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#jira none #rb zach.bethel, mihnea.balta, florin.pascu #preflight 61312f4a79ce170001d4a79e #ROBOMERGE-SOURCE: CL 17422777 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139) #ROBOMERGE[bot1]: emt [CL 17422941 by christopher waters in ue5-release-engine-test branch]
831 lines
26 KiB
C++
831 lines
26 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GameplayMediaEncoder.h"
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#include "Engine/GameEngine.h"
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#include "HAL/IConsoleManager.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Modules/ModuleManager.h"
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#include "RendererInterface.h"
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#include "ScreenRendering.h"
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#include "ShaderCore.h"
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#include "PipelineStateCache.h"
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#include "ProfilingDebugging/CsvProfiler.h"
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#include "IbmLiveStreaming.h"
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#include "VideoEncoderFactory.h"
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#include "VideoEncoderInput.h"
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#include "ClearQuad.h"
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#include "CommonRenderResources.h"
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#include "AudioEncoderFactory.h"
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DEFINE_LOG_CATEGORY(GameplayMediaEncoder);
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CSV_DEFINE_CATEGORY(GameplayMediaEncoder, true);
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// right now we support only 48KHz audio sample rate as it's the only config UE seems to output
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// WMF AAC encoder supports also 44100Hz so its support can be easily added
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const uint32 HardcodedAudioSamplerate = 48000;
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// for now we downsample to stereo. WMF AAC encoder also supports 6 (5.1) channels
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// so it can be added too
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const uint32 HardcodedAudioNumChannels = 2;
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// currently neither IVideoRecordingSystem neither HighlightFeature APIs allow to configure
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// audio stream parameters
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const uint32 HardcodedAudioBitrate = 192000;
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// currently neither IVideoRecordingSystem neither HighlightFeature APIs allow to configure
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// video stream parameters
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#if PLATFORM_WINDOWS
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const uint32 HardcodedVideoFPS = 60;
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#else
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const uint32 HardcodedVideoFPS = 30;
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#endif
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const uint32 HardcodedVideoBitrate = 20000000;
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const uint32 MinVideoBitrate = 1000000;
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const uint32 MaxVideoBitrate = 20000000;
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const uint32 MinVideoFPS = 10;
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const uint32 MaxVideoFPS = 60;
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const uint32 MaxWidth = 1920;
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const uint32 MaxHeight = 1080;
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FAutoConsoleCommand GameplayMediaEncoderInitialize(
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TEXT("GameplayMediaEncoder.Initialize"),
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TEXT("Constructs the audio/video encoding objects. Does not start encoding"),
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FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::InitializeCmd)
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);
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FAutoConsoleCommand GameplayMediaEncoderStart(
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TEXT("GameplayMediaEncoder.Start"),
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TEXT("Starts encoding"),
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FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::StartCmd)
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);
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FAutoConsoleCommand GameplayMediaEncoderStop(
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TEXT("GameplayMediaEncoder.Stop"),
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TEXT("Stops encoding"),
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FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::StopCmd)
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);
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FAutoConsoleCommand GameplayMediaEncoderShutdown(
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TEXT("GameplayMediaEncoder.Shutdown"),
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TEXT("Releases all systems."),
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FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::ShutdownCmd)
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);
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//////////////////////////////////////////////////////////////////////////
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//
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// FGameplayMediaEncoder
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//
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//////////////////////////////////////////////////////////////////////////
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FGameplayMediaEncoder* FGameplayMediaEncoder::Singleton = nullptr;
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FGameplayMediaEncoder* FGameplayMediaEncoder::Get()
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{
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if (!Singleton)
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{
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Singleton = new FGameplayMediaEncoder();
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}
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return Singleton;
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}
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FGameplayMediaEncoder::FGameplayMediaEncoder()
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{
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}
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FGameplayMediaEncoder::~FGameplayMediaEncoder()
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{
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Shutdown();
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}
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bool FGameplayMediaEncoder::RegisterListener(IGameplayMediaEncoderListener* Listener)
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{
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check(IsInGameThread());
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FScopeLock Lock(&ListenersCS);
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if (Listeners.Num() == 0)
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{
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Registering the first listener"));
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if (!Start())
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{
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return false;
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}
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}
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Listeners.AddUnique(Listener);
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return true;
