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- Brings over the necessary engine changes for embedding UE4 mobile as a dylib/so in native mobile app - Various changes for facial animation, screen recording, others - ARKit and ARCore plugins were removed, as deemed "not ready" #rb many people #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: josh.adams #ROBOMERGE-SOURCE: CL 5201138 via CL 5203024 via CL 5226277 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5244512 by josh adams in Dev-VR branch]
56 lines
1.8 KiB
C++
56 lines
1.8 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "BaseVideoEncoder.h"
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GAMEPLAYMEDIAENCODER_START
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FBaseVideoEncoder::FBaseVideoEncoder(const FOutputSampleCallback& OutputCallback)
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: OutputCallback(OutputCallback)
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{
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}
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bool FBaseVideoEncoder::GetOutputType(TRefCountPtr<IMFMediaType>& OutType)
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{
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OutType = OutputType;
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return true;
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}
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bool FBaseVideoEncoder::Initialize(const FVideoEncoderConfig& InConfig)
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{
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UE_LOG(GameplayMediaEncoder, Log, TEXT("VideoEncoder config: %dx%d, %d FPS, %.2f Mbps"), InConfig.Width, InConfig.Height, InConfig.Framerate, InConfig.Bitrate / 1000000.0f);
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CHECK_HR(MFCreateMediaType(OutputType.GetInitReference()));
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CHECK_HR(OutputType->SetGUID(MF_MT_MAJOR_TYPE, MFMediaType_Video));
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CHECK_HR(OutputType->SetGUID(MF_MT_SUBTYPE, MFVideoFormat_H264));
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CHECK_HR(OutputType->SetUINT32(MF_MT_AVG_BITRATE, InConfig.Bitrate));
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CHECK_HR(MFSetAttributeRatio(OutputType, MF_MT_FRAME_RATE, InConfig.Framerate, 1));
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CHECK_HR(MFSetAttributeSize(OutputType, MF_MT_FRAME_SIZE, InConfig.Width, InConfig.Height));
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CHECK_HR(MFSetAttributeRatio(OutputType, MF_MT_PIXEL_ASPECT_RATIO, 1, 1));
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CHECK_HR(OutputType->SetUINT32(MF_MT_INTERLACE_MODE, MFVideoInterlace_Progressive));
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Config = InConfig;
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return true;
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}
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bool FBaseVideoEncoder::SetBitrate(uint32 Bitrate)
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{
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check(IsInRenderingThread()); // encoders apply these changes immediately and not thread-safely
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CHECK_HR(OutputType->SetUINT32(MF_MT_AVG_BITRATE, Bitrate));
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Config.Bitrate = Bitrate;
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return true;
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}
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bool FBaseVideoEncoder::SetFramerate(uint32 Framerate)
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{
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check(IsInRenderingThread()); // encoders apply these changes immediately and not thread-safely
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CHECK_HR(MFSetAttributeRatio(OutputType, MF_MT_FRAME_RATE, Framerate, 1));
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Config.Framerate = Framerate;
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return true;
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}
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GAMEPLAYMEDIAENCODER_END
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