How to convert byte[] to IMediaSample on C# - c#

Following some samples i saw on this site im trying the following code:
var byteArray = new byte[m.Length -10];
myMemoryStream.Position = 10;
myMemoryStream.Read(byteArray,0,(int)myMemoryStream.Length-10);
GCHandle pinnedArray = GCHandle.Alloc(byteArray, GCHandleType.Pinned);
IntPtr pointer = pinnedArray.AddrOfPinnedObject();
IMediaSample pSample = null;
Marshal.PtrToStructure( pointer,pSample);
pinnedArray.Free();
But i recieve a "NullArgumentException" when calling Marshal.PtrToStructure( pointer,pSample).
Of course i know the reason of that error, what i would like to know is the right way to do it.
If you need more information tell me and i will add it as fast as i can.
Please help.

You need to create the actual structure, which also implements the IMediaSample interface.
public struct IMediaSampleStructure : IMediaSample
{
// Implementation.
}
Then, you can do something like this:
IMediaSample pSample = new IMediaSampleStructure();
Marshal.PtrToStructure(pointer, (IMediaSampleStructure)pSample);

Related

Efficient reading structured binary data from a file

I have the following code fragment that reads a binary file and validates it:
FileStream f = File.OpenRead("File.bin");
MemoryStream memStream = new MemoryStream();
memStream.SetLength(f.Length);
f.Read(memStream.GetBuffer(), 0, (int)f.Length);
f.Seek(0, SeekOrigin.Begin);
var r = new BinaryReader(f);
Single prevVal=0;
do
{
r.ReadUInt32();
var val = r.ReadSingle();
if (prevVal!=0) {
var diff = Math.Abs(val - prevVal) / prevVal;
if (diff > 0.25)
Console.WriteLine("Bad!");
}
prevVal = val;
}
while (f.Position < f.Length);
It unfortunately works very slowly, and I am looking to improve this. In C++, I would simply read the file into a byte array and then recast that array as an array of structures:
struct S{
int a;
float b;
}
How would I do this in C#?
define a struct (possible a readonly struct) with explicit layout ([StructLayout(LayoutKind.Explicit)]) that is precisely the same as your C++ code, then one of:
open the file as a memory-mapped file, get the pointer to the data; use either unsafe code on the raw pointer, or use Unsafe.AsRef<YourStruct> on the data, and Unsafe.Add<> to iterate
open the file as a memory-mapped file, get the pointer to the data; create a custom memory over the pointer (of your T), and iterate over the span
open the file as a byte[]; create a Span<byte> over the byte[], then use MemoryMarshal.Cast<,> to create a Span<YourType>, and iterate over that
open the file as a byte[]; use fixed to pin the byte* and get a pointer; use unsafe code to walk the pointer
something involve "pipelines" - a Pipe that is the buffer, maybe using StreamConnection on a FileStream for filling the pipe, and a worker loop that dequeues from the pipe; complication: the buffers can be discontiguous and may split at inconvenient places; solvable, but subtle code required whenever the first span isn't at least 8 bytes
(or some combination of those concepts)
Any of those should work much like your C++ version. The 4th is simple, but for very large data you probably want to prefer memory-mapped files
This is what we use (compatible with older versions of C#):
public static T[] FastRead<T>(FileStream fs, int count) where T: struct
{
int sizeOfT = Marshal.SizeOf(typeof(T));
long bytesRemaining = fs.Length - fs.Position;
long wantedBytes = count * sizeOfT;
long bytesAvailable = Math.Min(bytesRemaining, wantedBytes);
long availableValues = bytesAvailable / sizeOfT;
long bytesToRead = (availableValues * sizeOfT);
if ((bytesRemaining < wantedBytes) && ((bytesRemaining - bytesToRead) > 0))
{
Debug.WriteLine("Requested data exceeds available data and partial data remains in the file.");
}
T[] result = new T[availableValues];
GCHandle gcHandle = GCHandle.Alloc(result, GCHandleType.Pinned);
try
{
uint bytesRead;
if (!ReadFile(fs.SafeFileHandle, gcHandle.AddrOfPinnedObject(), (uint)bytesToRead, out bytesRead, IntPtr.Zero))
{
throw new IOException("Unable to read file.", new Win32Exception(Marshal.GetLastWin32Error()));
}
Debug.Assert(bytesRead == bytesToRead);
}
finally
{
gcHandle.Free();
}
GC.KeepAlive(fs);
return result;
}
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Interoperability", "CA1415:DeclarePInvokesCorrectly")]
[DllImport("kernel32.dll", SetLastError=true)]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool ReadFile
(
SafeFileHandle hFile,
IntPtr lpBuffer,
uint nNumberOfBytesToRead,
out uint lpNumberOfBytesRead,
IntPtr lpOverlapped
);
NOTE: This only works for structs that contain only blittable types, of course. And you must use [StructLayout(LayoutKind.Explicit)] and declare the packing to ensure that the struct layout is identical to the binary format of the data in the file.
For recent versions of C#, you can use Span as mentioned by Marc in the other answer!
Thank you everyone for very helpful comments and answers. Given this input, this is my preferred solution:
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct Data
{
public UInt32 dummy;
public Single val;
};
static void Main(string[] args)
{
byte [] byteArray = File.ReadAllBytes("File.bin");
ReadOnlySpan<Data> dataArray = MemoryMarshal.Cast<byte, Data>(new ReadOnlySpan<byte>(byteArray));
Single prevVal=0;
foreach( var v in dataArray) {
if (prevVal!=0) {
var diff = Math.Abs(v.val - prevVal) / prevVal;
if (diff > 0.25)
Console.WriteLine("Bad!");
}
prevVal = v.val;
}
}
}
It indeed works much faster than the original implementation.
You are actually not using the MemoryStream at all currently. Your BinaryReader accesses the file directly. To have the BinaryReader use the MemoryStream instead:
Replace
f.Seek(0, SeekOrigin.Begin);
var r = new BinaryReader(f);
...
while (f.Position < f.Length);
with
memStream.Seek(0, SeekOrigin.Begin);
var r = new BinaryReader(memStream);
...
while(r.BaseStream.Position < r.BaseStream.Length)