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}
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void FGameplayMediaEncoder::UnregisterListener(IGameplayMediaEncoderListener* Listener)
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{
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check(IsInGameThread());
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ListenersCS.Lock();
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Listeners.Remove(Listener);
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bool bAnyListenersLeft = Listeners.Num() > 0;
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ListenersCS.Unlock();
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if (bAnyListenersLeft == false)
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{
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Unregistered the last listener"));
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Stop();
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}
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}
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bool FGameplayMediaEncoder::Initialize()
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{
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MemoryCheckpoint("Initial");
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if (VideoEncoder)
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{
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Already initialized"));
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return true;
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}
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// If some error occurs, call Shutdown to cleanup
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bool bIsOk = false;
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ON_SCOPE_EXIT
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{
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if (!bIsOk)
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{
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Shutdown();
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}
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};
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//
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// Audio
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//
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AVEncoder::FAudioEncoderFactory* AudioEncoderFactory = AVEncoder::FAudioEncoderFactory::FindFactory("aac");
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if (!AudioEncoderFactory)
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{
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UE_LOG(GameplayMediaEncoder, Error, TEXT("No audio encoder for aac found"));
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return false;
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}
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AudioEncoder = AudioEncoderFactory->CreateEncoder("aac");
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if (!AudioEncoder)
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{
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UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not create audio encoder"));
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return false;
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}
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AVEncoder::FAudioConfig AudioConfig;
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AudioConfig.Samplerate = HardcodedAudioSamplerate;
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AudioConfig.NumChannels = HardcodedAudioNumChannels;
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AudioConfig.Bitrate = HardcodedAudioBitrate;
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if (!AudioEncoder->Initialize(AudioConfig))
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{
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UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not initialize audio encoder"));
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return false;
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}
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AudioEncoder->RegisterListener(*this);
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MemoryCheckpoint("Audio encoder initialized");
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//
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// Video
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//
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VideoConfig.Codec = "h264";
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VideoConfig.Height = VideoConfig.Width = VideoConfig.Framerate = VideoConfig.Bitrate = 0;
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FParse::Value(FCommandLine::Get(), TEXT("GameplayMediaEncoder.ResY="), VideoConfig.Height);
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UE_LOG(GameplayMediaEncoder, Log, TEXT("GameplayMediaEncoder.ResY = %d"), VideoConfig.Height);
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if (VideoConfig.Height == 0 || VideoConfig.Height == 720)
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{
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VideoConfig.Width = 1280;
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VideoConfig.Height = 720;
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}
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else if (VideoConfig.Height == 1080)
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{
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VideoConfig.Width = 1920;
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VideoConfig.Height = 1080;
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}
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else
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{
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UE_LOG(GameplayMediaEncoder, Fatal, TEXT("GameplayMediaEncoder.ResY can only have a value of 720 or 1080"));
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return false;
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}
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// Specifying 0 will completely disable frame skipping (therefore encoding as many frames as possible)
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FParse::Value(FCommandLine::Get(), TEXT("GameplayMediaEncoder.FPS="), VideoConfig.Framerate);
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if (VideoConfig.Framerate == 0)
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{
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// Note : When disabling frame skipping, we lie to the encoder when initializing.
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// We still specify a framerate, but then feed frames without skipping
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VideoConfig.Framerate = HardcodedVideoFPS;
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bDoFrameSkipping = false;
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Uncapping FPS"));
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}
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else
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{
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VideoConfig.Framerate = FMath::Clamp(VideoConfig.Framerate, (uint32)MinVideoFPS, (uint32)MaxVideoFPS);
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bDoFrameSkipping = true;
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Capping FPS %u"), VideoConfig.Framerate);
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}
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VideoConfig.Bitrate = HardcodedVideoBitrate;
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FParse::Value(FCommandLine::Get(), TEXT("GameplayMediaEncoder.Bitrate="), VideoConfig.Bitrate);
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VideoConfig.Bitrate = FMath::Clamp(VideoConfig.Bitrate, (uint32)MinVideoBitrate, (uint32)MaxVideoBitrate);
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AVEncoder::FVideoEncoder::FLayerConfig videoInit;
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videoInit.Width = VideoConfig.Width;
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videoInit.Height = VideoConfig.Height;
