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.
obs_source_update_properties should be called by sources when property
values change, e.g. a capture device source would use this when it
detects a new capture device (in case its properties contain a list of
available capture devices or similar)
This allows for easier comparison between two obs_data_t and it will make
const char *json1 = obs_data_get_json(data);
obs_data_t *data_ = obs_data_create_from_json(json1);
const char *json2 = obs_data_get_json(data_);
produce the same string in json1 and json2
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 feel like people keep mistaking how x264 preset functions. They often
associate it with their own CPU speed, and I feel the name does not help
with that issue. I think it may be for the best to just take it out.
At best, it will keep people away from using it unless they know what
they're doing, and at worst, people at least won't be able to associate
it with their CPU as easily anymore.
Change checkbox with text "Advanced Encoder Settings" to "Use Advanced
Encoder Settings". This way it will hint that the settings will be
disabled when unchecked.
I actually did this because it makes it a bit easier to use with a
build from cross-compiled windows FFMpeg/x264 DLLs. When compiling on
linux I just have it compile to a custom prefix directory for the
specific windows arch, then I just copy the arch dir back to my windows
HD when complete. Adding this to the cmake allows me to use the compile
arch directories directly without modification.
This replaces the ARB_separate_shader_objects extension with traditional
linked shaders. I was able to get the existing system to use linked
shaders without having to change any libobs graphics API.
This essentially creates a linked list of shader programs with
references to the shaders they link. Before draw, it searches that
linked list for a particular pixel/vertex shader pair, and the linked
program associated with it. If no matching program exists, it creates
the program.
This adds a check whether the video format from the device is compatible
with obs. This could either happen if the "Leave unchanged" option is
selected for the video format, or if the driver simply overwrites the
requested video format.
Due to the refactoring of the update function the separation of data
members only to be accessed from inside/outside the capture thread is
no longer needed.
The old implementation of this function assumed that there would be some
settings that could be changed on the fly without restarting the
capture. That was actually never used for any setting.