CN106354888A - Game engine capture card video capture method - Google Patents

Game engine capture card video capture method Download PDF

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Publication number
CN106354888A
CN106354888A CN201610919599.8A CN201610919599A CN106354888A CN 106354888 A CN106354888 A CN 106354888A CN 201610919599 A CN201610919599 A CN 201610919599A CN 106354888 A CN106354888 A CN 106354888A
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video
view data
memory
image data
capture
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CN201610919599.8A
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CN106354888B (en
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李锐
陶澍
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Chongqing Virtual Reality Technology Co Ltd
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Chongqing Virtual Reality Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/70Information retrieval; Database structures therefor; File system structures therefor of video data
    • G06F16/78Retrieval characterised by using metadata, e.g. metadata not derived from the content or metadata generated manually
    • G06F16/783Retrieval characterised by using metadata, e.g. metadata not derived from the content or metadata generated manually using metadata automatically derived from the content
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N5/00Details of television systems
    • H04N5/76Television signal recording

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Library & Information Science (AREA)
  • Theoretical Computer Science (AREA)
  • Signal Processing (AREA)
  • Data Mining & Analysis (AREA)
  • Databases & Information Systems (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Image Generation (AREA)

Abstract

The invention discloses a game engine capture card video capture method. The method comprises the steps of firstly, capturing image data through a video capture card, and transmitting the image data into a memory; then, creating an image data storage container in a video memory; setting the image reading type of the image data storage container into a dynamic reading type; starting the CPU (central processing unit) modification permission of the image data storage container in the video memory; then, copying the image data in the memory into the image data storage container in the video memory; finally, closing the CPU modification permission of the image data storage container in the video memory; updating the image data in the video memory, and displaying the image data on a screen. The game engine capture card video capture method provided by the invention has the advantages that Texture capable of being accessed by the CPU is set, so that the creation of an intermediate temporary memory for conversion is not needed; the capture data in the memory can be directly copied into the Texture; a large amount of time is saved; through Map () and Unmap () function operation, the time expenditure of copying resources in the process is reduced; no any clamping phenomenon occurs when capture materials are played in an engine.