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videoInit.MaxBitrate = MaxVideoBitrate;
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videoInit.TargetBitrate = VideoConfig.Bitrate;
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videoInit.MaxFramerate = VideoConfig.Framerate;
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if (GDynamicRHI)
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{
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FString RHIName = GDynamicRHI->GetName();
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#if PLATFORM_WINDOWS
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if (RHIName == TEXT("D3D11"))
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VideoEncoderInput = AVEncoder::FVideoEncoderInput::CreateForD3D11(GDynamicRHI->RHIGetNativeDevice(), VideoConfig.Width, VideoConfig.Height, true);
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else if (RHIName == TEXT("D3D12"))
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VideoEncoderInput = AVEncoder::FVideoEncoderInput::CreateForD3D12(GDynamicRHI->RHIGetNativeDevice(), VideoConfig.Width, VideoConfig.Height, true);
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else
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#endif
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#if WITH_CUDA
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VideoEncoderInput = AVEncoder::FVideoEncoderInput::CreateForCUDA(FModuleManager::GetModuleChecked<FCUDAModule>("CUDA").GetCudaContext(), VideoConfig.Width, VideoConfig.Height, true);
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#else
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unimplemented();
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#endif
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}
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auto& Available = AVEncoder::FVideoEncoderFactory::Get().GetAvailable();
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VideoEncoder = AVEncoder::FVideoEncoderFactory::Get().Create(Available[0].ID, VideoEncoderInput, videoInit);
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VideoEncoder->SetOnEncodedPacket([this](uint32 LayerIndex, const AVEncoder::FVideoEncoderInputFrame* Frame, const AVEncoder::FCodecPacket& Packet) {
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OnEncodedVideoFrame(LayerIndex, Frame, Packet);
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});
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if (!VideoEncoder)
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{
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UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not create video encoder"));
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return false;
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}
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MemoryCheckpoint("Video encoder initialized");
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bIsOk = true; // So Shutdown is not called due to the ON_SCOPE_EXIT
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return true;
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}
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bool FGameplayMediaEncoder::Start()
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{
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if (StartTime != 0)
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{
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Already running"));
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return true;
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}
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if (!VideoEncoder)
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{
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Not initialized yet , so also performing a Intialize()"));
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if (!Initialize())
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{
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return false;
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}
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}
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StartTime = FTimespan::FromSeconds(FPlatformTime::Seconds());
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AudioClock = 0;
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NumCapturedFrames = 0;
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//
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// subscribe to engine delegates for audio output and back buffer
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//
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FAudioDeviceHandle AudioDevice = GEngine->GetMainAudioDevice();
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if (AudioDevice)
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{
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bAudioFormatChecked = false;
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AudioDevice->RegisterSubmixBufferListener(this);
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}
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FSlateApplication::Get().GetRenderer()->OnBackBufferReadyToPresent().AddRaw(this, &FGameplayMediaEncoder::OnFrameBufferReady);
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return true;
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}
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void FGameplayMediaEncoder::Stop()
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{
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check(IsInGameThread());
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if (StartTime == 0)
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{
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Not running"));
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return;
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}
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if (UGameEngine* GameEngine = Cast<UGameEngine>(GEngine))
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{
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FAudioDevice* AudioDevice = GameEngine->GetMainAudioDeviceRaw();
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if (AudioDevice)
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{
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AudioDevice->UnregisterSubmixBufferListener(this);
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}
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if (FSlateApplication::IsInitialized())
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{
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FSlateApplication::Get().GetRenderer()->OnBackBufferReadyToPresent().RemoveAll(this);
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}
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}
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StartTime = 0;
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AudioClock = 0;
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}
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AVEncoder::FAudioConfig FGameplayMediaEncoder::GetAudioConfig() const
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{
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if (AudioEncoder)
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{
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auto codec = AudioEncoder->GetType();
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auto config = AudioEncoder->GetConfig();
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return { codec, config.Samplerate, config.NumChannels, config.Bitrate };
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}
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else
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{
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return {};
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}
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}
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void FGameplayMediaEncoder::Shutdown()
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{
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if (StartTime != 0)
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{
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UE_LOG(GameplayMediaEncoder, Log, TEXT("Currently running, so also performing a Stop()"));
