Files
UnrealEngine/Engine/Source/Runtime/GameplayMediaEncoder/Private/GameplayMediaEncoder.cpp
2025-05-18 13:04:45 +08:00

850 lines
28 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GameplayMediaEncoder.h"
#include "Engine/GameEngine.h"
#include "HAL/IConsoleManager.h"
#include "Framework/Application/SlateApplication.h"
#include "Modules/ModuleManager.h"
#include "RendererInterface.h"
#include "ScreenRendering.h"
#include "ShaderCore.h"
#include "PipelineStateCache.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "IbmLiveStreaming.h"
#include "VideoEncoderFactory.h"
#include "VideoEncoderInput.h"
#include "ClearQuad.h"
#include "CommonRenderResources.h"
#include "AudioEncoderFactory.h"
DEFINE_LOG_CATEGORY(GameplayMediaEncoder);
CSV_DEFINE_CATEGORY(GameplayMediaEncoder, true);
// right now we support only 48KHz audio sample rate as it's the only config UE4 seems to output
// WMF AAC encoder supports also 44100Hz so its support can be easily added
const uint32 HardcodedAudioSamplerate = 48000;
// for now we downsample to stereo. WMF AAC encoder also supports 6 (5.1) channels
// so it can be added too
const uint32 HardcodedAudioNumChannels = 2;
// currently neither IVideoRecordingSystem neither HighlightFeature APIs allow to configure
// audio stream parameters
const uint32 HardcodedAudioBitrate = 192000;
// currently neither IVideoRecordingSystem neither HighlightFeature APIs allow to configure
// video stream parameters
#if PLATFORM_WINDOWS
const uint32 HardcodedVideoFPS = 60;
#else
const uint32 HardcodedVideoFPS = 30;
#endif
const uint32 HardcodedVideoBitrate = 20000000;
const uint32 MinVideoBitrate = 1000000;
const uint32 MaxVideoBitrate = 20000000;
const uint32 MinVideoFPS = 10;
const uint32 MaxVideoFPS = 60;
const uint32 MaxWidth = 1920;
const uint32 MaxHeight = 1080;
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FAutoConsoleCommand GameplayMediaEncoderInitialize(TEXT("GameplayMediaEncoder.Initialize"), TEXT("Constructs the audio/video encoding objects. Does not start encoding"), FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::InitializeCmd));
FAutoConsoleCommand GameplayMediaEncoderStart(TEXT("GameplayMediaEncoder.Start"), TEXT("Starts encoding"), FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::StartCmd));
FAutoConsoleCommand GameplayMediaEncoderStop(TEXT("GameplayMediaEncoder.Stop"), TEXT("Stops encoding"), FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::StopCmd));
FAutoConsoleCommand GameplayMediaEncoderShutdown(TEXT("GameplayMediaEncoder.Shutdown"), TEXT("Releases all systems."), FConsoleCommandDelegate::CreateStatic(&FGameplayMediaEncoder::ShutdownCmd));
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//////////////////////////////////////////////////////////////////////////
//
// FGameplayMediaEncoder
//
//////////////////////////////////////////////////////////////////////////
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TSharedPtr<FGameplayMediaEncoder, ESPMode::ThreadSafe> FGameplayMediaEncoder::Singleton = { };
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FGameplayMediaEncoder* FGameplayMediaEncoder::Get()
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{
// Constructed and captured as a thread safe shared pointer as this is required by the audio submix listener interface
if(!Singleton.IsValid())
{
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Singleton = MakeShared<FGameplayMediaEncoder>();
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}
return Singleton.Get();
}
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FGameplayMediaEncoder::FGameplayMediaEncoder() {}
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FGameplayMediaEncoder::~FGameplayMediaEncoder()
{
bIsInDestructor = true;
Shutdown();
}
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bool FGameplayMediaEncoder::RegisterListener(IGameplayMediaEncoderListener* Listener)
{
check(IsInGameThread());
ListenersCS.Lock();
bool bFirstListener = Listeners.Num() == 0;
ListenersCS.Unlock();
if(bFirstListener)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Registering the first listener"));
