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@yume-chan/scrcpy-decoder-webcodecs

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Raw H.264 stream decoder and renderer using WebCodecs API (requires modern browser).

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import { createCanvas } from "@yume-chan/scrcpy-decoder-tinyh264"; import { CanvasVideoFrameRenderer } from "./canvas.js"; const Resolved = Promise.resolve(); function createContext(canvas, enableCapture) { const attributes = { // Low-power GPU should be enough for video rendering. powerPreference: "low-power", alpha: false, // Disallow software rendering. // Other rendering methods are faster than software-based WebGL. failIfMajorPerformanceCaveat: true, preserveDrawingBuffer: !!enableCapture, }; return (canvas.getContext("webgl2", attributes) || canvas.getContext("webgl", attributes)); } export class WebGLVideoFrameRenderer extends CanvasVideoFrameRenderer { static vertexShaderSource = ` attribute vec2 xy; varying highp vec2 uv; void main(void) { gl_Position = vec4(xy, 0.0, 1.0); // Map vertex coordinates (-1 to +1) to UV coordinates (0 to 1). // UV coordinates are Y-flipped relative to vertex coordinates. uv = vec2((1.0 + xy.x) / 2.0, (1.0 - xy.y) / 2.0); } `; static fragmentShaderSource = ` varying highp vec2 uv; uniform sampler2D texture; void main(void) { gl_FragColor = texture2D(texture, uv); } `; static get isSupported() { const canvas = createCanvas(); return !!createContext(canvas); } #context; /** * Create a new WebGL frame renderer. * @param canvas The canvas to render frames to. * @param enableCapture * Whether to allow capturing the canvas content using APIs like `readPixels` and `toDataURL`. * Enable this option may reduce performance. */ constructor(canvas, enableCapture) { super(canvas); const gl = createContext(this.canvas, enableCapture); if (!gl) { throw new Error("WebGL not supported"); } this.#context = gl; const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, WebGLVideoFrameRenderer.vertexShaderSource); gl.compileShader(vertexShader); if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { throw new Error(gl.getShaderInfoLog(vertexShader)); } const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, WebGLVideoFrameRenderer.fragmentShaderSource); gl.compileShader(fragmentShader); if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { throw new Error(gl.getShaderInfoLog(fragmentShader)); } const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { throw new Error(gl.getProgramInfoLog(shaderProgram)); } gl.useProgram(shaderProgram); // Vertex coordinates, clockwise from bottom-left. const vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1.0, -1.0, -1.0, +1.0, +1.0, +1.0, +1.0, -1.0]), gl.STATIC_DRAW); const xyLocation = gl.getAttribLocation(shaderProgram, "xy"); gl.vertexAttribPointer(xyLocation, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(xyLocation); // Create one texture to upload frames to. const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); } draw(frame) { const gl = this.#context; gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, frame); gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); return Resolved; } } //# sourceMappingURL=webgl.js.map