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Stop();
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}
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{
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FScopeLock Lock(&AudioProcessingCS);
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if (AudioEncoder)
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{
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//AudioEncoder->Reset();
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AudioEncoder->Shutdown();
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AudioEncoder.Reset();
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}
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}
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{
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FScopeLock Lock(&VideoProcessingCS);
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if (VideoEncoder)
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{
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VideoEncoder->Shutdown();
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VideoEncoder.Reset();
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BackBuffers.Empty();
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}
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}
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}
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FTimespan FGameplayMediaEncoder::GetMediaTimestamp() const
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{
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return FTimespan::FromSeconds(FPlatformTime::Seconds()) - StartTime;
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}
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void FGameplayMediaEncoder::OnNewSubmixBuffer(const USoundSubmix* OwningSubmix, float* AudioData, int32 NumSamples, int32 NumChannels, const int32 SampleRate, double /*AudioClock*/)
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{
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CSV_SCOPED_TIMING_STAT(GameplayMediaEncoder, OnNewSubmixBuffer);
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if (SampleRate != HardcodedAudioSamplerate)
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{
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// Only report the problem once
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if (!bAudioFormatChecked)
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{
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bAudioFormatChecked = true;
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UE_LOG(GameplayMediaEncoder, Error, TEXT("Audio SampleRate needs to be %d HZ, current value is %d. VideoRecordingSystem won't record audio"), HardcodedAudioSamplerate, SampleRate);
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}
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return;
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}
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ProcessAudioFrame(AudioData, NumSamples, NumChannels, SampleRate);
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}
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void FGameplayMediaEncoder::OnFrameBufferReady(SWindow& SlateWindow, const FTexture2DRHIRef& FrameBuffer)
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{
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CSV_SCOPED_TIMING_STAT(GameplayMediaEncoder, OnBackBufferReady);
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check(IsInRenderingThread());
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ProcessVideoFrame(FrameBuffer);
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}
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void FGameplayMediaEncoder::FloatToPCM16(float const* floatSamples, int32 numSamples, TArray<int16>& out) const
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{
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out.Reset(numSamples);
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out.AddZeroed(numSamples);
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float const* ptr = floatSamples;
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for (auto&& sample : out)
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{
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int32 N = *ptr >= 0 ? *ptr * int32(MAX_int16) : *ptr * (int32(MAX_int16) + 1);
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sample = static_cast<int16>(FMath::Clamp(N, int32(MIN_int16), int32(MAX_int16)));
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ptr++;
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}
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}
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void FGameplayMediaEncoder::ProcessAudioFrame(const float* AudioData, int32 NumSamples, int32 NumChannels, int32 SampleRate)
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{
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//// convert to PCM data
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//TArray<int16> conversionBuffer;
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//FloatToPCM16(AudioData, NumSamples, conversionBuffer);
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//// add to any remainder data
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//PCM16.Append(conversionBuffer);
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//// encode the 10ms blocks
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//size_t const encodeBlockSize = AudioConfig.Samplerate / 100 * AudioConfig.NumChannels;
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//int32 bufferSize = PCM16.Num();
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//auto timestamp = GetMediaTimestamp().GetTicks();
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//auto bufferStart = PCM16.GetData();
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//while (bufferSize >= encodeBlockSize)
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//{
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// rtc::Buffer encoded;
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// auto encodedInfo = AudioEncoder->Encode(timestamp, { bufferStart, encodeBlockSize }, &encoded);
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// if (encodedInfo.encoded_bytes > 0 || encodedInfo.send_even_if_empty)
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// OnEncodedAudioFrame(encodedInfo, &encoded);
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// timestamp += 10 * ETimespan::TicksPerMillisecond;
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// bufferStart += encodeBlockSize;
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// bufferSize -= encodeBlockSize;
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//}
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//// move the remainder to the start of the buffer
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//int32 const remainderIdx = bufferStart - PCM16.GetData();
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//for (int32 i = 0; i < bufferSize; ++i)
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//{
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// PCM16[i] = PCM16[remainderIdx + i];
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//}
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//PCM16.SetNum(bufferSize, false);
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Audio::AlignedFloatBuffer InData;
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InData.Append(AudioData, NumSamples);
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Audio::TSampleBuffer<float> FloatBuffer(InData, NumChannels, SampleRate);
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// Mix to stereo if required, since PixelStreaming only accept stereo at the moment
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if (FloatBuffer.GetNumChannels() != HardcodedAudioNumChannels)
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{
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FloatBuffer.MixBufferToChannels(HardcodedAudioNumChannels);
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}
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// Adjust the AudioClock if for some reason it falls behind real time. This can happen if the game spikes, or if we break into the debugger.
