- Removing UE4 references from MediaIO libs and SceneCapturer

- Removed ue4 from Blackmagic middle lib solution name

#jira UE-111047, UE-111226, UE-111277, UE-111424, UE-111792, UE-111207
#rb none

#ROBOMERGE-SOURCE: CL 15846745 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15846751 by simon therriault in ue5-main branch]
This commit is contained in:
simon therriault
2021-03-28 14:35:22 -04:00
parent 5a85775a0e
commit 5890b11a91
5 changed files with 43 additions and 42 deletions

View File

@@ -51980,8 +51980,8 @@
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<File Name="Engine/Plugins/Media/AjaMedia/Binaries/ThirdParty/Win64/AJA.dll" Hash="8c8d6758be7643bbd4911691e2e3da4cfe227c21" />
<File Name="Engine/Plugins/Media/AjaMedia/Binaries/ThirdParty/Win64/AJA.lib" Hash="8ec91f83e724fa9479b935edeb9d24e9b8f4003b" />
<File Name="Engine/Plugins/Media/AjaMedia/Binaries/ThirdParty/Win64/AJA.dll" Hash="4c1391afd505de947e460eee4feba01665ab8fed" />
<File Name="Engine/Plugins/Media/AjaMedia/Binaries/ThirdParty/Win64/AJA.lib" Hash="23a1c409b8146cc0118571400277eca889494720" />
<File Name="Engine/Plugins/Media/AjaMedia/Content/Editor/Icons/AjaMediaOutput_20x.png" Hash="a65c65183b2a0604d30a1449aceac100121003a3" />
<File Name="Engine/Plugins/Media/AjaMedia/Content/Editor/Icons/AjaMediaOutput_64x.png" Hash="88f9c885b5da17d0acae6ae69616c26881e0064c" />
<File Name="Engine/Plugins/Media/AjaMedia/Content/Editor/Icons/AjaMediaSource_20x.png" Hash="6afd21eccc9baaf5d0194123561389bdeaae68cd" />
@@ -51999,8 +51999,8 @@
<File Name="Engine/Plugins/Media/AvidDNxMedia/Source/Thirdparty/DNxHR/lib64/DNxHR.lib" Hash="d7d7d0ecb77ec46a36ba332dc9428b90b7089fa3" />
<File Name="Engine/Plugins/Media/AvidDNxMedia/Source/Thirdparty/DNxMXF/lib64/DNxMXF-dynamic.lib" Hash="5932134f368bc4cb31f8377a66392c881b9f6583" />
<File Name="Engine/Plugins/Media/AvidDNxMedia/Source/Thirdparty/DNxUncompressed/lib64/DNxUncompressedSDK.lib" Hash="deb0852713f838e1ae81e51efbdc30246393abe1" />
<File Name="Engine/Plugins/Media/BlackmagicMedia/Binaries/ThirdParty/Win64/BlackmagicLib.dll" Hash="ee90a6fdd83ab5bb8df92d0e9ef2e9a73f645d56" />
<File Name="Engine/Plugins/Media/BlackmagicMedia/Binaries/ThirdParty/Win64/BlackmagicLib.lib" Hash="a70e655cc72e344883e375fb414fa94ab8c4129a" />
<File Name="Engine/Plugins/Media/BlackmagicMedia/Binaries/ThirdParty/Win64/BlackmagicLib.dll" Hash="fa75894325b5b1b1f1c78eae4d4b23d976bc0b1f" />
<File Name="Engine/Plugins/Media/BlackmagicMedia/Binaries/ThirdParty/Win64/BlackmagicLib.lib" Hash="84eb304defd0ac9a8fe256026cba571810ccd4e9" />
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@@ -104,7 +104,7 @@ void USceneCapturer::InitCaptureComponent(USceneCaptureComponent2D* CaptureCompo
CaptureComponent->TextureTarget->TargetGamma = 2.2f;
CaptureComponent->RegisterComponentWithWorld( GetWorld() ); //GWorld
// UE4 cannot serialize an array of subobject pointers, so add these objects to the root
// Unreal Engine cannot serialize an array of subobject pointers, so add these objects to the root
CaptureComponent->AddToRoot();
}
@@ -298,7 +298,7 @@ USceneCapturer::USceneCapturer()
UnprojectedAtlasWidth = NumberOfHorizontalSteps * StripWidth;
UnprojectedAtlasHeight = NumberOfVerticalSteps * StripHeight;
//NOTE: ikrimae: Ensure that the main gameview is > CaptureWidth x CaptureHeight. Bug in UE4 that won't re-alloc scene render targets to the correct size
//NOTE: ikrimae: Ensure that the main gameview is > CaptureWidth x CaptureHeight. Bug in Unreal Engine that won't re-alloc scene render targets to the correct size
// when the scenecapture component > current window render target. https://answers.unrealengine.com/questions/80531/scene-capture-2d-max-resolution.html
//TODO: ikrimae: Ensure that r.SceneRenderTargetResizeMethod=2
FSystemResolution::RequestResolutionChange(CaptureWidth, CaptureHeight, EWindowMode::Windowed);
@@ -444,13 +444,13 @@ void USceneCapturer::Reset()
LeftEyeCaptureComponent->SetVisibility( false );
LeftEyeCaptureComponent->SetHiddenInGame( true );
// UE4 cannot serialize an array of subobject pointers, so work around the GC problems
// Unreal Engine cannot serialize an array of subobject pointers, so work around the GC problems
LeftEyeCaptureComponent->RemoveFromRoot();
RightEyeCaptureComponent->SetVisibility( false );
RightEyeCaptureComponent->SetHiddenInGame( true );
// UE4 cannot serialize an array of subobject pointers, so work around the GC problems
// Unreal Engine cannot serialize an array of subobject pointers, so work around the GC problems
RightEyeCaptureComponent->RemoveFromRoot();
}