if(!Start())
{
return false;
}
}
FScopeLock Lock(&ListenersCS);
Listeners.AddUnique(Listener);
return true;
}
void FGameplayMediaEncoder::UnregisterListener(IGameplayMediaEncoderListener* Listener)
{
check(IsInGameThread());
ListenersCS.Lock();
Listeners.Remove(Listener);
bool bAnyListenersLeft = Listeners.Num() > 0;
ListenersCS.Unlock();
if(bAnyListenersLeft == false)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Unregistered the last listener"));
Stop();
}
}
bool FGameplayMediaEncoder::Initialize()
{
MemoryCheckpoint("Initial");
if(VideoEncoder)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Already initialized"));
return true;
}
// If some error occurs, call Shutdown to cleanup
bool bIsOk = false;
ON_SCOPE_EXIT
{
if(!bIsOk)
{
Shutdown();
}
};
//
// Audio
//
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AVEncoder::FAudioEncoderFactory* AudioEncoderFactory = AVEncoder::FAudioEncoderFactory::FindFactory("aac");
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if(!AudioEncoderFactory)
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("No audio encoder for aac found"));
return false;
}
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AudioEncoder = AudioEncoderFactory->CreateEncoder("aac");
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if(!AudioEncoder)
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not create audio encoder"));
return false;
}
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AVEncoder::FAudioConfig AudioConfig;
AudioConfig.Samplerate = HardcodedAudioSamplerate;
AudioConfig.NumChannels = HardcodedAudioNumChannels;
AudioConfig.Bitrate = HardcodedAudioBitrate;
if(!AudioEncoder->Initialize(AudioConfig))
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("Could not initialize audio encoder"));
return false;
}
AudioEncoder->RegisterListener(*this);
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MemoryCheckpoint("Audio encoder initialized");
//
// Video
//
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VideoConfig.Codec = "h264";
VideoConfig.Height = VideoConfig.Width = VideoConfig.Framerate = VideoConfig.Bitrate = 0;
FParse::Value(FCommandLine::Get(), TEXT("GameplayMediaEncoder.ResY="), VideoConfig.Height);
UE_LOG(GameplayMediaEncoder, Log, TEXT("GameplayMediaEncoder.ResY = %d"), VideoConfig.Height);
if(VideoConfig.Height == 0 || VideoConfig.Height == 720)
{
VideoConfig.Width = 1280;
VideoConfig.Height = 720;
}
else if(VideoConfig.Height == 1080)
{
VideoConfig.Width = 1920;
VideoConfig.Height = 1080;
}
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else
{
UE_LOG(GameplayMediaEncoder, Fatal, TEXT("GameplayMediaEncoder.ResY can only have a value of 720 or 1080"));
return false;
}
// 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);
if(VideoConfig.Framerate == 0)
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{
// Note : When disabling frame skipping, we lie to the encoder when initializing.
// We still specify a framerate, but then feed frames without skipping
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VideoConfig.Framerate = HardcodedVideoFPS;
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bDoFrameSkipping = false;
UE_LOG(GameplayMediaEncoder, Log, TEXT("Uncapping FPS"));
}
else
{
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VideoConfig.Framerate = FMath::Clamp(VideoConfig.Framerate, (uint32)MinVideoFPS, (uint32)MaxVideoFPS);
UE_LOG(GameplayMediaEncoder, Log, TEXT("Capping FPS %u"), VideoConfig.Framerate);
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bDoFrameSkipping = true;
}
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VideoConfig.Bitrate = HardcodedVideoBitrate;
FParse::Value(FCommandLine::Get(), TEXT("GameplayMediaEncoder.Bitrate="), VideoConfig.Bitrate);
VideoConfig.Bitrate = FMath::Clamp(VideoConfig.Bitrate, (uint32)MinVideoBitrate, (uint32)MaxVideoBitrate);
AVEncoder::FVideoEncoder::FLayerConfig videoInit;
videoInit.Width = VideoConfig.Width;
videoInit.Height = VideoConfig.Height;
videoInit.MaxBitrate = MaxVideoBitrate;
