Native library package for MediaPipe.NET.
This is the first half of the port of MediaPipeUnityPlugin, in order to use MediaPipe on the latest .NET environment. The goal is to separate the actual C# bindings from the native library into 2 different workflows to increase productivity and efficiency. We think it will drastically improve maintainability as we'll be able to take better advantage of CI and other things like GitHub releases.
We take homuler's Mediapipe C API and building utilities almost completely as-is, use them to build a native Mediapipe library, and ship all libraries for different OSes into one Nuget native runtime package: Mediapipe.Net.Runtime
.
Since the workflow also generated C# Protobuf sources, we decided to also bundle them in their own Nuget package. This helps separating the source code from an auto-generated one, and also makes more sense when it comes to package releases.
A few key points to note:
- The namespace where all C# Protobuf sources belong is
Mediapipe.Net.Framework.Protobuf
, to match our MediaPipe.NET namespaces. - On Windows, the name of the native library is
mediapipe_c.dll
rather thanlibmediapipe_c.dll
as it makes more sense on Windows and helps avoiding confusion when making bindings to it. - Since the native library can be shipped in CPU and GPU version, we ship both in their individual Nuget package:
Mediapipe.Net.Runtime.CPU
andMediapipe.Net.Runtime.GPU
. Since Mediapipe only supports GPU computation on Linux as of now, it also means thatMediapipe.Net.Runtime.GPU
only bundles a Linux native library. - We considerably changed the
build.py
script to adapt for this workflow. For example, some things are not downloaded as they are only relevant in Unity, and options such as--protobuf
and--install
have been added to better control the build process.
Coming soon!
While waiting, you can look at the MediaPipeUnityPlugin installation guide, as it already gives a very good indication on how to build the native libraries. Most if not every command there will also work here.
You can also check some of our CI files and look at the commands used for something more accurate but less commented.
To generate new patches for third_party
(especially when dealing with Protobuf namespaces), you must clone the mediapipe repository that corresponds to the version being tagged.
# for example we will be cloning 0.9.1
$ git clone https://github.com/google/mediapipe -b 0.9.1
Then cd to the mediapipe
folder and make your changes. Once satisfied, generate your patchfile using git
like so:
$ git diff -p --output=patch.diff
Keep in mind patches must be limited to the area they're supposed to modify. Follow the format in third_party
if possible.
If you're editing an existing patch, just replace the file like so, however, if you're making a new patch for use in MP.NET, make sure you add it to the WORKSPACE
file under patches
.
This repository is licensed under the MIT license. See LICENSE for details.