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FTimespan Now = GetMediaTimestamp();
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if (AudioClock < Now.GetTotalSeconds())
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{
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UE_LOG(GameplayMediaEncoder, Warning, TEXT("Audio clock falling behind real time clock by %.3f seconds. Ajusting audio clock"), Now.GetTotalSeconds()-AudioClock);
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// Put it slightly ahead of the real time clock
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AudioClock = Now.GetTotalSeconds() + (FloatBuffer.GetSampleDuration() / 2);
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}
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// Convert to signed PCM 16-bits
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//PCM16.Reset(FloatBuffer.GetNumSamples());
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//PCM16.AddZeroed(FloatBuffer.GetNumSamples());
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//int blockSize = AudioConfig.Samplerate / 100 * AudioConfig.NumChannels;
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//PCM16.Reset(blockSize);
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//PCM16.AddZeroed(blockSize);
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//const float* Ptr = reinterpret_cast<const float*>(FloatBuffer.GetData());
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//auto timestamp = GetMediaTimestamp().GetTotalMilliseconds();
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//for (int i = 0; i < NumSamples * NumChannels; ++i)
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//{
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// int u;
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// for (u = 0; u < blockSize && i < NumSamples; ++u, ++i, ++Ptr)
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// {
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// int32 N = *Ptr >= 0 ? *Ptr * int32(MAX_int16) : *Ptr * (int32(MAX_int16) + 1);
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// PCM16[u] = static_cast<int16>(FMath::Clamp(N, int32(MIN_int16), int32(MAX_int16)));
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// }
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// rtc::Buffer encoded;
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// auto encodedInfo = AudioEncoder->Encode(timestamp, { PCM16.GetData(), static_cast<size_t>(u) }, &encoded);
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// OnEncodedAudioFrame(encodedInfo, &encoded);
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// timestamp += 10;
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//}
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//for (int16& S : PCM16)
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//{
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// int32 N = *Ptr >= 0 ? *Ptr * int32(MAX_int16) : *Ptr * (int32(MAX_int16) + 1);
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// S = static_cast<int16>(FMath::Clamp(N, int32(MIN_int16), int32(MAX_int16)));
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// Ptr++;
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//}
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////rtc::ArrayView<const int16_t> audio(PCM16.GetData(), FloatBuffer.GetNumSamples());
|
|
//rtc::ArrayView<const int16_t> audio(PCM16.GetData(), blockSize);
|
|
//auto testSampleRate = AudioEncoder->SampleRateHz();
|
|
//auto testNumChannels = AudioEncoder->NumChannels();
|
|
//check(testSampleRate == AudioConfig.Samplerate);
|
|
//check(testNumChannels == AudioConfig.NumChannels);
|
|
//auto timestamp = GetMediaTimestamp().GetTotalMilliseconds();