videoInit.TargetBitrate = VideoConfig.Bitrate;
videoInit.MaxFramerate = VideoConfig.Framerate;
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if(GDynamicRHI)
{
const ERHIInterfaceType RHIType = RHIGetInterfaceType();
#if PLATFORM_DESKTOP && !PLATFORM_APPLE
if (RHIType == ERHIInterfaceType::D3D11)
{
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VideoEncoderInput = AVEncoder::FVideoEncoderInput::CreateForD3D11(GDynamicRHI->RHIGetNativeDevice(), true, IsRHIDeviceAMD());
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}
else if (RHIType == ERHIInterfaceType::D3D12)
{
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VideoEncoderInput = AVEncoder::FVideoEncoderInput::CreateForD3D12(GDynamicRHI->RHIGetNativeDevice(), true, IsRHIDeviceNVIDIA());
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}
else if (RHIType == ERHIInterfaceType::Vulkan)
{
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VideoEncoderInput = AVEncoder::FVideoEncoderInput::CreateForVulkan(GDynamicRHI->RHIGetNativeDevice(), true);
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}
else
#endif
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("Video encoding is not supported with the current Platform/RHI combo."));
return false;
}
}
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const TArray<AVEncoder::FVideoEncoderInfo>& AvailableEncodersInfo = AVEncoder::FVideoEncoderFactory::Get().GetAvailable();
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if (AvailableEncodersInfo.Num() == 0)
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("No video encoders found. Check if relevent encoder plugins have been enabled for this project."));
return false;
}
for (const auto& EncoderInfo : AvailableEncodersInfo)
{
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if (EncoderInfo.CodecType == AVEncoder::ECodecType::H264)
{
VideoEncoder = AVEncoder::FVideoEncoderFactory::Get().Create(EncoderInfo.ID, VideoEncoderInput, videoInit);
}
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}
if (!VideoEncoder)
{
UE_LOG(GameplayMediaEncoder, Error, TEXT("No H264 video encoder found. Check if relevent encoder plugins have been enabled for this project."));
return false;
}
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VideoEncoder->SetOnEncodedPacket([this](uint32 LayerIndex, const TSharedPtr<AVEncoder::FVideoEncoderInputFrame> Frame, const AVEncoder::FCodecPacket& Packet)
{ OnEncodedVideoFrame(LayerIndex, Frame, Packet); });
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if(!VideoEncoder)
{
UE_LOG(GameplayMediaEncoder, Fatal, TEXT("Creating video encoder failed."));
return false;
}
MemoryCheckpoint("Video encoder initialized");
bIsOk = true; // So Shutdown is not called due to the ON_SCOPE_EXIT
return true;
}
bool FGameplayMediaEncoder::Start()
{
if(StartTime != 0)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Already running"));
return true;
}
if(!VideoEncoder)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Not initialized yet , so also performing a Intialize()"));
if(!Initialize())
{
return false;
}
}
StartTime = FTimespan::FromSeconds(FPlatformTime::Seconds());
AudioClock = 0;
NumCapturedFrames = 0;
//
// subscribe to engine delegates for audio output and back buffer
//
FAudioDeviceHandle AudioDevice = GEngine->GetMainAudioDevice();
if(AudioDevice)
{
bAudioFormatChecked = false;
AudioDevice->RegisterSubmixBufferListener(AsShared(), AudioDevice->GetMainSubmixObject());
}
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FSlateApplication::Get().GetRenderer()->OnBackBufferReadyToPresent().AddRaw(this, &FGameplayMediaEncoder::OnFrameBufferReady);
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return true;
}
void FGameplayMediaEncoder::Stop()
{
check(IsInGameThread());
if(StartTime == 0)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Not running"));
return;
}
if(UGameEngine* GameEngine = Cast<UGameEngine>(GEngine))
{
if(FAudioDevice* AudioDevice = GameEngine->GetMainAudioDeviceRaw())
{
// AsShared() cannot be called in the destructor of the ref counted object!
