GS_RGBA, GS_BGRX, and GS_BGRA now use TYPELESS DXGI formats, so we can
alias them between UNORM and UNORM_SRGB as necessary. GS_RGBA_UNORM,
GS_BGRX_UNORM, and GS_BGRA_UNORM have been added to support straight
UNORM types, which Windows requires for sharing textures from D3D9 and
OpenGL. The D3D path aliases via views, and GL aliases via
GL_EXT_texture_sRGB_decode/GL_FRAMEBUFFER_SRGB.
A significant amount of code has changed in the D3D/GL backends, but the
concepts are simple. On the D3D side, we need separate SRVs and RTVs to
support nonlinear/linear reads and writes. On the GL side, we need to
set the proper GL parameters to emulate the same.
Add gs_enable_framebuffer_srgb/gs_framebuffer_srgb_enabled to set/get
the framebuffer as SRGB or not.
Add gs_linear_srgb_active/gs_set_linear_srgb to instruct sources that
they should render as SRGB. Legacy sources can ignore this setting
without regression.
Update obs_source_draw to use linear SRGB as needed.
Update render_filter_tex to use linear SRGB as needed.
Add gs_effect_set_texture_srgb next to gs_effect_set_texture to set
texture with SRGB view instead.
Add SRGB helpers for vec4 struct.
Create GDI-compatible textures without SRGB support. Doesn't seem to
work with SRGB formats.
Code submissions have continually suffered from formatting
inconsistencies that constantly have to be addressed. Using
clang-format simplifies this by making code formatting more consistent,
and allows automation of the code formatting so that maintainers can
focus more on the code itself instead of code formatting.
The cache coherency of rasterization for full-screen passes is better
using an oversized triangle that is clipped rather than two triangles.
Traversal order of rasterization is GPU-specific, but will almost
certainly be better using an undivided primitive.
A smaller benefit is that quads along the diagonal are not evaluated
multiple times, but that's minor in comparison.
Redo format shaders to bypass vertex buffer, and input layout. Add
global shader bool "obs_glsl_compile" to make API-specific decisions,
i.e. handle upside-down UVs. gl_ortho is not needed for format
conversion because the vertex shader does not use ViewProj anymore.
This can be applied to more situations, but start small first.
Testbed full screen passes, Intel HD Graphics 530:
RGBA -> UYVX: 467 -> 439 us, ~6% savings
UYVX -> uv: 295 -> 239 us, ~19% savings
Gives the ability to retrieve param annotations. Blocks wrapped in <>
following a parameter.
For example:
float slider < float max_value = 10.0; float min_value = 0.0; >;
These blocks are not for shading purposes but to help describe the
shader's gui as in the example above.
Adds graphics api functions for retrieving annotations:
size_t gs_param_get_num_annotations(const gs_eparam_t *param);
gs_eparam_t *gs_param_get_annotation_by_idx(const gs_eparam_t *param,
size_t annotation);
gs_eparam_t *gs_param_get_annotation_by_name(const gs_eparam_t *param,
const char *name);
Fixes a bug where loading vertex shaders could cause error messages
about mismatching vertex buffer data to appear because the vertex shader
would try to reload the previously used vertex buffer.
When using an enumeration value with a switch, it needs to be filled out
with all possible values to prevent compiler warnings. This warning is
used to prevent the developer from unintentionally forgetting to add new
enum values to any switches the enum is used on later on. Sadly, only
good compilers actually have this warning (mingw).
I do not want the D3D11 library to depend on a specific compiler
version. This way, I do not have to distribute D3D Compiler libraries
with the program (proprietary binary blobs). Any particular version
works because the API for the D3DCompiler function appears to be the
same; the only things that change are other features and additions
mostly (at least as far as I can tell). Using any version available on
the system should be more than sufficient rather than depending on some
specific D3D compiler version.
If the user doesn't have it, a download of the latest D3D distributables
should be fine, though it should work with the ones that come with
windows 7+ as well.
This Fixes a minor flaw with the API where data had to always be mutable
to be usable by the API.
Functions that do not modify the fundamental underlying data of a
structure should be marked as constant, both for safety and to signify
that the parameter is input only and will not be modified by the
function using it.
Typedef pointers are unsafe. If you do:
typedef struct bla *bla_t;
then you cannot use it as a constant, such as: const bla_t, because
that constant will be to the pointer itself rather than to the
underlying data. I admit this was a fundamental mistake that must
be corrected.
All typedefs that were pointer types will now have their pointers
removed from the type itself, and the pointers will be used when they
are actually used as variables/parameters/returns instead.
This does not break ABI though, which is pretty nice.
I had forgotten how constants worked when compiled; constants are
uploaded as constant registers. When constants are used with shaders,
multiple constants are often packed in to a single register when
possible to reduce constant register count.
For example, one 'float' constant and one 'float3' constant will be
packed in to a single register (c0.x for constant 1, c0.yzw for constant
2), but two 'float' constants and one 'float3' constant must inhabit two
registers (c0.xy for constant 1, c1.xyz for constant 2), so it must
start on a new register boundry (every 16 bytes).
I had first instinctively thought it was just a simple case of
alignment like it is on the CPU, but then I realized that it didn't
sound right, so I went back and did some more tests and then ultimately
remembered how constants actually are uploaded.