Files
UnrealEngineUWP/Engine/Source/Runtime/AVEncoder/Private/Microsoft/AVEncoderMicrosoftCommon.h
Marc Audy 7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00

218 lines
5.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AVEncoder.h"
#include "AVEncoderCommon.h"
#if AVENCODER_SUPPORTED_MICROSOFT_PLATFORM
//
// Windows only include
//
#if PLATFORM_WINDOWS
THIRD_PARTY_INCLUDES_START
#include "Windows/AllowWindowsPlatformTypes.h"
#include "Windows/PreWindowsApi.h"
#include <d3d11.h>
#include <mftransform.h>
#include <mfapi.h>
#include <mferror.h>
#include <mfidl.h>
#include <codecapi.h>
#include <shlwapi.h>
#include <mfreadwrite.h>
#include <d3d11_1.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include "Windows/PostWindowsApi.h"
#include "Windows/HideWindowsPlatformTypes.h"
THIRD_PARTY_INCLUDES_END
#include "D3D11State.h"
#include "D3D11Resources.h"
#endif
//
// XboxOne only includes
//
#if PLATFORM_XBOXONE
#include "XboxCommonAllowPlatformTypes.h"
#include "XboxCommonPreApi.h"
#include <d3d11_x.h>
#include <d3d12_x.h>
#include <d3dx12_x.h>
#include <mftransform.h>
#include <mfapi.h>
#include <mferror.h>
#include <mfidl.h>
#include <codecapi.h>
#include <mfreadwrite.h>
#include "XboxCommonPostApi.h"
#include "XboxCommonHidePlatformTypes.h"
#endif
#define WMFMEDIA_SUPPORTED_PLATFORM (PLATFORM_WINDOWS && (WINVER >= 0x0600 /*Vista*/) && !UE_SERVER)
namespace AVEncoder
{
inline const FString GetComErrorDescription(HRESULT Res)
{
const uint32 BufSize = 4096;
WIDECHAR buffer[4096];
if (::FormatMessageW(FORMAT_MESSAGE_FROM_SYSTEM,
nullptr,
Res,
MAKELANGID(LANG_NEUTRAL, SUBLANG_NEUTRAL),
buffer,
sizeof(buffer) / sizeof(*buffer),
nullptr))
{
return buffer;
}
else
{
return TEXT("[cannot find error description]");
}
}
#if PLATFORM_WINDOWS
#include "Windows/AllowWindowsPlatformTypes.h"
#elif PLATFORM_XBOXONE
#include "XboxCommonAllowPlatformTypes.h"
#endif
// macro to deal with COM calls inside a function that returns `false` on error
#define CHECK_HR(COM_call)\
{\
HRESULT Res = COM_call;\
if (FAILED(Res))\
{\
UE_LOG(LogAVEncoder, Error, TEXT("`" #COM_call "` failed: 0x%X - %s"), Res, *GetComErrorDescription(Res));\
return false;\
}\
}
// macro to deal with COM calls inside a function that returns `{}` on error
#define CHECK_HR_DEFAULT(COM_call)\
{\
HRESULT Res = COM_call;\
if (FAILED(Res))\
{\
UE_LOG(LogAVEncoder, Error, TEXT("`" #COM_call "` failed: 0x%X - %s"), Res, *GetComErrorDescription(Res));\
return {};\
}\
}
// macro to deal with COM calls inside COM method (that returns HRESULT)
#define CHECK_HR_COM(COM_call)\
{\
HRESULT Res = COM_call;\
if (FAILED(Res))\
{\
UE_LOG(LogAVEncoder, Error, TEXT("`" #COM_call "` failed: 0x%X - %s"), Res, *GetComErrorDescription(Res));\
return Res;\
}\
}
// macro to deal with COM calls inside COM method (that simply returns)