Description

A kind of game engine capture card video capture method
Technical field
The present invention relates to technical field of video processing, particularly a kind of game engine capture card video capture method.
Background technology
Video acquisition function within existing main flow game engine only comprises collection for usb photographic head it is impossible to pass through Common usb photographic head carrys out the content of shooting of the high-end video camera of Real-time Collection, and it is to create to be used for inside d engine first Deposit the texture container of collection material, the usage of this texuter is only default type it is impossible to directly be visited by gpu Ask.There is provided the texture pointer creating in engine internal to plug-in unit;Plug-in unit internal operation capture card sdk collection sequence of pictures storage It is stored in internal memory;Using video card bottom directx updatesubresource () method the collection view data in internal memory Copy in video memory, the texture pointer simultaneously data being passed through to receive gives the texture creating in d engine.But It is that the update mode of updatesubresource () is not constant cpu expense, because the execution of this function divides two kinds of feelings Condition:
One kind is that resource is in contention state, i.e. the state of emergency, then this function can execute two duplications, the first step It is that cpu end can be replicated and is stored in this section in the addressable interim internal memory of one section of gpu, then function returns.Work as command When buffer is by flush, then carry out second asynchronous copy, can be from that section just now interim internal memory copy to the resource needing.
Another situation is that resource is not in contention state, non-emergent state, then this function is direct Copy in target resource, execution copy twice, depending on the framework of hardware.
Therefore illustrate that this function timing is not a value that clearly can follow the trail of, and be depending on concrete equipment Render situation.Due to texture type for default it is impossible to be accessed by gpu, so being required for carrying out copy twice.
Updating texture using updatesubresource (), the internal memory that should be storage gathered data itself cannot be by Gpu accesses, and needs to open up an interim memory headroom in internal memory, accesses for gpu, then access this memory refreshing by gpu textrue.The whole updating texture time is led to lengthen, if collection 1920*1080 pixel 30fps, needs are at least per second more New 30 texture, that is, every renewal time need less than 33.33 milliseconds, and use the method update time can float greatly In 33.33 milliseconds, lead to renewal speed to be less than broadcasting speed, when playing, Caton phenomenon will occur at random.Impact is seen The experience of the person of seeing.
Accordingly, it would be desirable to a kind of in game engine can smooth collection video capture picture in real time acquisition method.
Content of the invention
The purpose of the present invention is to propose to a kind of in game engine can smooth collection video capture picture in real time collection side Method;This method solving cannot be by the problem of capture card acquisition camera shooting picture smooth in real time in game engine.
The purpose of the present invention is achieved through the following technical solutions:
The game engine capture card video capture method that the present invention provides, comprises the following steps:
S1: collection view data;
S2: view data is obtained by capture card;
S3: view data is transferred to internal memory;
S4: create view data in video memory and preserve container;
S5: the image reading type that setting view data preserves container is dynamic reading type;
S6: open the cpu modification authority that view data in video memory preserves container;
S7: the view data view data in internal memory being copied in video memory preserves container;
S8: close the cpu modification authority that view data in video memory preserves container;
S9: in renewal video memory, view data is to screen display.
Further, described image data preserves container is to create pinup picture data storage area in video memory by directx.
Further, the described cpu modification authority opening view data preservation container in video memory is by calling in directx Function map () realizing.
Further, the described cpu modification authority closing view data preservation container in video memory is by calling in directx Function unmap () realizing.
Further, described image data is obtained by video camera, and is transmitted view data to regarding by sdi output port The sdi input port of frequency capture card.
Further, described image data is obtained by video camera, and by hdmi output port by view data transmit to The hdmi input port of video frequency collection card.
Due to employing technique scheme, the present invention has the advantage that:
The game engine capture card video capture method that the present invention provides, by arranging the dynamic class that can be accessed by gpu The texture of type, need not create the interim internal memory conversion of centre, can directly replicate gathered data in internal memory in texture, Saving the plenty of time, in actual test, replicating gathered data to texture, if use collected in internal memory Texture, in addition it is also necessary to carry out intermediate conversion, leads to postpone to increase, texture directly creates in video memory, with map () Unmap () method is opened after cpu reads modification authority and is directly changed, and can directly be accessed using gpu, the centre of reduction after modification Replicate the time overhead of resource, the middle time is less than 1 millisecond every, have great raising than speed before, play in engine Any Caton phenomenon is not had when collection material.
The game engine capture card video capture method that the present invention provides, can gather the shooting of high-end video camera in real time Content, reaches the image effect of video display rank, by arranging the container of the dynamic updating type that can be directly accessed by video card, need not Interim internal memory conversion in the middle of creating, can directly replicate gathered data in internal memory in container, save the plenty of time, actual In test, the time overhead of intermediate duplication resource, at 1 millisecond about, there is great raising middle time every than speed before, Any Caton phenomenon is not had when playing collection material in engine.
Other advantages of the present invention, target and feature will be illustrated to a certain extent in the following description, and And to a certain extent, will be apparent to those skilled in the art based on to investigating hereafter, or can To be instructed from the practice of the present invention.The target of the present invention and other advantages can be realized by description below and Obtain.
Brief description
The brief description of the present invention is as follows.
Fig. 1 is game engine capture card structural representation.
Fig. 2 is game engine capture card video capture method flow chart.
Fig. 3 is game engine capture card video acquisition startup stage flow chart.
Fig. 4 is memory map as data acquisition cycles flow chart.
Fig. 5 updates circulation process figure for video memory view data.
Specific embodiment
The invention will be further described with reference to the accompanying drawings and examples.
Embodiment 1
As shown in figure 1, Fig. 1 is game engine capture card structural representation;Camera acquisition external image data, Ran Houyou Video frequency collection card obtains and is sent in computer, is processed;As shown in Fig. 2 the game engine collection that the present embodiment provides Card video capture method, comprises the following steps:
S1: collection view data;Described image data is obtained by video camera, and by sdi output port by picture number According to the sdi input port transmitting to video frequency collection card.Described image data is obtained by video camera, and passes through hdmi output port View data is transmitted to the hdmi input port of video frequency collection card.
S2: view data is obtained by capture card;
S3: view data is transferred to internal memory;
S4: create view data in video memory and preserve container;It is aobvious by directx that described image data preserves container Deposit middle establishment pinup picture data storage area.