What is the C# equivalent of this C++ code (with InPtr)

I'm implementing a Custom Credential Provider in C#. I'm using a C++ project as example. This piece of C++ code provides an image to Windows. The way I see it phbmp is a pointer to the image-bitmap. The code either updates the pointer so it points to a new bitmap (read from Resource) or it loads the bitmap to the address pointed by phbmp. I'm not sure if the pointer itself is changed or not.
// Get the image to show in the user tile
HRESULT CSampleCredential::GetBitmapValue(DWORD dwFieldID, _Outptr_result_nullonfailure_ HBITMAP *phbmp)
{
HRESULT hr;
*phbmp = nullptr;
if ((SFI_TILEIMAGE == dwFieldID))
{
HBITMAP hbmp = LoadBitmap(HINST_THISDLL, MAKEINTRESOURCE(IDB_TILE_IMAGE));
if (hbmp != nullptr)
{
hr = S_OK;
*phbmp = hbmp;
}
else
{
hr = HRESULT_FROM_WIN32(GetLastError());
}
}
else
{
hr = E_INVALIDARG;
}
return hr;
}
Below is the C# equivalent I'm implementing:
public int GetBitmapValue(uint dwFieldID, IntPtr phbmp)
{
if (dwFieldID == 2)
{
Bitmap image = Resource1.TileImage;
ImageConverter imageConverter = new ImageConverter();
byte[] bytes = (byte[])imageConverter.ConvertTo(image, typeof(byte[]));
Marshal.Copy(bytes, 0, phbmp, bytes.Length);
return HResultValues.S_OK;
}
return HResultValues.E_INVALIDARG;
}
What I'm trying to do:
Load the image from resource (this works, it has the correct length)
Convert the Bitmap to an array of bytes
Copy these bytes to the address pointed by phbmp
This crashes, I assume because of memory-allocation.
The parameters in this method are defined by an interface (in CredentialProvider.Interop.dll, which is provided by Microsoft - I think). So I'm pretty sure it's correct and phbmp is not an out-parameter.
Because it is not an out-parameter I can not change phbmp to let it point to my bitmap, right? I have assigned phbmp to Bitmap.GetHbitmap() and that doesn't crash but it isn't working either. I assume that the change to phbmp is only local in this method.
I can understand that it is not possible to alloc memory to a predefined address. It's the other way around: you alloc memory and get an pointer to it. But then this change is local again. How does this work?
Although some people agreed that IntPtr should be an out-parameter (see comments in https://syfuhs.net/2017/10/15/creating-custom-windows-credential-providers-in-net/) the answer was actually:
var bmp = new Bitmap(imageStream);
Marshal.WriteIntPtr(phbmp, bmp.GetHbitmap());