#define CHECK_HR_VOID(COM_call)\
{\
HRESULT Res = COM_call;\
if (FAILED(Res))\
{\
UE_LOG(LogAVEncoder, Error, TEXT("`" #COM_call "` failed: 0x%X - %s"), Res, *GetComErrorDescription(Res));\
return;\
}\
}
#if PLATFORM_WINDOWS
#include "Windows/HideWindowsPlatformTypes.h"
#elif PLATFORM_XBOXONE
#include "XboxCommonHidePlatformTypes.h"
#endif
// following commented include causes name clash between UE4 and Windows `IMediaEventSink`,
// we just need a couple of GUIDs from there so the solution is to duplicate them below
//#include "wmcodecdsp.h"
const GUID CLSID_AACMFTEncoder = { 0x93AF0C51, 0x2275, 0x45d2, { 0xA3, 0x5B, 0xF2, 0xBA, 0x21, 0xCA, 0xED, 0x00 } };
const GUID CLSID_MP3ACMCodecWrapper ={ 0x11103421, 0x354c, 0x4cca, { 0xa7, 0xa3, 0x1a, 0xff, 0x9a, 0x5b, 0x67, 0x01 } };
const GUID CLSID_CMSH264EncoderMFT = { 0x6ca50344, 0x051a, 0x4ded, { 0x97, 0x79, 0xa4, 0x33, 0x05, 0x16, 0x5e, 0x35 } };
const GUID CLSID_VideoProcessorMFT = { 0x88753b26, 0x5b24, 0x49bd, { 0xb2, 0xe7, 0xc, 0x44, 0x5c, 0x78, 0xc9, 0x82 } };
// `MF_LOW_LATENCY` is defined in "mfapi.h" for >= WIN8
// UE4 supports lower Windows versions at the moment and so `WINVER` is < `_WIN32_WINNT_WIN8`
// to be able to use `MF_LOW_LATENCY` with default UE4 build we define it ourselves and check actual
// Windows version in runtime
#if (WINVER < _WIN32_WINNT_WIN8)
const GUID MF_LOW_LATENCY = { 0x9c27891a, 0xed7a, 0x40e1,{ 0x88, 0xe8, 0xb2, 0x27, 0x27, 0xa0, 0x24, 0xee } };
#endif
#if PLATFORM_WINDOWS
ID3D11Device* GetUE4DxDevice();
#elif PLATFORM_XBOXONE
ID3D12Device* GetUE4DxDevice();
#endif
// scope-disable particular DX11 Debug Layer errors
#if PLATFORM_WINDOWS
class FScopeDisabledDxDebugErrors final
{
private:
public:
FScopeDisabledDxDebugErrors(TArray<D3D11_MESSAGE_ID>&& ErrorsToDisable)
{
TRefCountPtr<ID3D11Debug> Debug;
HRESULT HRes = GetUE4DxDevice()->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast<void**>(Debug.GetInitReference()));
if (HRes == E_NOINTERFACE)
{
// Debug Layer is not enabled, so no need to disable its errors
return;
}
if (!SUCCEEDED(HRes) ||
!SUCCEEDED(HRes = Debug->QueryInterface(__uuidof(ID3D11InfoQueue), reinterpret_cast<void**>(InfoQueue.GetInitReference()))))
{
UE_LOG(LogAVEncoder, VeryVerbose, TEXT("Failed to get ID3D11InfoQueue: 0x%X - %s"), HRes, *GetComErrorDescription(HRes));
return;
}
D3D11_INFO_QUEUE_FILTER filter = {};
filter.DenyList.NumIDs = ErrorsToDisable.Num();
filter.DenyList.pIDList = ErrorsToDisable.GetData();
bSucceeded = SUCCEEDED(InfoQueue->PushStorageFilter(&filter));
}
~FScopeDisabledDxDebugErrors()
{
if (bSucceeded)
{
InfoQueue->PopStorageFilter();
}
}
private:
TRefCountPtr<ID3D11InfoQueue> InfoQueue;
bool bSucceeded = false;
};
#endif
} // namespace AVEncoder
#endif // AVENCODER_SUPPORTED_MICROSOFT_PLATFORM