HEVC (and some other small shit)
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@@ -0,0 +1,68 @@
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//go:build windows
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package capture
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import (
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"errors"
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"fmt"
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"image"
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"sync"
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)
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var (
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hevcMu sync.Mutex
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hevcEnc h264FrameEncoder
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hevcProbeOnce sync.Once
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hevcProbeOK bool
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hevcProbeDetail string
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)
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func encodeHEVCFrame(img *image.RGBA) ([]byte, error) {
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if img == nil {
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return nil, errors.New("nil hevc frame")
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}
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b := img.Bounds()
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width, height := b.Dx(), b.Dy()
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if width <= 0 || height <= 0 || width%2 != 0 || height%2 != 0 {
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return nil, fmt.Errorf("hevc frame size must be positive and even, got %dx%d", width, height)
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}
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hevcMu.Lock()
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defer hevcMu.Unlock()
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fps := activeH264FPS()
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if hevcEnc == nil || !hevcEnc.Matches(width, height, fps) {
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closeH264Encoder(&hevcEnc)
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enc, err := newNativeHEVCEncoder("desktop", width, height, fps)
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if err != nil {
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return nil, err
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}
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hevcEnc = enc
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}
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return hevcEnc.Encode(img)
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}
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func hevcAvailable() bool {
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hevcProbeOnce.Do(func() {
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enc, err := newNativeHEVCEncoder("probe", 1280, 720, 30)
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if err != nil {
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hevcProbeDetail = err.Error()
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return
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}
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enc.Close()
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hevcProbeOK = true
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hevcProbeDetail = "NVIDIA NVENC HEVC Main profile"
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})
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return hevcProbeOK
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}
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func hevcAvailabilityDetail() string {
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hevcAvailable()
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return hevcProbeDetail
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}
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func resetHEVCEncoder() {
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hevcMu.Lock()
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defer hevcMu.Unlock()
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closeH264Encoder(&hevcEnc)
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resetNativeHEVCD3D11TextureEncoder()
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}
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