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README.md

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@@ -14,15 +14,13 @@ Cisco Openh264 is chosen for its unbeatible performance compared to other availa
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<br>https://iopscience.iop.org/article/10.1088/1757-899X/1172/1/012036/pdf</br>
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Library consist of native dll which acts as OpenH264 wrapper/facade and color format converter (YUV <-> RGB,BGR,RGBA,BGRA)
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Library consist of native dll which acts as OpenH264 wrapper/facade and color format converter (YUV <-> RGB,BGR,RGBA,BGRA)<br/>
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C# library is .Net standard wrapper library for this dll and performs PInvoke to handle transcoding.
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## Nuget
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## NuGet
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Install the NuGet package. All native dependencies should be automatically installed and resolved.
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- Tested on Windows, Linux, Linux ARM, Android MAUI app(x86 on emulator, Arm64 on Pixel phone).
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- Tested on Windows(x86,x64), Linux(x86,x64,arm32,arm64), Android MAUI app(x64 on emulator, arm on Pixel phone).
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Binaries also provided on [Relases](https://github.com/ReferenceType/H264Sharp/releases).
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H264SharpBitmapExtentions
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<br>[![NuGet](https://img.shields.io/nuget/v/H264SharpBitmapExtentions)](https://www.nuget.org/packages/H264SharpBitmapExtentions)
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For usage in Unity, You have to specify the absolute path for openh264 dll. (i.e. StreamingAssets)
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For usage in Unity, manually place the dlls from releases. H264SharpNative will be resolved automatically. You have to specify the absolute path for openh264 dll(Cisco). (i.e. StreamingAssets)
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``` c#
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Defines.CiscoDllName64bit = "{YourPath}/openh264-2.4.0-win64.dll";
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```
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## Example
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Examples can be found on examples directroy.
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Examples codes can be found on examples directory on the repository.
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Following code shows minimalist example of encoder and decoder in action.
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<ins>For detailed information and documentation please check out [Wiki](https://github.com/ReferenceType/H264Sharp/wiki) page</ins>
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For detailed information and documentation please check out [Wiki](https://github.com/ReferenceType/H264Sharp/wiki) page
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``` csharp
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static void Main(string[] args)
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}
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```
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Bitmaps are not included on library to keep it cross platform.
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An extention library is provided for windows.
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For the bitmaps and other image container types, an extention library is provided.
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```
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## Converter
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Significant development effort has been spent here to deliver best possible performance. It was impactful to improve format conversions as much as possible especially for mobile platforms.
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Color format conversion (RGB <-> YUV) has optional configuration where you can provide number of threads on parallelisation.
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<br/>Using 1 thread consumes least cpu cycles(minimum context switch) and most efficient but it may be slower.
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<br/>Performance depends on image size, your system memory speed, core IPC, cache and many other factors, so your milage may vary.
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<br/>Performance of parallel proccesing depends on image size, memory speed, core IPC, cache size and many other factors, so your milage may vary.
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You can configure on RGB to YUV conversion SIMD support. By default highest supported instruction set will be selected on runtime
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For example, if AVX2 is enabled it wont run SSE version
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config.EnableSSE = 1;
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config.EnableNeon = 1;
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config.EnableAvx2 = 1;
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config.NumThreads = 4;
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config.NumThreads = 4;// default is 1
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config.EnableCustomThreadPool = 1;
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Converter.SetConfig(config);

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