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Flv编码器增加两倍的内存缓冲区

tags/v1.1.0
SmallChi(Koike) 4 年之前
父節點
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b62a049dae
共有 2 個檔案被更改,包括 3 行新增3 行删除
  1. +2
    -2
      src/JT1078.Flv/FlvEncoder.cs
  2. +1
    -1
      src/JT1078.Flv/JT1078.Flv.csproj

+ 2
- 2
src/JT1078.Flv/FlvEncoder.cs 查看文件

@@ -202,7 +202,7 @@ namespace JT1078.Flv
public byte[] EncoderVideoTag(JT1078Package package, bool needVideoHeader = false) public byte[] EncoderVideoTag(JT1078Package package, bool needVideoHeader = false)
{ {
if (package.Label3.DataType == JT1078DataType.音频帧) return default; if (package.Label3.DataType == JT1078DataType.音频帧) return default;
byte[] buffer = FlvArrayPool.Rent(package.Bodies.Length);
byte[] buffer = FlvArrayPool.Rent(package.Bodies.Length*2);
FlvMessagePackWriter flvMessagePackWriter = new FlvMessagePackWriter(buffer); FlvMessagePackWriter flvMessagePackWriter = new FlvMessagePackWriter(buffer);
var nalus = h264Decoder.ParseNALU(package); var nalus = h264Decoder.ParseNALU(package);
if (nalus != null && nalus.Count > 0) if (nalus != null && nalus.Count > 0)
@@ -274,7 +274,7 @@ namespace JT1078.Flv
/// <returns></returns> /// <returns></returns>
public byte[] EncoderOtherVideoTag(H264NALU nALU) public byte[] EncoderOtherVideoTag(H264NALU nALU)
{ {
byte[] buffer = FlvArrayPool.Rent(nALU.RawData.Length);
byte[] buffer = FlvArrayPool.Rent(nALU.RawData.Length*2);
try try
{ {
FlvMessagePackWriter flvMessagePackWriter = new FlvMessagePackWriter(buffer); FlvMessagePackWriter flvMessagePackWriter = new FlvMessagePackWriter(buffer);


+ 1
- 1
src/JT1078.Flv/JT1078.Flv.csproj 查看文件

@@ -14,7 +14,7 @@
<licenseUrl>https://github.com/SmallChi/JT1078/blob/master/LICENSE</licenseUrl> <licenseUrl>https://github.com/SmallChi/JT1078/blob/master/LICENSE</licenseUrl>
<license>https://github.com/SmallChi/JT1078/blob/master/LICENSE</license> <license>https://github.com/SmallChi/JT1078/blob/master/LICENSE</license>
<GeneratePackageOnBuild>false</GeneratePackageOnBuild> <GeneratePackageOnBuild>false</GeneratePackageOnBuild>
<Version>1.0.0-preview8</Version>
<Version>1.0.0-preview9</Version>
<SignAssembly>false</SignAssembly> <SignAssembly>false</SignAssembly>
<PackageRequireLicenseAcceptance>true</PackageRequireLicenseAcceptance> <PackageRequireLicenseAcceptance>true</PackageRequireLicenseAcceptance>
<PackageLicenseFile>LICENSE</PackageLicenseFile> <PackageLicenseFile>LICENSE</PackageLicenseFile>


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