View File

@@ -44,7 +44,7 @@ void AStereoCapturePawn::UpdateStereoAtlas(UObject* WorldContextObject, struct F
StereoPanoramaManager->PanoramicScreenshot(0, 0, CopyAtlasToTexDelegate, World);
//TODO: ikrimae: Not cool b/c we're passing memory ownership to the LatentActionManager but at the same time we need a reference to this action to update when it's done
// Got to dig deeper into UE4 to see proper way
// Got to dig deeper into Unreal Engine to see proper way
StereoCaptureDoneAction = new FStereoCaptureDoneAction(LatentInfo);

View File

@@ -2,10 +2,10 @@
#pragma once
#ifdef UE4BLACKMAGICDESIGN_EXPORTS
#define UE4BLACKMAGICDESIGN_API __declspec(dllexport)
#ifdef UEBLACKMAGICDESIGN_EXPORTS
#define UEBLACKMAGICDESIGN_API __declspec(dllexport)
#else
#define UE4BLACKMAGICDESIGN_API __declspec(dllimport)
#define UEBLACKMAGICDESIGN_API __declspec(dllimport)
#endif
#include "BlackmagicReferencePtr.h"
@@ -42,7 +42,7 @@ namespace BlackmagicDesign
/* FUniqueIdentifier definition
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API FUniqueIdentifier
struct UEBLACKMAGICDESIGN_API FUniqueIdentifier
{
FUniqueIdentifier();
explicit FUniqueIdentifier(int32_t InIdentifier);
@@ -56,7 +56,7 @@ namespace BlackmagicDesign
/* FTimecode definition
* limited to 30fps
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API FTimecode
struct UEBLACKMAGICDESIGN_API FTimecode
{
FTimecode();
bool operator== (const FTimecode& Other) const;
@@ -86,7 +86,7 @@ namespace BlackmagicDesign
/* FFormatInfo definition
* Information about a given frame desc
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API FFormatInfo
struct UEBLACKMAGICDESIGN_API FFormatInfo
{
/** Framerate */
uint32_t FrameRateNumerator;
@@ -104,7 +104,7 @@ namespace BlackmagicDesign
/* FChannelInfo definition
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API FChannelInfo
struct UEBLACKMAGICDESIGN_API FChannelInfo
{
int32_t DeviceIndex;
@@ -113,7 +113,7 @@ namespace BlackmagicDesign
/* FInputChannelOptions definition
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API FInputChannelOptions
struct UEBLACKMAGICDESIGN_API FInputChannelOptions
{
FInputChannelOptions();
@@ -133,7 +133,7 @@ namespace BlackmagicDesign
/* FOutputChannelOptions definition
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API FOutputChannelOptions
struct UEBLACKMAGICDESIGN_API FOutputChannelOptions
{
FOutputChannelOptions();
@@ -154,9 +154,9 @@ namespace BlackmagicDesign
/* IInputEventCallback definition
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API IInputEventCallback
struct UEBLACKMAGICDESIGN_API IInputEventCallback
{
struct UE4BLACKMAGICDESIGN_API FFrameReceivedInfo
struct UEBLACKMAGICDESIGN_API FFrameReceivedInfo
{
FFrameReceivedInfo();
@@ -198,9 +198,9 @@ namespace BlackmagicDesign
/* IOutputEventCallback definition
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API IOutputEventCallback
struct UEBLACKMAGICDESIGN_API IOutputEventCallback
{
struct UE4BLACKMAGICDESIGN_API FFrameSentInfo
struct UEBLACKMAGICDESIGN_API FFrameSentInfo
{
FFrameSentInfo();
@@ -221,7 +221,7 @@ namespace BlackmagicDesign
virtual void OnInterlacedOddFieldEvent() = 0;
};
struct UE4BLACKMAGICDESIGN_API FFrameDescriptor
struct UEBLACKMAGICDESIGN_API FFrameDescriptor
{
uint8_t* VideoBuffer;
int32_t VideoWidth;
@@ -233,13 +233,13 @@ namespace BlackmagicDesign
/* BlackmagicDeviceScanner definition
*****************************************************************************/
class UE4BLACKMAGICDESIGN_API BlackmagicDeviceScanner