|
|
//auto encodedInfo = AudioEncoder->Encode(timestamp, audio, &encoded);
|
|
//OnEncodedAudioFrame(encodedInfo, &encoded);
|
|
|
|
AVEncoder::FAudioFrame Frame;
|
|
Frame.Timestamp = FTimespan::FromSeconds(AudioClock);
|
|
Frame.Duration = FTimespan::FromSeconds(FloatBuffer.GetSampleDuration());
|
|
FloatBuffer.Clamp();
|
|
Frame.Data = FloatBuffer;
|
|
AudioEncoder->Encode(Frame);
|
|
|
|
AudioClock += FloatBuffer.GetSampleDuration();
|
|
}
|
|
|
|
void FGameplayMediaEncoder::ProcessVideoFrame(const FTexture2DRHIRef& FrameBuffer)
|
|
{
|
|
FScopeLock Lock(&VideoProcessingCS);
|
|
|
|
FTimespan Now = GetMediaTimestamp();
|
|
|
|
if (bDoFrameSkipping)
|
|
{
|
|
uint64 NumExpectedFrames = static_cast<uint64>(Now.GetTotalSeconds() * VideoConfig.Framerate);
|
|
UE_LOG(GameplayMediaEncoder, VeryVerbose, TEXT("time %.3f: captured %d, expected %d"), Now.GetTotalSeconds(), NumCapturedFrames + 1, NumExpectedFrames);
|
|
if (NumCapturedFrames + 1 > NumExpectedFrames)
|
|
{
|
|
UE_LOG(GameplayMediaEncoder, Verbose, TEXT("Framerate control dropped captured frame"));
|
|
return;
|
|
}
|
|
}
|
|
|
|
UpdateVideoConfig();
|
|
|
|
AVEncoder::FVideoEncoderInputFrame* InputFrame = ObtainInputFrame();
|
|
const int32 FrameId = InputFrame->GetFrameID();
|
|
InputFrame->SetTimestampUs(Now.GetTicks());
|
|
|
|
CopyTexture(FrameBuffer, BackBuffers[InputFrame]);
|
|
|
|
AVEncoder::FVideoEncoder::FEncodeOptions EncodeOptions;
|
|
VideoEncoder->Encode(InputFrame, EncodeOptions);
|
|
|
|
LastVideoInputTimestamp = Now;
|
|
NumCapturedFrames++;
|
|
}
|
|
|
|
AVEncoder::FVideoEncoderInputFrame* FGameplayMediaEncoder::ObtainInputFrame()
|
|
{
|
|
AVEncoder::FVideoEncoderInputFrame* InputFrame = VideoEncoderInput->ObtainInputFrame();
|
|
|
|
if (!BackBuffers.Contains(InputFrame))
|
|
{
|
|
#if PLATFORM_WINDOWS
|
|
FString RHIName = GDynamicRHI->GetName();
|
|
if (RHIName == TEXT("D3D11"))
|
|
{
|
|
FRHIResourceCreateInfo CreateInfo(TEXT("VideoCapturerBackBuffer"));
|
|
FTexture2DRHIRef Texture = GDynamicRHI->RHICreateTexture2D(VideoConfig.Width, VideoConfig.Height, EPixelFormat::PF_B8G8R8A8, 1, 1, TexCreate_Shared | TexCreate_RenderTargetable | TexCreate_UAV, ERHIAccess::CopyDest, CreateInfo);
|
|
InputFrame->SetTexture((ID3D11Texture2D*)Texture->GetNativeResource(), [&, InputFrame](ID3D11Texture2D* NativeTexture) { BackBuffers.Remove(InputFrame); });
|
|
BackBuffers.Add(InputFrame, Texture);
|
|
}
|
|
else if (RHIName == TEXT("D3D12"))
|
|
{
|
|
FRHIResourceCreateInfo CreateInfo(TEXT("VideoCapturerBackBuffer"));
|
|
FTexture2DRHIRef Texture = GDynamicRHI->RHICreateTexture2D(VideoConfig.Width, VideoConfig.Height, EPixelFormat::PF_B8G8R8A8, 1, 1, TexCreate_Shared | TexCreate_RenderTargetable | TexCreate_UAV, ERHIAccess::CopyDest, CreateInfo);
|
|
InputFrame->SetTexture((ID3D12Resource*)Texture->GetNativeResource(), [&, InputFrame](ID3D12Resource* NativeTexture) { BackBuffers.Remove(InputFrame); });
|
|
BackBuffers.Add(InputFrame, Texture);
|
|
}
|
|
#endif // PLATFORM_WINDOWS
|
|
#if WITH_CUDA
|
|
#if PLATFORM_WINDOWS
|
|
else if (RHIName == TEXT("Vulkan"))
|
|
#endif // PLATFORM_WINDOWS
|
|
{
|
|
FRHIResourceCreateInfo CreateInfo(TEXT("VideoCapturerBackBuffer"));
|
|
|
|
// TODO (M84FIX) Replace with CUDA texture
|
|
// Create a texture that can be exposed to external memory
|
|
FTexture2DRHIRef Texture = GDynamicRHI->RHICreateTexture2D(VideoConfig.Width, VideoConfig.Height, EPixelFormat::PF_B8G8R8A8, 1, 1, TexCreate_Shared | TexCreate_RenderTargetable | TexCreate_UAV, ERHIAccess::CopyDest, CreateInfo);
|
|
|
|
FVulkanTexture2D* VulkanTexture = static_cast<FVulkanTexture2D*>(Texture.GetReference());
|
|
|
|
FVulkanDynamicRHI* device = static_cast<FVulkanDynamicRHI*>(GDynamicRHI)->GetDevice()->GetInstanceHandle();
|
|
|
|
