern bool PlayM4_ResetSourceBuffer(int nPort);
// =========================================================================
// 🚀 [修正] 适配 V6.1.9+ 新版 SDK 的硬解码 API
// =========================================================================
/// <summary>
/// [新增] 开启硬件解码
/// 设置解码引擎 (扩展版)
/// 对应 C++: BOOL PlayM4_SetDecodeEngineEx(LONG nPort, DWORD dwEngine);
/// </summary>
[DllImport(DllName)]
public static extern bool PlayM4_SetHardWareDecode(int nPort, int nMode);
/// <param name="nPort">通道号</param>
/// <param name="dwEngine">0:软解, 1:显卡硬解(D3D9), 2:显卡硬解(D3D11), 3:Intel核显</param>
/// <returns></returns>
[DllImport("PlayCtrl.dll")]
public static extern bool PlayM4_SetDecodeEngineEx(int nPort, uint dwEngine);
#endregion
}

View File

@@ -1,4 +1,5 @@
using Ayay.SerilogLogs;
using Lennox.LibYuvSharp;
using OpenCvSharp;
using Serilog;
using SHH.CameraSdk.HikFeatures;
@@ -487,20 +488,27 @@ public class HikVideoSource : BaseVideoSource,
return;
}
// =================================================================================
// 🚀 [新增代码] 尝试开启 GPU 硬解码 (1=开启, 0=关闭)
// 位置:必须在 OpenStream 成功之后SetDecCallBack 之前
// =================================================================================
try
{
HikPlayMethods.PlayM4_SetHardWareDecode(_playPort, 1);
_sdkLog.Information($"[Perf] Hik 尝试开启硬解码. ID:{_config.Id} Port:{_playPort}");
}
catch (Exception ex)
{
// 即使失败也不影响流程,仅记录警告
_sdkLog.Warning($"[Perf] Hik 开启硬解码失败: {ex.Message}");
}
//// =================================================================================
//// 🚀 [新增代码] 性能优化:适配新版 SDK 开启硬解码
//// =================================================================================
//try
//{
// // 尝试调用 Ex 版本的接口 (参数 2 表示 D3D11 硬解)
// if (HikPlayMethods.PlayM4_SetDecodeEngineEx(_playPort, 1))
// {
// _sdkLog.Information($"[Perf] Hik 强制硬解码(SetDecodeEngineEx)已开启. ID:{_config.Id}");
// }
// else
// {
// // 如果返回 false打印一下错误码
// uint err = HikPlayMethods.PlayM4_GetLastError(_playPort);
// _sdkLog.Warning($"[Perf] Hik 硬解码开启失败 Err={err}.");
// }
//}
//catch (EntryPointNotFoundException)
//{
// _sdkLog.Warning($"[Perf] PlayM4_SetDecodeEngineEx 也没找到,这太奇怪了。");
//}
HikPlayMethods.PlayM4_SetDecCallBackEx(_playPort, _decCallBack, IntPtr.Zero, 0);
@@ -536,7 +544,7 @@ public class HikVideoSource : BaseVideoSource,
/// <param name="nReserved2"></param>
[HandleProcessCorruptedStateExceptions]
[SecurityCritical]
private void SafeOnDecodingCallBack(int nPort, IntPtr pBuf, int nSize, ref HikPlayMethods.FRAME_INFO pFrameInfo, int nReserved1, int nReserved2)
private unsafe void SafeOnDecodingCallBack(int nPort, IntPtr pBuf, int nSize, ref HikPlayMethods.FRAME_INFO pFrameInfo, int nReserved1, int nReserved2)
{
//Console.WriteLine($"{DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss fff")} 帧抵达.");
@@ -633,11 +641,35 @@ public class HikVideoSource : BaseVideoSource,
smartFrame = _framePool.Get();
if (smartFrame == null) return; // 池满丢帧
// Optimized: [原因] 使用局部作用域封装 YUV 转换,确保原生指针尽快脱离
using (var rawYuvWrapper = Mat.FromPixelData(currentHeight + currentHeight / 2, currentWidth, MatType.CV_8UC1, pBuf))
{
Cv2.CvtColor(rawYuvWrapper, smartFrame.InternalMat, ColorConversionCodes.YUV2BGR_YV12);
}
int width = pFrameInfo.nWidth;
int height = pFrameInfo.nHeight;
// 计算 YUV 分量地址
byte* pY = (byte*)pBuf;
byte* pU = pY + (width * height);
byte* pV = pU + (width * height / 4);
// 目标 BGR 地址
byte* pDst = (byte*)smartFrame.InternalMat.Data;
// 调用 LibYuvSharp
// 注意LibYuvSharp 内部通常处理的是 BGR 顺序,
// 如果发现图像发蓝,请将 pU 和 pV 的位置对调
LibYuv.I420ToRGB24(
pY, width,
pU, width / 2,
pV, width / 2,
pDst, width * 3,
width, height
);
//// Optimized: [原因] 使用局部作用域封装 YUV 转换,确保原生指针尽快脱离
//using (var rawYuvWrapper = Mat.FromPixelData(currentHeight + currentHeight / 2, currentWidth, MatType.CV_8UC1, pBuf))
//{
// Cv2.CvtColor(rawYuvWrapper, smartFrame.InternalMat, ColorConversionCodes.YUV2BGR_YV12);
//}
// =========================================================
// 【新增防御】: 检查转换结果是否有效