vault backup: 2024-10-17 13:45:48

This commit is contained in:
BlueRose 2024-10-17 13:45:48 +08:00
parent 63d30d0452
commit afd58aadcc

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@ -148,6 +148,81 @@ DisplayFrame NDIlib_frame_format_type_progressive NDIlib_FourCC_video_type
=>
DrawProgressiveVideoFrame
## Shader Binding RT
设置RT
```c++
FTextureRHIRef TargetableTexture;
// check for our frame sync object and that we are actually connected to the end point
if (p_framesync_instance != nullptr)
{
// Initialize the frame size parameter
FIntPoint FrameSize = FIntPoint(Result.xres, Result.yres);
if (!RenderTarget.IsValid() || !RenderTargetDescriptor.IsValid() ||
RenderTargetDescriptor.GetSize() != FIntVector(FrameSize.X, FrameSize.Y, 0) ||
DrawMode != EDrawMode::Progressive)
{
// Create the RenderTarget descriptor
RenderTargetDescriptor = FPooledRenderTargetDesc::Create2DDesc(
FrameSize, PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_SRGB, false);
// Update the shader resource for the 'SourceTexture'
// The source texture will be given UYVY data, so make it half-width
#if (ENGINE_MAJOR_VERSION > 5) || ((ENGINE_MAJOR_VERSION == 5) && (ENGINE_MINOR_VERSION >= 1))
const FRHITextureCreateDesc CreateDesc = FRHITextureCreateDesc::Create2D(TEXT("NDIMediaReceiverProgressiveSourceTexture"))
.SetExtent(FrameSize.X / 2, FrameSize.Y)
.SetFormat(PF_B8G8R8A8)
.SetNumMips(1)
.SetFlags(ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::Dynamic);
SourceTexture = RHICreateTexture(CreateDesc);
#elif (ENGINE_MAJOR_VERSION == 4) || (ENGINE_MAJOR_VERSION == 5)
FRHIResourceCreateInfo CreateInfo(TEXT("NDIMediaReceiverProgressiveSourceTexture"));
TRefCountPtr<FRHITexture2D> DummyTexture2DRHI;
RHICreateTargetableShaderResource2D(FrameSize.X / 2, FrameSize.Y, PF_B8G8R8A8, 1, TexCreate_Dynamic,
TexCreate_RenderTargetable, false, CreateInfo, SourceTexture,
DummyTexture2DRHI);
#else
#error "Unsupported engine major version"
#endif
// Find a free target-able texture from the render pool
GRenderTargetPool.FindFreeElement(RHICmdList, RenderTargetDescriptor, RenderTarget, TEXT("NDIIO"));
DrawMode = EDrawMode::Progressive;
}
#if ENGINE_MAJOR_VERSION >= 5
TargetableTexture = RenderTarget->GetRHI();
#elif ENGINE_MAJOR_VERSION == 4
TargetableTexture = RenderTarget->GetRenderTargetItem().TargetableTexture;
...
...
// Initialize the Render pass with the conversion texture
FRHITexture* ConversionTexture = TargetableTexture.GetReference();
FRHIRenderPassInfo RPInfo(ConversionTexture, ERenderTargetActions::DontLoad_Store);
// Needs to be called *before* ApplyCachedRenderTargets, since BeginRenderPass is caching the render targets.
RHICmdList.BeginRenderPass(RPInfo, TEXT("NDI Recv Color Conversion"));
```
设置NDI传入的UYVY
```c++
// set the texture parameter of the conversion shader
FNDIIOShaderUYVYtoBGRAPS::Params Params(SourceTexture, SourceTexture, FrameSize,
FVector2D(0, 0), FVector2D(1, 1),
bPerformsRGBtoLinear ? FNDIIOShaderPS::EColorCorrection::sRGBToLinear : FNDIIOShaderPS::EColorCorrection::None,
FVector2D(0.f, 1.f));
ConvertShader->SetParameters(RHICmdList, Params);
// Create the update region structure
FUpdateTextureRegion2D Region(0, 0, 0, 0, FrameSize.X/2, FrameSize.Y);
// Set the Pixel data of the NDI Frame to the SourceTexture
RHIUpdateTexture2D(SourceTexture, 0, Region, Result.line_stride_in_bytes, (uint8*&)Result.p_data);
```
## 解决方案
[NDI plugin质量问题](https://forums.unrealengine.com/t/ndi-plugin-quality-trouble/1970097)