// Get the CUarray to that textures memory making sure the clear it when done
|
|
int fd;
|
|
|
|
{ // Generate VkMemoryGetFdInfoKHR
|
|
VkMemoryGetFdInfoKHR vkMemoryGetFdInfoKHR = {};
|
|
vkMemoryGetFdInfoKHR.sType = VK_STRUCTURE_TYPE_MEMORY_GET_FD_INFO_KHR;
|
|
vkMemoryGetFdInfoKHR.pNext = NULL;
|
|
vkMemoryGetFdInfoKHR.memory = VulkanTexture->Surface.GetAllocationHandle();
|
|
vkMemoryGetFdInfoKHR.handleType =
|
|
VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD_BIT_KHR;
|
|
|
|
auto fpGetMemoryFdKHR = (PFN_vkGetMemoryFdKHR)VulkanRHI::vkGetDeviceProcAddr(device, "vkGetMemoryFdKHR");
|
|
VERIFYVULKANRESULT(fpGetMemoryFdKHR(device, &vkMemoryGetFdInfoKHR, &fd));
|
|
}
|
|
|
|
cuCtxPushCurrent(FModuleManager::GetModuleChecked<FCUDAModule>("CUDA").GetCudaContext());
|
|
|
|
CUexternalMemory mappedExternalMemory = nullptr;
|
|
|
|
{
|
|
// generate a cudaExternalMemoryHandleDesc
|
|
CUDA_EXTERNAL_MEMORY_HANDLE_DESC cudaExtMemHandleDesc = {};
|
|
cudaExtMemHandleDesc.type = CU_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_FD;
|
|
cudaExtMemHandleDesc.handle.fd = fd;
|
|
cudaExtMemHandleDesc.size = VulkanTexture->Surface.GetAllocationOffset() + VulkanTexture->Surface.GetMemorySize();
|
|
|
|
// import external memory
|
|
auto result = cuImportExternalMemory(&mappedExternalMemory, &cudaExtMemHandleDesc);
|
|
if (result != CUDA_SUCCESS)
|
|
{
|
|
UE_LOG(PixelStreamer, Error, TEXT("Failed to import external memory from vulkan error: %d"), result);
|
|
}
|
|
}
|
|
|
|
CUmipmappedArray mappedMipArray = nullptr;
|
|
CUarray mappedArray = nullptr;
|
|
|
|
{
|
|
CUDA_EXTERNAL_MEMORY_MIPMAPPED_ARRAY_DESC mipmapDesc = {};
|
|
mipmapDesc.numLevels = 1;
|
|
mipmapDesc.offset = VulkanTexture->Surface.GetAllocationOffset();
|
|
mipmapDesc.arrayDesc.Width = Texture->GetSizeX();
|
|
mipmapDesc.arrayDesc.Height = Texture->GetSizeY();
|
|
mipmapDesc.arrayDesc.Depth = 0;
|
|
mipmapDesc.arrayDesc.NumChannels = 4;
|
|
mipmapDesc.arrayDesc.Format = CU_AD_FORMAT_UNSIGNED_INT8;
|
|
mipmapDesc.arrayDesc.Flags = CUDA_ARRAY3D_SURFACE_LDST | CUDA_ARRAY3D_COLOR_ATTACHMENT;
|
|
|
|
// get the CUarray from the external memory
|
|
auto result = cuExternalMemoryGetMappedMipmappedArray(&mappedMipArray, mappedExternalMemory, &mipmapDesc);
|
|
if (result != CUDA_SUCCESS)
|
|
{
|
|
UE_LOG(PixelStreamer, Error, TEXT("Failed to bind mipmappedArray error: %d"), result);
|
|
}
|
|
}
|
|
|
|
// get the CUarray from the external memory
|
|
CUresult mipMapArrGetLevelErr = cuMipmappedArrayGetLevel(&mappedArray, mappedMipArray, 0);
|
|
if (mipMapArrGetLevelErr != CUDA_SUCCESS)
|
|
{
|
|
UE_LOG(PixelStreamer, Error, TEXT("Failed to bind to mip 0."));
|
|
}
|
|
|
|
cuCtxPopCurrent(NULL);
|
|
|
|
InputFrame->SetTexture(mappedArray, [&, InputFrame](CUarray NativeTexture)
|
|
{
|
|
// free the cuda types
|
|
cuCtxPushCurrent(FModuleManager::GetModuleChecked<FCUDAModule>("CUDA").GetCudaContext());
|
|
|
|
if (mappedArray)
|
|
{
|
|
cuArrayDestroy(mappedArray);
|
|
}
|
|
if (mappedMipArray)
|
|
{
|
|
cuMipmappedArrayDestroy(mappedMipArray);
|
|
}
|
|
if (mappedExternalMemory)
|
|
{
|
|
cuDestroyExternalMemory(mappedExternalMemory);
|
|
}
|
|
|
|
cuCtxPopCurrent(NULL);
|
|
|
|
// finally remove the input frame
|
|
BackBuffers.Remove(InputFrame);
|
|
});
|
|
BackBuffers.Add(InputFrame, Texture);
|
|
}
|
|
#endif // WITH_CUDA
|
|
|
|
UE_LOG(LogTemp, Log, TEXT("%d backbuffers currently allocated"), BackBuffers.Num());
|
|
}
|
|
|
|
return InputFrame;
|
|
}
|
|
|
|
void FGameplayMediaEncoder::SetVideoBitrate(uint32 Bitrate)
|
|
{
|
|
NewVideoBitrate = Bitrate;
|
|
bChangeBitrate = true;
|
|
}
|
|
|
|
void FGameplayMediaEncoder::SetVideoFramerate(uint32 Framerate)
|
|
{
|
|
NewVideoFramerate = FMath::Clamp(Framerate, MinVideoFPS, MaxVideoFPS);
|
|
bChangeFramerate = true;
