Files
UnrealEngine/Engine/Source/Runtime/AVEncoder/Private/MicrosoftCommon.h
2025-05-18 13:04:45 +08:00

157 lines
4.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "VideoCommon.h"
#if PLATFORM_MICROSOFT
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]");
}
}
#include "Microsoft/AllowMicrosoftPlatformTypes.h"
// 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;\
}\
}
#include "Microsoft/HideMicrosoftPlatformTypes.h"
// 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();
//
//#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 // PLATFORM_MICROSOFT