class UEBLACKMAGICDESIGN_API BlackmagicDeviceScanner
{
public:
const static int32_t FormatedTextSize = 64;
using FormatedTextType = TCHAR[FormatedTextSize];
struct UE4BLACKMAGICDESIGN_API DeviceInfo
struct UEBLACKMAGICDESIGN_API DeviceInfo
{
bool bIsSupported;
bool bCanDoCapture;
@@ -277,9 +277,9 @@ namespace BlackmagicDesign
/* BlackmagicVideoFormats definition
*****************************************************************************/
struct UE4BLACKMAGICDESIGN_API BlackmagicVideoFormats
struct UEBLACKMAGICDESIGN_API BlackmagicVideoFormats
{
struct UE4BLACKMAGICDESIGN_API VideoFormatDescriptor
struct UEBLACKMAGICDESIGN_API VideoFormatDescriptor
{
VideoFormatDescriptor();
@@ -315,19 +315,19 @@ namespace BlackmagicDesign
/* Configure Logging
*****************************************************************************/
UE4BLACKMAGICDESIGN_API void SetLoggingCallbacks(LoggingCallbackPtr LogInfoFunc, LoggingCallbackPtr LogWarningFunc, LoggingCallbackPtr LogErrorFunc);
UEBLACKMAGICDESIGN_API void SetLoggingCallbacks(LoggingCallbackPtr LogInfoFunc, LoggingCallbackPtr LogWarningFunc, LoggingCallbackPtr LogErrorFunc);
/* Initialization
*****************************************************************************/
UE4BLACKMAGICDESIGN_API bool ApiInitialization();
UE4BLACKMAGICDESIGN_API void ApiUninitialization();
UEBLACKMAGICDESIGN_API bool ApiInitialization();
UEBLACKMAGICDESIGN_API void ApiUninitialization();
/* Register/Unregister
*****************************************************************************/
UE4BLACKMAGICDESIGN_API FUniqueIdentifier RegisterCallbackForChannel(const FChannelInfo& InChannelInfo, const FInputChannelOptions& InChannelOptions, ReferencePtr<IInputEventCallback> InCallback);
UE4BLACKMAGICDESIGN_API void UnregisterCallbackForChannel(const FChannelInfo& InChannelInfo, FUniqueIdentifier InIdentifier);
UEBLACKMAGICDESIGN_API FUniqueIdentifier RegisterCallbackForChannel(const FChannelInfo& InChannelInfo, const FInputChannelOptions& InChannelOptions, ReferencePtr<IInputEventCallback> InCallback);
UEBLACKMAGICDESIGN_API void UnregisterCallbackForChannel(const FChannelInfo& InChannelInfo, FUniqueIdentifier InIdentifier);
UE4BLACKMAGICDESIGN_API FUniqueIdentifier RegisterOutputChannel(const FChannelInfo& InChannelInfo, const FOutputChannelOptions& InChannelOptions, ReferencePtr<IOutputEventCallback> InCallback);
UE4BLACKMAGICDESIGN_API void UnregisterOutputChannel(const FChannelInfo& InChannelInfo, FUniqueIdentifier InIdentifier, bool bCallCompleted);
UE4BLACKMAGICDESIGN_API bool SendVideoFrameData(const FChannelInfo& InChannelInfo, const FFrameDescriptor& InFrame);
UEBLACKMAGICDESIGN_API FUniqueIdentifier RegisterOutputChannel(const FChannelInfo& InChannelInfo, const FOutputChannelOptions& InChannelOptions, ReferencePtr<IOutputEventCallback> InCallback);
UEBLACKMAGICDESIGN_API void UnregisterOutputChannel(const FChannelInfo& InChannelInfo, FUniqueIdentifier InIdentifier, bool bCallCompleted);
UEBLACKMAGICDESIGN_API bool SendVideoFrameData(const FChannelInfo& InChannelInfo, const FFrameDescriptor& InFrame);
};

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@@ -2,10 +2,10 @@
#pragma once
#ifdef UE4BLACKMAGICDESIGN_EXPORTS
#define UE4BLACKMAGICDESIGN_REFPTR_API __declspec(dllexport)
#ifdef UEBLACKMAGICDESIGN_EXPORTS
#define UEBLACKMAGICDESIGN_REFPTR_API __declspec(dllexport)
#else
#define UE4BLACKMAGICDESIGN_REFPTR_API __declspec(dllimport)
#define UEBLACKMAGICDESIGN_REFPTR_API __declspec(dllimport)
#endif
namespace BlackmagicDesign