using System; using System.Runtime.InteropServices; using UnityEngine; using UnityEngine.UI; namespace AxibugEmuOnline.Client { public class VideoProvider : MonoBehaviour { public NesEmulator NesEmu; public RawImage Image; public Text fpstext; private UInt32[] wrapTexBuffer; private IntPtr wrapTexBufferPointer; private Texture2D wrapTex; private int TexBufferSize; private Texture2D pPal; float lasttime; public float detalTime; public void SetDrawData(uint[] screenData, byte[] lineColorMode, int screenWidth, int screenHeight) { if (wrapTex == null) { //wrapTex = new Texture2D(272, 240, TextureFormat.BGRA32, false); wrapTex = new Texture2D(272, 240, TextureFormat.RGBA32, false); wrapTex.filterMode = FilterMode.Point; wrapTexBuffer = screenData; // 固定数组,防止垃圾回收器移动它 GCHandle handle = GCHandle.Alloc(wrapTexBuffer, GCHandleType.Pinned); // 获取数组的指针 wrapTexBufferPointer = handle.AddrOfPinnedObject(); Image.texture = wrapTex; Image.material.SetTexture("_MainTex", wrapTex); TexBufferSize = wrapTexBuffer.Length * 4; var palRaw = PaletteDefine.m_cnPalette[0]; //pPal = new Texture2D(palRaw.Length, 1, TextureFormat.BGRA32, 1, true); pPal = new Texture2D(palRaw.Length, 1, TextureFormat.RGBA32, true); pPal.filterMode = FilterMode.Point; for (int i = 0; i < palRaw.Length; i++) { uint colorRaw = palRaw[i]; var argbColor = BitConverter.GetBytes(colorRaw); Color temp = Color.white; temp.r = argbColor[2] / 255f; temp.g = argbColor[1] / 255f; temp.b = argbColor[0] / 255f; temp.a = 1; pPal.SetPixel(i, 0, temp); } pPal.Apply(); Image.material.SetTexture("_PalTex", pPal); } wrapTex.LoadRawTextureData(wrapTexBufferPointer, TexBufferSize); wrapTex.Apply(); detalTime = Time.time - lasttime; lasttime = Time.time; fpstext.text = (1f / detalTime).ToString(); } } }