S5: the image reading type that setting view data preserves container is dynamic reading type;
S6: open the cpu modification authority that view data in video memory preserves container;In described unlatching video memory, view data preserves The cpu modification authority of container is to be realized by calling function map () in directx.
S7: the view data view data in internal memory being copied in video memory preserves container;
S8: close the cpu modification authority that view data in video memory preserves container;In described closing video memory, view data preserves The cpu modification authority of container is to be realized by calling function unmap () in directx.
S9: in renewal video memory, view data is to screen display.
Embodiment 2
As in Figure 3-5, the game engine capture card video capture method that the present embodiment provides, comprises the following steps:
S1: view data is gathered by video frequency collection card and is transferred in internal memory;During startup, check whether installation collection Card, if it is not, stop collecting flowchart;If it has, then checking whether that installation drives;If it is not, then stopping collecting flowchart;As Fruit is mounted with to drive, then check whether and can start video acquisition interface, if it is not, then stopping collecting flowchart;If it is, setting Collection video frame rate size and color space;Then carry out video acquisition;
S2: texture is created by the directx in video card, the usage type of setting texture is dynamic;Tool When body is provided that collection, check that whether creating book data in video memory preserves container, without establishment, then stop updating Circulation;If created, carry out next step;
Id3d11texture2d*rendertargettexture=nullptr;
Initialization creates the pointer of id3d11texture2d type, for specifying the memory address of view data;
d3d11_texture2d_desc texturedesc;// initialization data block d3d11_texture2d_desc
Texturedesc.width=960;// setting picture traverse
Texturedesc.height=1080;// setting picture altitude
Texturedesc.miplevels=1;// setting does not use multistage progressive texture filtering
Texturedesc.arraysize=1;// image lines up the quantity of middle image
Texturedesc.format=dxgi_format_r8g8b8a8_unorm;The form of // image
Texturedesc.usage=d3d11_usage_dynamic;// define how image is read and written
Texturedesc.bindflags=d3d11_bind_shader_resource;// define how to tie up resource Determine in rendering pipeline
Texturedesc.cpuaccessflags=d3d11_cpu_access_write;// define cpu access rights
Texturedesc.miscflags=0;// define other uncommon resource options
Texturedesc.sampledesc.count=1;// define each pixel sampling number of times of image
Texturedesc.sampledesc.quality=0;// define the precision of images
Create the description information of view data, for arranging the information of view data, in directx11 Texturedesc.usage must be d3d11_usage_dynamic, and only this parameter is characteristic point, and other specification is can With modification;D3d11_usage_dynamic type arranges this resource and can be write by cpu, gpu read, the every frame of image all by Cpu changes;createtexture2d(&texturedesc,null,&rendertargettexture;Using create before Texturedesc description information of image and the filling of rendertargettexture pointer establishing resource Rendertargettexture pointer;
S3: read the authority with modification by calling map () function to open cpu;
d3d11_mapped_subresource mappedresource;
Create d3d11_mapped_subresource resource type, read write data for map function;
map(rendertargettexture,0,d3d11_map_write_discard,0,&mappedresource);
Map function is introduced: obtains data pointer, arranges corresponding authority;
1st parameter is the resource needing setting, and the rendertargettexture creating before
Whether the 2nd parameter setting comprises child resource, and 0 is no child resource
3rd parameter cpu access rights d3d11_map_write_discard are write authority
How 4th parameter setting cpu when gpu is busy is processed, and 0 is not process
5th parameter is output parameter, defines the position arriving resources duplication, and mappedresource
S4: view data in internal memory is copied in texture;memcpy(mappedresource.pdata, buffer,1920*1080*2);First parameter mappedresource.pdata is the resource needing to copy to;Second ginseng Number buffer is the view data of collection, and initial data;1920*1080*2 is the size of replicate data;When After mappedresource.pdata is collected view data filling, creating rendertargettexture can be filled automatically Upper collection view data.
S5: read and modification authority by calling unmap () function to close cpu;unmap (rendertargettexture,0);Target resource is made to regain gpu access rights;First parameter Rendertargettexture is target resource;Whether second parameter setting comprises child resource, and 0 is not comprise;
S6: return video memory view data;
S7: view data is updated according to the view data in game engine and video memory view data.Described image number Obtain according to by video camera, and by sdi output port, view data is transmitted to the sdi input port of video frequency collection card.Institute State view data to obtain by video camera, and by hdmi output port, view data is transmitted defeated to the hdmi of video frequency collection card Inbound port.
The acquisition method that the present embodiment provides is come acquisition camera shooting picture by game engine video acquisition system , this acquisition system includes computer (computer), video frequency collection card and video camera;Video camera passes through output port sdi outfan Mouth or hdmi output port, video data transmission to computer capture card sdi input port or hdmi input port, computer passes through Port accepts after data in data storage to internal memory.
The cpu that the present embodiment provides represents the central processing unit in computer;Image by capture card acquisition camera Photographed data stream, is applied to game engine, in three steps: one is initialization when starting, and two is view data Collection, three is the renewal of view data.
As illustrated, creating texture by the directx in video card, the usage type of setting texture is Dynamic, so as to by gpu real time access;
The texture that the present embodiment provides represents pinup picture or texture inside game making.
How usage type definition image is read and written;
Map () represents acquisition data pointer, arranges corresponding authority;
Unmap () represents makes target resource regain gpu access rights;
Cpu represents central processing unit;
Gpu represents graphic process unit;
Directx represents the Multimedia Programming interface being to be created by Microsoft.
Capture card sdk is internally run by the plug-in unit in game engine, and gathers sequence of pictures, sequence of pictures is stored To in internal memory;In map () and the unmap () method of plug-in unit internal operation directx, to update gathered data, and number will be gathered According to storage in texture.The method can quick copy memory source in gpu, without intermediate conversion.
The map () method that the present embodiment provides is used for specifying corresponding resource, and refuses gpu access, and uses cpu to visit Ask.Setting after open cpu access rights changes resource, for duplicating image gathered data;Unmap () method is used for closing cpu Access, access this resource using gpu.
What the present embodiment provided directly reads the texture creating inside plug-in unit in engine is based on microsoft Directx technology, the computer of described windows is the ideal platform running and showing application program, and this platform has rich Rich multimedia element, such as panchromatic figure, video, 3d animation and abundant audio frequency;Directx includes safety and performance updates journey Sequence, and many covers the New function of all technology.
Finally illustrate, above example only in order to technical scheme to be described and unrestricted, although with reference to relatively Good embodiment has been described in detail to the present invention, it will be understood by those within the art that, can be to the skill of the present invention Art scheme is modified or equivalent, the objective without deviating from the technical program and scope, and it all should be covered in the present invention Protection domain in the middle of.