c# and c++ memory address

I am using DllImport to receive data from an external DLL. I receive the data using the following structure in C#
public struct EventBuffer
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst = CSTA_MAX_HEAP)]
public byte[] data;
};
So far I have been able to work with everything I have received from this DLL. However one the structures I receive has pointer inside (C++)
typedef struct ConnectionList_t {
_Int count;
//Connection_t FAR *connection;
Connection_t FAR * POINTER_32 connection;
} ConnectionList_t;
When I parse the byte[] in C# I get an address instead of the array itself. So I have tried to access that memory address with the code below. But the result is not what I expected, I know that the data is valid as my C++ test program receives right values
Int32 pointerToAddress = BitConverter.ToInt32(buffer, 4);
IntPtr intPtr = new IntPtr(pointerToAddress);
byte[] luckyYou = new byte[2048];
Marshal.Copy(intPtr, luckyYou, 0, lenghtOfMarshalledStructure);
Am I missing something to access a memory address received from C++?

How to get a byte** from managed byte[] buffer

I've been using FFmpeg.AutoGen https://github.com/Ruslan-B/FFmpeg.AutoGen wrapper to decode my H264 video for sometime with great success and now have to add AAC audio decoding (previous I was using G711 and NAudio for this).
I have the AAC stream decoding using avcodec_decode_audio4, however the output buffer or frame is in floating point format FLT and I need it to be in S16. For this I have found unmanaged examples using swr_convert and FFmpeg.AutoGen does have this function P/Invoked as;
[DllImport(SWRESAMPLE_LIBRARY, EntryPoint="swr_convert", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern int swr_convert(SwrContext* s, byte** #out, int out_count, byte** #in, int in_count);
My trouble is that I can't find a successful way of converting/fixing/casting my managed byte[] in to a byte** to provide this as the destination buffer.
Has anyone doing this before?
My non-working code...
packet.ResetBuffer(m_avFrame->linesize[0]*2);
fixed (byte* pData = packet.Payload)
{
byte** src = &m_avFrame->data_0;
//byte** dst = *pData;
IntPtr d = new IntPtr(pData);
FFmpegInvoke.swr_convert(m_pConvertContext, (byte**)d.ToPointer(), packet.Length, src, (int)m_avFrame->linesize[0]);
}
Thanks for any help.
Cheers
Dave
The function you are trying to call is documented here: http://www.ffmpeg.org/doxygen/2.0/swresample_8c.html#a81af226d8969df314222218c56396f6a
The out_arg parameter is declare like this:
uint8_t* out_arg[SWR_CH_MAX]
That is an length SWR_CH_MAX array of byte arrays. Your translation renders that as byte** and so forces you to use unsafe code. Personally I think I would avoid that. I would declare the parameter like this:
[MarshalAs(UnmanagedType.LPArray)]
IntPtr[] out_arg
Declare the array like this:
IntPtr[] out_arg = new IntPtr[channelCount];
I am guessing that the CH in SWR_CH_MAX is short-hand for channel.
Then you need to allocate memory for the output buffer. I'm not sure how you want to do that. You could allocate one byte array per channel and pin those arrays to get hold of a pointer to pass down to the native code. That would be my preferred approach because upon return you'd have your channels in nice managed arrays. Another way would be a call to Marshal.AllocHGlobal.
The input buffer would need to be handled in the same way.
I would not use the automated pinvoke translation that you are currently using. It seems he'll bent on forcing you to use pointers and unsafe code. Not massively helpful. I'd translate it by hand.
I'm sorry not to give more specific details but it's a little hard because your question did not contain any information about the types used in your code samples. I hope the general advice is useful.
Thanks to #david-heffernan answer I've managed to get the following working and I'm posting as an answer as examples of managed use of FFmpeg are very rare.
fixed (byte* pData = packet.Payload)
{
IntPtr[] in_buffs = new IntPtr[2];
in_buffs[0] = new IntPtr(m_avFrame->data_0);
in_buffs[1] = new IntPtr(m_avFrame->data_1);
IntPtr[] out_buffs = new IntPtr[1];
out_buffs[0] = new IntPtr(pData);
FFmpegInvoke.swr_convert(m_pConvertContext, out_buffs, m_avFrame->nb_samples, in_buffs, m_avFrame->nb_samples);
}
In in the complete context of decoding a buffer of AAC audio...
protected override void DecodePacket(MediaPacket packet)
{
int frameFinished = 0;
AVPacket avPacket = new AVPacket();
FFmpegInvoke.av_init_packet(ref avPacket);
byte[] payload = packet.Payload;
fixed (byte* pData = payload)
{
avPacket.data = pData;
avPacket.size = packet.Length;
if (packet.KeyFrame)
{
avPacket.flags |= FFmpegInvoke.AV_PKT_FLAG_KEY;
}
int in_len = packet.Length;
int count = FFmpegInvoke.avcodec_decode_audio4(CodecContext, m_avFrame, out frameFinished, &avPacket);
if (count != packet.Length)
{
}
if (count < 0)
{
throw new Exception("Can't decode frame!");
}
}
FFmpegInvoke.av_free_packet(ref avPacket);
if (frameFinished > 0)
{
if (!mConverstionContextInitialised)
{
InitialiseConverstionContext();
}
packet.ResetBuffer(m_avFrame->nb_samples*4); // need to find a better way of getting the out buff size
fixed (byte* pData = packet.Payload)
{
IntPtr[] in_buffs = new IntPtr[2];
in_buffs[0] = new IntPtr(m_avFrame->data_0);
in_buffs[1] = new IntPtr(m_avFrame->data_1);
IntPtr[] out_buffs = new IntPtr[1];
out_buffs[0] = new IntPtr(pData);
FFmpegInvoke.swr_convert(m_pConvertContext, out_buffs, m_avFrame->nb_samples, in_buffs, m_avFrame->nb_samples);
}
packet.Type = PacketType.Decoded;
if (mFlushRequest)
{
//mRenderQueue.Clear();
packet.Flush = true;
mFlushRequest = false;
}
mFirstFrame = true;
}
}