if(!bIsInDestructor)
{
AudioDevice->UnregisterSubmixBufferListener(AsShared(), AudioDevice->GetMainSubmixObject());
}
}
if(FSlateApplication::IsInitialized())
{
FSlateApplication::Get().GetRenderer()->OnBackBufferReadyToPresent().RemoveAll(this);
}
}
StartTime = 0;
AudioClock = 0;
}
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AVEncoder::FAudioConfig FGameplayMediaEncoder::GetAudioConfig() const
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{
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if(AudioEncoder)
{
auto codec = AudioEncoder->GetType();
auto config = AudioEncoder->GetConfig();
return {codec, config.Samplerate, config.NumChannels, config.Bitrate};
}
else
{
return {};
}
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}
void FGameplayMediaEncoder::Shutdown()
{
if(StartTime != 0)
{
UE_LOG(GameplayMediaEncoder, Log, TEXT("Currently running, so also performing a Stop()"));
Stop();
}
{
FScopeLock Lock(&AudioProcessingCS);
if(AudioEncoder)
{
// AudioEncoder->Reset();
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AudioEncoder->Shutdown();
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AudioEncoder.Reset();
}
}
{
FScopeLock Lock(&VideoProcessingCS);
if(VideoEncoder)
{
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VideoEncoder->Shutdown();
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VideoEncoder.Reset();
BackBuffers.Empty();
}
}
}
FTimespan FGameplayMediaEncoder::GetMediaTimestamp() const { return FTimespan::FromSeconds(FPlatformTime::Seconds()) - StartTime; }
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const FString& FGameplayMediaEncoder::GetListenerName() const
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{
static const FString& ListenerName = TEXT("GameplayMediaEncoderListener");
return ListenerName;
}
void FGameplayMediaEncoder::OnNewSubmixBuffer(const USoundSubmix* OwningSubmix, float* AudioData, int32 NumSamples, int32 NumChannels, const int32 SampleRate, double /*AudioClock*/)
{
CSV_SCOPED_TIMING_STAT(GameplayMediaEncoder, OnNewSubmixBuffer);
if(SampleRate != HardcodedAudioSamplerate)
{
// Only report the problem once
if(!bAudioFormatChecked)
{
bAudioFormatChecked = true;
UE_LOG(GameplayMediaEncoder, Error, TEXT("Audio SampleRate needs to be %d HZ, current value is %d. VideoRecordingSystem won't record audio"), HardcodedAudioSamplerate, SampleRate);
}
return;
}
ProcessAudioFrame(AudioData, NumSamples, NumChannels, SampleRate);
}
void FGameplayMediaEncoder::OnFrameBufferReady(SWindow& SlateWindow, const FTextureRHIRef& FrameBuffer)
{
CSV_SCOPED_TIMING_STAT(GameplayMediaEncoder, OnBackBufferReady);
check(IsInRenderingThread());
ProcessVideoFrame(FrameBuffer);
}
void FGameplayMediaEncoder::FloatToPCM16(float const* floatSamples, int32 numSamples, TArray<int16>& out) const
{
out.Reset(numSamples);
out.AddZeroed(numSamples);
float const* ptr = floatSamples;
for(auto&& sample : out)
{
int32 N = *ptr >= 0 ? FMath::TruncToInt32(*ptr * int32(MAX_int16)) : FMath::TruncToInt32(*ptr * (int32(MAX_int16) + 1));
sample = static_cast<int16>(FMath::Clamp(N, int32(MIN_int16), int32(MAX_int16)));
ptr++;
}
}
void FGameplayMediaEncoder::ProcessAudioFrame(const float* AudioData, int32 NumSamples, int32 NumChannels, int32 SampleRate)
{
// Don't encode audio encoder is not setup or destroyed.
if(!AudioEncoder.IsValid())
{
return;
}
//// convert to PCM data
// TArray<int16> conversionBuffer;
// FloatToPCM16(AudioData, NumSamples, conversionBuffer);
//// add to any remainder data
// PCM16.Append(conversionBuffer);
//// encode the 10ms blocks
// size_t const encodeBlockSize = AudioConfig.Samplerate / 100 * AudioConfig.NumChannels;
// int32 bufferSize = PCM16.Num();
// auto timestamp = GetMediaTimestamp().GetTicks();
// auto bufferStart = PCM16.GetData();
// while (bufferSize >= encodeBlockSize)
//{
// rtc::Buffer encoded;
// auto encodedInfo = AudioEncoder->Encode(timestamp, { bufferStart, encodeBlockSize }, &encoded);
// if (encodedInfo.encoded_bytes > 0 || encodedInfo.send_even_if_empty)
// OnEncodedAudioFrame(encodedInfo, &encoded);
// timestamp += 10 * ETimespan::TicksPerMillisecond;
// bufferStart += encodeBlockSize;
// bufferSize -= encodeBlockSize;
//}
//// move the remainder to the start of the buffer
// int32 const remainderIdx = bufferStart - PCM16.GetData();
// for (int32 i = 0; i < bufferSize; ++i)
//{
// PCM16[i] = PCM16[remainderIdx + i];
//}
// PCM16.SetNum(bufferSize, EAllowShrinking::No);
Audio::AlignedFloatBuffer InData;
InData.Append(AudioData, NumSamples);
Audio::TSampleBuffer<float> FloatBuffer(InData, NumChannels, SampleRate);
// Mix to stereo if required, since PixelStreaming only accept stereo at the moment
if(FloatBuffer.GetNumChannels() != HardcodedAudioNumChannels)
{
FloatBuffer.MixBufferToChannels(HardcodedAudioNumChannels);
}
// 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.