Claims (6)

1. a kind of game engine capture card video capture method it is characterised in that: comprise the following steps:
S1: collection view data;
S2: view data is obtained by capture card;
S3: view data is transferred to internal memory;
S4: create view data in video memory and preserve container;
S5: the image reading type that setting view data preserves container is dynamic reading type;
S6: open the cpu modification authority that view data in video memory preserves container;
S7: the view data view data in internal memory being copied in video memory preserves container;
S8: close the cpu modification authority that view data in video memory preserves container;
S9: in renewal video memory, view data is to screen display.
2. game engine capture card video capture method as claimed in claim 1 it is characterised in that: described image data preserve Container is to create pinup picture data storage area in video memory by directx.
3. game engine capture card video capture method as claimed in claim 1 it is characterised in that: described unlatching video memory in scheme As the cpu modification authority that data preserves container is to be realized by calling function map () in directx.
4. game engine capture card video capture method as claimed in claim 1 it is characterised in that: described closing video memory in scheme As the cpu modification authority that data preserves container is to be realized by calling function unmap () in directx.
5. game engine capture card video capture method as claimed in claim 1 it is characterised in that: described image data is passed through Video camera obtains, and is transmitted view data by sdi output port to the sdi input port of video frequency collection card.
6. game engine capture card video capture method as claimed in claim 1 it is characterised in that: described image data is passed through Video camera obtains, and is transmitted view data by hdmi output port to the hdmi input port of video frequency collection card.
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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108958718A (en) * 2018-06-29 2018-12-07 武汉斗鱼网络科技有限公司 A kind of texture image binding method, device and readable storage medium storing program for executing
CN109190542A (en) * 2018-08-24 2019-01-11 重庆虚拟实境科技有限公司 Human body frame identification method based on image
CN110334027A (en) * 2019-07-04 2019-10-15 深圳市腾讯网域计算机网络有限公司 Game picture test method and device

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CN102291533A (en) * 2011-06-22 2011-12-21 李泉 Video capturing method
CN103188473A (en) * 2011-12-27 2013-07-03 北京同步科技有限公司 Video capture card and processing method thereof
US20140176579A1 (en) * 2012-12-21 2014-06-26 Nvidia Corporation Efficient super-sampling with per-pixel shader threads
CN103986936A (en) * 2014-05-30 2014-08-13 苏州大学 Video compression collecting system and method

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Publication number Priority date Publication date Assignee Title
CN102291533A (en) * 2011-06-22 2011-12-21 李泉 Video capturing method
CN103188473A (en) * 2011-12-27 2013-07-03 北京同步科技有限公司 Video capture card and processing method thereof
US20140176579A1 (en) * 2012-12-21 2014-06-26 Nvidia Corporation Efficient super-sampling with per-pixel shader threads
CN103986936A (en) * 2014-05-30 2014-08-13 苏州大学 Video compression collecting system and method

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108958718A (en) * 2018-06-29 2018-12-07 武汉斗鱼网络科技有限公司 A kind of texture image binding method, device and readable storage medium storing program for executing
CN108958718B (en) * 2018-06-29 2021-11-26 武汉斗鱼网络科技有限公司 Texture image binding method and device and readable storage medium
CN109190542A (en) * 2018-08-24 2019-01-11 重庆虚拟实境科技有限公司 Human body frame identification method based on image
CN109190542B (en) * 2018-08-24 2021-08-13 重庆虚拟实境科技有限公司 Human body frame identification method based on image
CN110334027A (en) * 2019-07-04 2019-10-15 深圳市腾讯网域计算机网络有限公司 Game picture test method and device
CN110334027B (en) * 2019-07-04 2024-04-12 深圳市腾讯网域计算机网络有限公司 Game picture testing method and device

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