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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]
47 lines
1.0 KiB
C++
47 lines
1.0 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "EncoderDevice.h"
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#if PLATFORM_WINDOWS
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FEncoderDevice::FEncoderDevice()
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{
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if (GDynamicRHI)
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{
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ID3D11Device* D3D11Device = GetUE4DxDevice();
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IDXGIDevice* DXGIDevice = nullptr;
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CHECK_HR_VOID(D3D11Device->QueryInterface(__uuidof(IDXGIDevice), (LPVOID*)&DXGIDevice));
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IDXGIAdapter* Adapter;
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CHECK_HR_VOID(DXGIDevice->GetAdapter(&Adapter));
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D3D_DRIVER_TYPE DriverType = D3D_DRIVER_TYPE_UNKNOWN;
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uint32 DeviceFlags = D3D11Device->GetCreationFlags();
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D3D_FEATURE_LEVEL FeatureLevel = D3D11Device->GetFeatureLevel();
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D3D_FEATURE_LEVEL ActualFeatureLevel;
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CHECK_HR_VOID(D3D11CreateDevice(
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Adapter,
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DriverType,
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NULL,
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DeviceFlags,
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&FeatureLevel,
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1,
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D3D11_SDK_VERSION,
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Device.GetInitReference(),
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&ActualFeatureLevel,
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DeviceContext.GetInitReference()
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));
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DXGIDevice->Release();
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}
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else
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{
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UE_LOG(GameplayMediaEncoder, Error, TEXT("Attempting to create Encoder Device without existing RHI"));
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}
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}
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#endif
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