FTimespan Now = GetMediaTimestamp();
if(AudioClock < Now.GetTotalSeconds())
{
UE_LOG(GameplayMediaEncoder, Warning, TEXT("Audio clock falling behind real time clock by %.3f seconds. Ajusting audio clock"), Now.GetTotalSeconds() - AudioClock);
// Put it slightly ahead of the real time clock
AudioClock = Now.GetTotalSeconds() + (FloatBuffer.GetSampleDuration() / 2);
}
// Convert to signed PCM 16-bits
// PCM16.Reset(FloatBuffer.GetNumSamples());
// PCM16.AddZeroed(FloatBuffer.GetNumSamples());
// int blockSize = AudioConfig.Samplerate / 100 * AudioConfig.NumChannels;
// PCM16.Reset(blockSize);
// PCM16.AddZeroed(blockSize);
// const float* Ptr = reinterpret_cast<const float*>(FloatBuffer.GetData());
// auto timestamp = GetMediaTimestamp().GetTotalMilliseconds();
// for (int i = 0; i < NumSamples * NumChannels; ++i)
//{
// int u;
// for (u = 0; u < blockSize && i < NumSamples; ++u, ++i, ++Ptr)
// {
// int32 N = *Ptr >= 0 ? *Ptr * int32(MAX_int16) : *Ptr * (int32(MAX_int16) + 1);
// PCM16[u] = static_cast<int16>(FMath::Clamp(N, int32(MIN_int16), int32(MAX_int16)));
// }
// rtc::Buffer encoded;
// auto encodedInfo = AudioEncoder->Encode(timestamp, { PCM16.GetData(), static_cast<size_t>(u) }, &encoded);
// OnEncodedAudioFrame(encodedInfo, &encoded);
// timestamp += 10;
//}
// for (int16& S : PCM16)
//{
// int32 N = *Ptr >= 0 ? *Ptr * int32(MAX_int16) : *Ptr * (int32(MAX_int16) + 1);
// S = static_cast<int16>(FMath::Clamp(N, int32(MIN_int16), int32(MAX_int16)));
// Ptr++;
//}
////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);
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AVEncoder::FAudioFrame Frame;
Frame.Timestamp = FTimespan::FromSeconds(AudioClock);
Frame.Duration = FTimespan::FromSeconds(FloatBuffer.GetSampleDuration());
FloatBuffer.Clamp();
Frame.Data = FloatBuffer;
AudioEncoder->Encode(Frame);
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AudioClock += FloatBuffer.GetSampleDuration();
}
void FGameplayMediaEncoder::ProcessVideoFrame(const FTextureRHIRef& FrameBuffer)
{
// Early exit is video encoder is not valid because it is not setup or has been destroyed
if(!VideoEncoder.IsValid())
{
return;
}
FScopeLock Lock(&VideoProcessingCS);
FTimespan Now = GetMediaTimestamp();
if(bDoFrameSkipping)
{
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uint64 NumExpectedFrames = static_cast<uint64>(Now.GetTotalSeconds() * VideoConfig.Framerate);
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UE_LOG(GameplayMediaEncoder, VeryVerbose, TEXT("time %.3f: captured %" UINT64_FMT ", expected %" UINT64_FMT), Now.GetTotalSeconds(), NumCapturedFrames + 1, NumExpectedFrames);
if(NumCapturedFrames + 1 > NumExpectedFrames)
{
UE_LOG(GameplayMediaEncoder, Verbose, TEXT("Framerate control dropped captured frame"));
return;
}
}
UpdateVideoConfig();
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TSharedPtr<AVEncoder::FVideoEncoderInputFrame> InputFrame = ObtainInputFrame();
const int32 FrameId = InputFrame->GetFrameID();
InputFrame->SetTimestampUs(Now.GetTicks());
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CopyTexture(FrameBuffer, BackBuffers[InputFrame]);
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AVEncoder::FVideoEncoder::FEncodeOptions EncodeOptions;
VideoEncoder->Encode(InputFrame, EncodeOptions);
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LastVideoInputTimestamp = Now;
NumCapturedFrames++;
}
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TSharedPtr<AVEncoder::FVideoEncoderInputFrame> FGameplayMediaEncoder::ObtainInputFrame()
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{
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TSharedPtr<AVEncoder::FVideoEncoderInputFrame> InputFrame = VideoEncoderInput->ObtainInputFrame();
InputFrame->SetWidth(VideoConfig.Width);
InputFrame->SetHeight(VideoConfig.Height);
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if(!BackBuffers.Contains(InputFrame))
{
#if PLATFORM_WINDOWS && PLATFORM_DESKTOP
const ERHIInterfaceType RHIType = RHIGetInterfaceType();
const FRHITextureCreateDesc Desc =
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FRHITextureCreateDesc::Create2D(TEXT("VideoCapturerBackBuffer"), VideoConfig.Width, VideoConfig.Height, PF_B8G8R8A8)