|
|
}
|
|
|
|
void FGameplayMediaEncoder::UpdateVideoConfig()
|
|
{
|
|
if (bChangeBitrate || bChangeFramerate)
|
|
{
|
|
auto config = VideoEncoder->GetLayerConfig(0);
|
|
|
|
if (bChangeBitrate)
|
|
{
|
|
config.MaxBitrate = MaxVideoBitrate;
|
|
config.TargetBitrate = NewVideoBitrate;
|
|
}
|
|
|
|
if (bChangeFramerate)
|
|
{
|
|
config.MaxFramerate = NewVideoFramerate;
|
|
NumCapturedFrames = 0;
|
|
}
|
|
|
|
VideoEncoder->UpdateLayerConfig(0, config);
|
|
bChangeFramerate = false;
|
|
bChangeBitrate = false;
|
|
}
|
|
}
|
|
|
|
void FGameplayMediaEncoder::OnEncodedAudioFrame(const AVEncoder::FMediaPacket& Packet)
|
|
{
|
|
|
|
FScopeLock Lock(&ListenersCS);
|
|
for (auto&& Listener : Listeners)
|
|
{
|
|
Listener->OnMediaSample(Packet);
|
|
}
|
|
}
|
|
|
|
void FGameplayMediaEncoder::OnEncodedVideoFrame(uint32 LayerIndex, const AVEncoder::FVideoEncoderInputFrame* InputFrame, const AVEncoder::FCodecPacket& Packet)
|
|
{
|
|
AVEncoder::FMediaPacket packet(AVEncoder::EPacketType::Video);
|
|
|
|
packet.Timestamp = InputFrame->GetTimestampUs();
|
|
packet.Duration = 0; // This should probably be 1.0f / fps in ms
|
|
packet.Data = TArray<uint8>(Packet.Data, Packet.DataSize);
|
|
packet.Video.bKeyFrame = Packet.IsKeyFrame;
|
|
packet.Video.Width = InputFrame->GetWidth();
|
|
packet.Video.Height = InputFrame->GetHeight();
|
|
packet.Video.FrameAvgQP = Packet.VideoQP;
|
|
packet.Video.Framerate = VideoConfig.Framerate;
|
|
|
|
FScopeLock Lock(&ListenersCS);
|
|
for (auto&& Listener : Listeners)
|
|
{
|
|
Listener->OnMediaSample(packet);
|
|
}
|
|
|
|
InputFrame->Release();
|
|
}
|
|
|
|
void FGameplayMediaEncoder::CopyTexture(const FTexture2DRHIRef& SourceTexture, FTexture2DRHIRef& DestinationTexture) const
|
|
{
|
|
FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();
|
|
|
|
if (SourceTexture->GetFormat() == DestinationTexture->GetFormat() &&
|
|
SourceTexture->GetSizeXY() == DestinationTexture->GetSizeXY())
|
|
{
|
|
RHICmdList.CopyToResolveTarget(SourceTexture, DestinationTexture, FResolveParams{});
|
|
}
|
|
else // Texture format mismatch, use a shader to do the copy.
|
|
{
|
|
IRendererModule* RendererModule = &FModuleManager::GetModuleChecked<IRendererModule>("Renderer");
|
|
|
|
// #todo-renderpasses there's no explicit resolve here? Do we need one?
|
|
FRHIRenderPassInfo RPInfo(DestinationTexture, ERenderTargetActions::Load_Store);
|
|
|
|
RHICmdList.BeginRenderPass(RPInfo, TEXT("CopyBackbuffer"));
|
|
|
|
{
|
|
RHICmdList.SetViewport(0, 0, 0.0f, DestinationTexture->GetSizeX(), DestinationTexture->GetSizeY(), 1.0f);
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
|
|
|
|
// New engine version...
|
|
FGlobalShaderMap* ShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
|
|
TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
|
|
TShaderMapRef<FScreenPS> PixelShader(ShaderMap);
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
|
|
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
|
|
|
|
if (DestinationTexture->GetSizeX() != SourceTexture->GetSizeX() || DestinationTexture->GetSizeY() != SourceTexture->GetSizeY())
|
|
{
|
|
PixelShader->SetParameters(RHICmdList, TStaticSamplerState<SF_Bilinear>::GetRHI(), SourceTexture);
|
|
}
|
|
else
|
|
{
|
|
PixelShader->SetParameters(RHICmdList, TStaticSamplerState<SF_Point>::GetRHI(), SourceTexture);
|
|
}
|
|
|
|
RendererModule->DrawRectangle(
|
|
RHICmdList,
|
|
0, 0, // Dest X, Y
|
|
DestinationTexture->GetSizeX(), // Dest Width
|
|
DestinationTexture->GetSizeY(), // Dest Height
|
|
0, 0, // Source U, V
|
|
1, 1, // Source USize, VSize
|
|
DestinationTexture->GetSizeXY(), // Target buffer size
|
|
FIntPoint(1, 1), // Source texture size
|
|
VertexShader,
|
|
EDRF_Default);
|
|
}
|
|
|
|
RHICmdList.EndRenderPass();
|
|
}
|
|
}
|