BlueRoseNote/03-UnrealEngine/Rendering/Shader/UE5 NDI传输结果模糊问题解决.md

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NDI播放模糊问题解决

  • bool UNDIMediaReceiver::CaptureConnectedVideo()
bool UNDIMediaReceiver::Initialize(const FNDIConnectionInformation& InConnectionInformation, UNDIMediaReceiver::EUsage InUsage)
{
	if (this->p_receive_instance == nullptr)
	{
		if (IsValid(this->InternalVideoTexture))
			this->InternalVideoTexture->UpdateResource();

		// create a non-connected receiver instance
		NDIlib_recv_create_v3_t settings;
		settings.allow_video_fields = false;
		settings.bandwidth = NDIlib_recv_bandwidth_highest;
		settings.color_format = NDIlib_recv_color_format_fastest;

		p_receive_instance = NDIlib_recv_create_v3(&settings);

		// check if it was successful
		if (p_receive_instance != nullptr)
		{
			// If the incoming connection information is valid
			if (InConnectionInformation.IsValid())
			{
				//// Alright we created a non-connected receiver. Lets actually connect
				ChangeConnection(InConnectionInformation);
			}

			if (InUsage == UNDIMediaReceiver::EUsage::Standalone)
			{
				this->OnNDIReceiverVideoCaptureEvent.Remove(VideoCaptureEventHandle);
				VideoCaptureEventHandle = this->OnNDIReceiverVideoCaptureEvent.AddLambda([this](UNDIMediaReceiver* receiver, const NDIlib_video_frame_v2_t& video_frame)
				{
					FTextureRHIRef ConversionTexture = this->DisplayFrame(video_frame);
					if (ConversionTexture != nullptr)
					{
						if ((GetVideoTextureResource() != nullptr) && (GetVideoTextureResource()->TextureRHI != ConversionTexture))
						{
							GetVideoTextureResource()->TextureRHI = ConversionTexture;
							RHIUpdateTextureReference(this->VideoTexture->TextureReference.TextureReferenceRHI, ConversionTexture);
						}
						if ((GetInternalVideoTextureResource() != nullptr) && (GetInternalVideoTextureResource()->TextureRHI != ConversionTexture))
						{
							GetInternalVideoTextureResource()->TextureRHI = ConversionTexture;
							RHIUpdateTextureReference(this->InternalVideoTexture->TextureReference.TextureReferenceRHI, ConversionTexture);
						}
					}
				});

				// We don't want to limit the engine rendering speed to the sync rate of the connection hook
				// into the core delegates render thread 'EndFrame'
				FCoreDelegates::OnEndFrameRT.Remove(FrameEndRTHandle);
				FrameEndRTHandle.Reset();
				FrameEndRTHandle = FCoreDelegates::OnEndFrameRT.AddLambda([this]()
				{
					while(this->CaptureConnectedMetadata())
						; // Potential improvement: limit how much metadata is processed, to avoid appearing to lock up due to a metadata flood
					this->CaptureConnectedVideo();
				});

#if UE_EDITOR
				// We don't want to provide perceived issues with the plugin not working so
				// when we get a Pre-exit message, forcefully shutdown the receiver
				FCoreDelegates::OnPreExit.AddWeakLambda(this, [&]() {
					this->Shutdown();
					FCoreDelegates::OnPreExit.RemoveAll(this);
				});

				// We handle this in the 'Play In Editor' versions as well.
				FEditorDelegates::PrePIEEnded.AddWeakLambda(this, [&](const bool) {
					this->Shutdown();
					FEditorDelegates::PrePIEEnded.RemoveAll(this);
				});
#endif
			}

			return true;
		}
	}

	return false;
}

绘制函数

/**
	Attempts to immediately update the 'VideoTexture' object with the last capture video frame
	from the connected source
*/
FTextureRHIRef UNDIMediaReceiver::DisplayFrame(const NDIlib_video_frame_v2_t& video_frame)
{
	// we need a command list to work with
	FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();

	// Actually draw the video frame from cpu to gpu
	switch(video_frame.frame_format_type)
	{
		case NDIlib_frame_format_type_progressive:
			if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVY)
				return DrawProgressiveVideoFrame(RHICmdList, video_frame);
			else if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVA)
				return DrawProgressiveVideoFrameAlpha(RHICmdList, video_frame);
			break;
		case NDIlib_frame_format_type_field_0:
		case NDIlib_frame_format_type_field_1:
			if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVY)
				return DrawInterlacedVideoFrame(RHICmdList, video_frame);
			else if(video_frame.FourCC == NDIlib_FourCC_video_type_UYVA)
				return DrawInterlacedVideoFrameAlpha(RHICmdList, video_frame);
			break;
	}

	return nullptr;
}

DrawProgressiveVideoFrame

UNDIMediaReceiver::CaptureConnectedVideo => DisplayFrame NDIlib_frame_format_type_progressive NDIlib_FourCC_video_type_UYVY => DrawProgressiveVideoFrame

Shader Binding RT

设置RT

	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

// 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

I changed only shader “NDIIO/Shaders/Private/NDIIOShaders.usf”. For example function void NDIIOUYVYtoBGRAPS (// Shader from 8 bits UYVY to 8 bits RGBA (alpha set to 1)):

WAS:

float4 UYVYB = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerB, InUV);
float4 UYVYT = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV);
float PosX = 2.0f * InUV.x * NDIIOShaderUB.InputWidth;
float4 YUVA;
float FracX = PosX % 2.0f;
YUVA.x = (1 - FracX) * UYVYT.y + FracX * UYVYT.w;
YUVA.yz = UYVYB.zx;
YUVA.w = 1;

I DID:

float4 UYVYB = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerB, InUV);
float4 UYVYT0 = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV + float2(-0.25f / NDIIOShaderUB.InputWidth, 0));
float4 UYVYT1 = NDIIOShaderUB.InputTarget.Sample(NDIIOShaderUB.SamplerT, InUV + float2(0.25f / NDIIOShaderUB.InputWidth, 0));
float PosX = 2.0f * InUV.x * NDIIOShaderUB.InputWidth;
float4 YUVA;
float FracX = (PosX % 2.0f) * 0.5f;
YUVA.x = (1 - FracX) * UYVYT1.y + FracX * UYVYT0.w;
YUVA.yz = UYVYB.zx;
YUVA.w = 1;

Small changes but result is seems much more better. Of course, I added a bit of sharpness to the material after I changed the shader, but even without that, the result looks better than in the original version.

滤波资料:https://zhuanlan.zhihu.com/p/633122224

UYVYYUV422