Closed kurikaesu closed 4 years ago
I'm definitely not the person to say you should or shouldn't do it, but this sounds like a welcomed addition. I mostly work on client projects and they occasionally want things like video, so I'm all for it :)
I guess it was not possible due to patents, not sure the current status but even a module/native will be nice to have.
This should be much better added with gdnative eventually
On Oct 23, 2017 9:07 PM, "eon-s" notifications@github.com wrote:
I guess it was not possible due to patents, not sure the current status but even a module/native will be nice to have.
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Patent wise, I'm not a lawyer but I believe that using the built in decoders of a platform such as iOS, Android etc, will not encumber your software with the related h.264 patents as the respective companies (Apple, Motorolla, Microsoft etc) have already paid the licensing fees for the decoder and you receive a license agreement from those vendors relating to h.264.
If the proposal was to write a software decoder into Godot, then patents would definitely be an issue.
My coworkers and I at my company have started implementing this for Windows to start. You can see our progress at https://github.com/DisplaySweet/godot/commits/plugin/wmf-wip
We will be moving the code out of our Godot repository into its own repository that can be included into Godot at will by anyone.
My co-worker Matt has completed the video decoding and playback for H.264 in Windows which performs quite well.
I'm currently investigating how to use the video card hardware decoder when present in order to increase the performance but most documentation on windows refers to using the DirectX 11 APIs to use DXVA. Not too sure if there is a better way of decoding other than copying the texture out of the graphics card and back into the graphics card when we set the texture data.
@kurikaesu I would recommend you to go to IRC, godotengine (general) or godotengine-devel (engine dev) channels on freenode to contact devs, they may be able to help better there.
Has anyone made any progress turning this into a GDNative plugin?
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@kurikaesu
I attempted to port over the wmf code to the latest Godot Engine 3 and master.
https://github.com/V-Sekai/godot/tree/3.5-wmf and https://github.com/V-Sekai/godot/tree/wmf were made.
I was able to use the 3.5 wmf for both audio and video, but Godot Engine 4 could only play video.
This is a proposal to write for various platforms the ability to use the underlying hardware video decoder to decode h.264 files to compliment the software theora decoder.
On low powered devices such as tablets, the theora decoder does not always keep up to be able to render a 24-30fps video at fairly high resolutions.
Is there any interest in this by anybody else in the community? My team will be implementing this regardless as it is a requirement for the product we're trying to build.