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UnrealEngineUWP/Engine/Source/Runtime/AVEncoder/Public/VideoEncoderFactory.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "VideoEncoder.h"
#include <HAL/ThreadSafeBool.h>
namespace AVEncoder
{
class AVENCODER_API FVideoEncoderFactory
{
public:
static FVideoEncoderFactory& Get();
static void Shutdown();
static void Debug_SetDontRegisterDefaultCodecs();
bool IsSetup() const { return bWasSetup; }
// --- encoder registry
// the callback type used to create a registered encoder
using CreateEncoderCallback = TFunction<TUniquePtr<FVideoEncoder>()>;
// register an encoder so that it can be iterated and created
void Register(const FVideoEncoderInfo& InInfo, const CreateEncoderCallback& InCreateEncoder);
// get a list of registered encoders
const TArray<FVideoEncoderInfo>& GetAvailable() const { return AvailableEncoders; }
bool GetInfo(uint32 InID, FVideoEncoderInfo& OutInfo) const;
bool HasEncoderForCodec(ECodecType CodecType) const;
// --- encoder creation
TUniquePtr<FVideoEncoder> Create(uint32 InID, const FVideoEncoder::FLayerConfig& config);
TUniquePtr<FVideoEncoder> Create(uint32 InID, TSharedPtr<FVideoEncoderInput> InInput, const FVideoEncoder::FLayerConfig& config);
private:
FVideoEncoderFactory() = default;
~FVideoEncoderFactory() = default;
FVideoEncoderFactory(const FVideoEncoderFactory&) = delete;
FVideoEncoderFactory& operator=(const FVideoEncoderFactory&) = delete;
void RegisterDefaultCodecs();
static FCriticalSection ProtectSingleton;
static FVideoEncoderFactory Singleton;
static FThreadSafeCounter NextID;
bool bDebugDontRegisterDefaultCodecs = false;
FThreadSafeBool bWasSetup;
TArray<FVideoEncoderInfo> AvailableEncoders;
TArray<CreateEncoderCallback> CreateEncoders;
};
} /* namespace AVEncoder */