基本信息
源码名称:C# WinForm 调用海思 H264 解码库进行解码 思解码库下载(包含库文件、头文件、文档以及官方测试程序和源码)
源码大小:0.82M
文件格式:.rar
开发语言:C#
更新时间:2013-07-08
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   源码介绍

海思解码库下载(包含库文件、头文件、文档以及官方测试程序和源码)


P/Invoke 调用处理:

using System;
 using System.Runtime.InteropServices;
 
 namespace Demo
 {
     public class hi_h264dec
     {
         public const int HI_SUCCESS = 0;
         public const int HI_FAILURE = -1;
         public const int HI_LITTLE_ENDIAN = 1234;
         public const int HI_BIG_ENDIAN = 4321;
         public const int HI_DECODER_SLEEP_TIME = 60000;
 
         public const int HI_H264DEC_OK = 0;
         public const int HI_H264DEC_NEED_MORE_BITS = -1;
         public const int HI_H264DEC_NO_PICTURE = -2;
         public const int HI_H264DEC_ERR_HANDLE = -3;
 
         [DllImport("hi_h264dec_w.dll", EntryPoint = "Hi264DecImageEnhance", CallingConvention = CallingConvention.Cdecl)]
         public static extern int Hi264DecImageEnhance(IntPtr hDec, ref hiH264_DEC_FRAME_S pDecFrame, uint uEnhanceCoeff);
 
         [DllImport("hi_h264dec_w.dll", EntryPoint = "Hi264DecCreate", CallingConvention = CallingConvention.Cdecl)]
         public static extern IntPtr Hi264DecCreate(ref hiH264_DEC_ATTR_S pDecAttr);
 
         [DllImport("hi_h264dec_w.dll", EntryPoint = "Hi264DecDestroy", CallingConvention = CallingConvention.Cdecl)]
         public static extern void Hi264DecDestroy(IntPtr hDec);
 
         [DllImport("hi_h264dec_w.dll", EntryPoint = "Hi264DecGetInfo", CallingConvention = CallingConvention.Cdecl)]
         public static extern int Hi264DecGetInfo(ref hiH264_LIBINFO_S pLibInfo);
 
         [DllImport("hi_h264dec_w.dll", EntryPoint = "Hi264DecFrame", CallingConvention = CallingConvention.Cdecl)]
         public static extern int Hi264DecFrame(IntPtr hDec, IntPtr pStream, uint iStreamLen, ulong ullPTS, ref hiH264_DEC_FRAME_S pDecFrame, uint uFlags);
 
         [DllImport("hi_h264dec_w.dll", EntryPoint = "Hi264DecAU", CallingConvention = CallingConvention.Cdecl)]
         public static extern int Hi264DecAU(IntPtr hDec, IntPtr pStream, uint iStreamLen, ulong ullPTS, ref hiH264_DEC_FRAME_S pDecFrame, uint uFlags);
 
         [StructLayout(LayoutKind.Sequential)]
         public struct hiH264_DEC_ATTR_S
         {
             public uint uPictureFormat;
             public uint uStreamInType;
             public uint uPicWidthInMB;
             public uint uPicHeightInMB;
             public uint uBufNum;
             public uint uWorkMode;
             public IntPtr pUserData;
             public uint uReserved;
         }
 
         [StructLayout(LayoutKind.Sequential)]
         public struct hiH264_DEC_FRAME_S
         {
             public IntPtr pY;
             public IntPtr pU;
             public IntPtr pV;
             public uint uWidth;
             public uint uHeight;
             public uint uYStride;
             public uint uUVStride;
             public uint uCroppingLeftOffset;
             public uint uCroppingRightOffset;
             public uint uCroppingTopOffset;
             public uint uCroppingBottomOffset;
             public uint uDpbIdx;
             public uint uPicFlag;
             public uint bError;
             public uint bIntra;
             public ulong ullPTS;
             public uint uPictureID;
             public uint uReserved;
             public IntPtr pUserData;
         }
 
         [StructLayout(LayoutKind.Sequential)]
         public struct hiH264_LIBINFO_S
         {
             public uint uMajor;
             public uint uMinor;
             public uint uRelease;
             public uint uBuild;
             [MarshalAs(UnmanagedType.LPStr)] public string sVersion;
             [MarshalAs(UnmanagedType.LPStr)] public string sCopyRight;
             public uint uFunctionSet;
             public uint uPictureFormat;
             public uint uStreamInType;
             public uint uPicWidth;
             public uint uPicHeight;
             public uint uBufNum;
             public uint uReserved;
         }
 
         [StructLayout(LayoutKind.Sequential)]
         public struct hiH264_USERDATA_S
         {
             public uint uUserDataType;
             public uint uUserDataSize;
             public IntPtr pData;
             public IntPtr pNext;
         }
     }
 }

View Code

解码的两种方式:

            

2.海思库解码分为两种方式:

第一种,输入分断的码流数据进行解码

第二种,输入一帧完整的码流数据进行解码

 

第一种方式的代码:

//初始化解码器,可以在 FormLoad 事件里完成
 var decAttr = new hi_h264dec.hiH264_DEC_ATTR_S();
 decAttr.uPictureFormat = 0;
 decAttr.uStreamInType = 0;
 decAttr.uPicWidthInMB = 480 >> 4;
 decAttr.uPicHeightInMB = 640 >> 4;
 decAttr.uBufNum = 8;
 decAttr.uWorkMode = 16;
 IntPtr _decHandle = hi_h264dec.Hi264DecCreate(ref decAttr);
 
 hi_h264dec.hiH264_DEC_FRAME_S _decodeFrame = new hi_h264dec.hiH264_DEC_FRAME_S();
 //解码
 //pData 为需要解码的 H264 nalu 数据,length 为该数据的长度
 var resCode = hi_h264dec.Hi264DecFrame(_decHandle, pData, (uint)length, 0, ref _decodeFrame, 0);
 while (resCode != hi_h264dec.HI_H264DEC_NEED_MORE_BITS)
 {
     if (resCode == hi_h264dec.HI_H264DEC_OK)
     {
         if (_decodeFrame.bError == 0)
         {
             //计算 y u v 的长度
             var yLength = _decodeFrame.uHeight * _decodeFrame.uYStride;
             var uLength = _decodeFrame.uHeight * _decodeFrame.uUVStride / 2;
             var vLength = uLength;
 
             var yBytes = new byte[yLength];
             var uBytes = new byte[uLength];
             var vBytes = new byte[vLength];
             var decodedBytes = new byte[yLength   uLength   vLength];
 
             //_decodeFrame 是解码后的数据对象,里面包含 YUV 数据、宽度、高度等信息
             Marshal.Copy(_decodeFrame.pY, yBytes, 0, (int)yLength);
             Marshal.Copy(_decodeFrame.pU, uBytes, 0, (int)uLength);
             Marshal.Copy(_decodeFrame.pV, vBytes, 0, (int)vLength);
             
             //将从 _decodeFrame 中取出的 YUV 数据放入 decodedBytes 中
             Array.Copy(yBytes, decodedBytes, yLength);
             Array.Copy(uBytes, 0, decodedBytes, yLength, uLength);
             Array.Copy(vBytes, 0, decodedBytes, yLength   uLength, vLength);
 
             //decodedBytes 为yuv数据,可以将其转换为 RGB 数据后再转换为 BitMap 然后通过 PictureBox 控件即可显示
             //这类代码网上比较常见,我就不贴了
         }
     }
 
     resCode = hi_h264dec.Hi264DecFrame(_decHandle, IntPtr.Zero, 0, 0, ref _decodeFrame, 0);
 }
 
 //当所有解码操作完成后需要释放解码库,可以放在 FormClosing 事件里做
 hi_h264dec.Hi264DecDestroy(_decHandle);

View Code

第二种:

//初始化解码器,可以在 FormLoad 事件里完成
 var decAttr = new hi_h264dec.hiH264_DEC_ATTR_S();
 decAttr.uPictureFormat = 0;
 decAttr.uStreamInType = 0;
 decAttr.uPicWidthInMB = 480 >> 4;
 decAttr.uPicHeightInMB = 640 >> 4;
 decAttr.uBufNum = 8;
 decAttr.uWorkMode = 16;
 IntPtr _decHandle = hi_h264dec.Hi264DecCreate(ref decAttr);
 
 hi_h264dec.hiH264_DEC_FRAME_S _decodeFrame = new hi_h264dec.hiH264_DEC_FRAME_S();
 //解码
 //pData 为需要解码的 H264 nalu 数据,length 为该数据的长度
 if (hi_h264dec.Hi264DecAU(_decHandle, pData, (uint) length, 0, ref _decodeFrame, 0) == 0)
 {
     if (_decodeFrame.bError == 0)
     {
         //计算 y u v 的长度
         var yLength = _decodeFrame.uHeight * _decodeFrame.uYStride;
         var uLength = _decodeFrame.uHeight * _decodeFrame.uUVStride / 2;
         var vLength = uLength;
         var yBytes = new byte[yLength];
         var uBytes = new byte[uLength];
         var vBytes = new byte[vLength];
         var decodedBytes = new byte[yLength   uLength   vLength];
         //_decodeFrame 是解码后的数据对象,里面包含 YUV 数据、宽度、高度等信息
         Marshal.Copy(_decodeFrame.pY, yBytes, 0, (int)yLength);
         Marshal.Copy(_decodeFrame.pU, uBytes, 0, (int)uLength);
         Marshal.Copy(_decodeFrame.pV, vBytes, 0, (int)vLength);
         //将从 _decodeFrame 中取出的 YUV 数据放入 decodedBytes 中
         Array.Copy(yBytes, decodedBytes, yLength);
         Array.Copy(uBytes, 0, decodedBytes, yLength, uLength);
         Array.Copy(vBytes, 0, decodedBytes, yLength   uLength, vLength);
 
         //decodedBytes 为yuv数据,可以将其转换为 RGB 数据后再转换为 BitMap 然后通过 PictureBox 控件即可显示
         //这类代码网上比较常见,我就不贴了
     }
 }
 
 //当所有解码操作完成后需要释放解码库,可以放在 FormClosing 事件里做
 hi_h264dec.Hi264DecDestroy(_decHandle);

View Code

对于在设备 SDK 回调里每次都能获取到一帧完整的 H264 裸数据时,建议使用第二种方式。而对于读取文件进行本地播放时,建议使用第一种方式。

 

另外,需要注意海思解码库为商业软件,在解码输出时,画面中会包含海思公司水印,自己想办法去除吧。