How to write file header using FileStream in C#

I am creating my own video file format and would like to write out a file header and frame headers.
At the moment I just have placeholders defined as such:
byte[] fileHeader = new byte[FILE_HEADER_SIZE * sizeof(int)];
byte[] frameHeader = new byte[FRAME_HEADER_SIZE * sizeof(int)];
I write them out using the following for the file header:
fsVideoWriter.Write(fileHeader, 0, FILE_HEADER_SIZE);
and this for the frame headers:
fsVideoWriter.Write(frameHeader, 0, FRAME_HEADER_SIZE);
Now that I actually need to make proper use of these headers, I'm not sure if this would be the most convenient way to write them, as I am not sure if it will be easy to read in the individual fields I need into separate variables from the headers.
I thought about doing something like the following:
[StructLayout(LayoutKind.Sequential, Pack = 1)]
struct FileHeader
{
public int x;
public int y;
public int z;
// etc. etc.
}
I would like to define it in such a way that I can upgrade easily as the file format evolves, (i.e. including a version number). Is this the recommended way to define a file/frame header? If so, how should I read/write it using the .NET FileStream class? If this is not the recommended way, please suggest the proper way to do this, as maybe someone has already created a generic video file-related class that handles this sort of thing?
I settled upon the following solution:
Writing out file header
public static bool WriteFileHeader(FileStream fileStream, FileHeader fileHeader)
{
try
{
byte[] buffer = new byte[FILE_HEADER_SIZE];
GCHandle gch = GCHandle.Alloc(buffer, GCHandleType.Pinned);
Marshal.StructureToPtr(fileHeader, gch.AddrOfPinnedObject(), false);
gch.Free();
fileStream.Seek(0, SeekOrigin.Begin);
fileStream.Write(buffer, 0, FILE_HEADER_SIZE);
return true;
}
catch (Exception ex)
{
throw ex;
}
}
Reading in file header
public static bool ReadFileHeader(FileStream fileStream, out FileHeader fileHeader)
{
try
{
fileHeader = new FileHeader();
byte[] buffer = new byte[FILE_HEADER_SIZE];
fileStream.Seek(0, SeekOrigin.Begin);
fileStream.Read(buffer, 0, FILE_HEADER_SIZE);
GCHandle gch = GCHandle.Alloc(buffer, GCHandleType.Pinned);
Marshal.PtrToStructure(gch.AddrOfPinnedObject(), fileHeader);
gch.Free();
// test for valid data
boolean isSuccessful = IsValidHeader(fileHeader);
return isSuccessful;
}
catch (Exception ex)
{
throw ex;
}
}
I used a similar approach for the frame headers as well. The idea is basically to make use of byte buffers and Marshal.
You may want to try the BinaryFormatter Class. But it is more or less a black box. If you need precise control of your file format, you can write your own Formatter and use it to serialize your header object.

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