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.SetFlags(ETextureCreateFlags::Shared | ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::UAV)
.SetInitialState(ERHIAccess::CopyDest);
if (RHIType == ERHIInterfaceType::D3D11)
{
FTextureRHIRef Texture = RHICreateTexture(Desc);
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InputFrame->SetTexture((ID3D11Texture2D*)Texture->GetNativeResource(), [&, InputFrame](ID3D11Texture2D* NativeTexture) { BackBuffers.Remove(InputFrame); });
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BackBuffers.Add(InputFrame, Texture);
}
else if (RHIType == ERHIInterfaceType::D3D12)
{
FTextureRHIRef Texture = RHICreateTexture(Desc);
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InputFrame->SetTexture((ID3D12Resource*)Texture->GetNativeResource(), [&, InputFrame](ID3D12Resource* NativeTexture) { BackBuffers.Remove(InputFrame); });
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BackBuffers.Add(InputFrame, Texture);
}
UE_LOG(LogTemp, Log, TEXT("%d backbuffers currently allocated"), BackBuffers.Num());
#else
unimplemented();
#endif // PLATFORM_DESKTOP && !PLATFORM_APPLE
}
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)
{
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auto config = VideoEncoder->GetLayerConfig(0);
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if(bChangeBitrate)
{
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config.MaxBitrate = MaxVideoBitrate;
config.TargetBitrate = NewVideoBitrate;
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}
if(bChangeFramerate)
{
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config.MaxFramerate = NewVideoFramerate;
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NumCapturedFrames = 0;
}
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VideoEncoder->UpdateLayerConfig(0, config);
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bChangeFramerate = false;
bChangeBitrate = false;
}
}
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void FGameplayMediaEncoder::OnEncodedAudioFrame(const AVEncoder::FMediaPacket& Packet)
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{
FScopeLock Lock(&ListenersCS);
for(auto&& Listener : Listeners)
{
Listener->OnMediaSample(Packet);
}
}
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void FGameplayMediaEncoder::OnEncodedVideoFrame(uint32 LayerIndex, const TSharedPtr<AVEncoder::FVideoEncoderInputFrame> InputFrame, const AVEncoder::FCodecPacket& Packet)
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{
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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.Get(), 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;
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FScopeLock Lock(&ListenersCS);
for(auto&& Listener : Listeners)
{
Listener->OnMediaSample(packet);
}
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InputFrame->Release();
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}
void FGameplayMediaEncoder::CopyTexture(const FTextureRHIRef& SourceTexture, FTextureRHIRef& DestinationTexture) const
{
FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
if(SourceTexture->GetFormat() == DestinationTexture->GetFormat() && SourceTexture->GetSizeXY() == DestinationTexture->GetSizeXY())
{
TransitionAndCopyTexture(RHICmdList, SourceTexture, DestinationTexture, {});
}
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.Transition(FRHITransitionInfo(DestinationTexture, ERHIAccess::Unknown, ERHIAccess::RTV));
RHICmdList.BeginRenderPass(RPInfo, TEXT("CopyBackbuffer"));
{
RHICmdList.SetViewport(0, 0, 0.0f, (float)DestinationTexture->GetSizeX(), (float)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);
const bool bSameSize = (DestinationTexture->GetDesc().Extent == SourceTexture->GetDesc().Extent);
FRHISamplerState* PixelSampler = bSameSize ? TStaticSamplerState<SF_Point>::GetRHI() : TStaticSamplerState<SF_Bilinear>::GetRHI();
SetShaderParametersLegacyPS(RHICmdList, PixelShader, PixelSampler, SourceTexture);
RendererModule->DrawRectangle(RHICmdList, 0, 0, // Dest X, Y
(float)DestinationTexture->GetSizeX(), // Dest Width
(float)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();
RHICmdList.Transition(FRHITransitionInfo(DestinationTexture, ERHIAccess::RTV, ERHIAccess::SRVMask));
}
}