Tested using FTL (steam): SwapBuffers ultimately calls wgl_swap_buffers
causing an additional copy which just isn't necessary
This also causes game capture to sometimes capture overlays even when
not intended
This reverts commit bd70e73c25.
Turns out the commit was due to a miscommunication -- the commit it was
fixing actually worked fine, and this fix was unnecessary.
If window capture fails to find a window with a matching title, search
for a window with the same window class additionally as a backup.
Replaces the third part of the internal window string with the class
name instead of the program path due to the fact that the program path
rarely seemed to work.
Allows the ability to pad in addition to cropping. Changes the name to
Crop/Pad filter.
(Additional edits by Jim: Greatly refactored/simplified filter code)
Closesjp9000/obs-studio#532
Removing this union fixes the internal compile error that would occur on
visual studio 2015 update 2 and above when these variables were all in a
union.
(Note: This commit also modifies obs-ffmpeg and obs-outputs)
API Changed:
obs_output_info::void (*stop)(void *data);
To:
obs_output_info::void (*stop)(void *data, uint64_t ts);
This fixes the long-time design flaw where obs_output_stop and the
output 'stop' callback would just shut down the output without
considering the timing of when obs_output_stop was used, discarding any
possible buffering and causing the output to get cut off at an
unexpected timing.
The 'stop' callback of obs_output_info now takes a timestamp with the
expectation that the output will use that timestamp to stop output data
in accordance to that timing. obs_output_stop now records the timestamp
at the time that the function is called and calls the 'stop' callback
with that timestamp. If needed, obs_output_force_stop will still stop
the output immediately without buffering.
Because output stop timing has been fixed, there is no need to send the
remaining packets in the queue because it now just waits for the stop
timing anyway.
Fixes a bug where if a D3D9 program recreates its device the capture
would become invalid. Certain games (especially blizzard games) will
completely recreate their Direct3D device if a critical D3D9 error
occurs.
Adds the ability to add video playlists via libvlc instead of via the
media source. This is mostly just being added as a secondary option to
the media source to reduce maintenance costs and save time. Currently
libff cannot pause/unpause/seek, and isn't programmed to handle
playlists yet.
If VLC is installed on the computer (with the same architecture) it will
allow video playback via libVLC. In the future, users should be able to
optionally download VLC libraries via the installer as well if they
don't want to necessarily install VLC to get the plugin working.
This plugin performs runtime linking instead of compile-time linking;
compiling VLC is not required, only its headers are required. To
compile, clone the VLC repository and set the VLCPath cmake variable to
point to the VLC repository directory.
The xcomposite window capture crashes were due to a few factors:
-------------------------------
1.) The source's X error handler was possibly being overwritten by
another part of the program despite us locking the display, presumably
something in Qt which isn't locking the display when pushing/popping its
own error handler (though this is not yet certain). The source's calls
to X functions happen in the graphics thread, which is separate from the
UI thread, and it was noticed that somehow the error handler would be
overwritten almost seemingly at random, indicating that something else
in the program outside of OBS code was not locking the display while
pushing/popping the error handler.
To replicate this, make it so that the source cannot find the target
window and so it continually searches for it each video_tick call, then
resize the main OBS window continually (which causes Qt to push/pop its
own error handlers). A crash will almost always occur due to BadWindow
despite our error handling.
2.) Calling X functions with a window ID that no longer exists,
particularly XGetWindowAttributes, in conjunction the unknown error
handler set in case #1 would cause the program to outright crash because
that error handler is programmed to crash on BadWindow for whatever
reason. The source would call X functions without even checking if
'win' was 0.
3.) The source stored window IDs (in JSON, even if they've long since
become invalid/pointless, such as system restarts). This is a bad
practice and will result in more cases of BadWindow.
Fixing the problem (reducing the possibility of getting BadWindow):
-------------------------------
Step 1.) Deprecate and ignore window IDs in stored settings. Instead of
using window IDs to find the window, we now must always search the
windows and find the target window via the window name exclusively.
This helps ensure that we actually consistently have a working window
ID.
Step 2.) Do not call any X functions if the window ID is 0.
Step 3.) Reset the window ID to 0 any time the window has updated, and
make the source find the window again to ensure it still exists before
attempting to use any X functions on the window ID again.
Add checks to make sure the pulseaudio operation objects are actually
valid and the request did not fail right away. Other pulseaudio
functions dealing with the objects expect them not to be NULL,
otherwise they will kill the application with a failing assert.
For some reason in the FFmpeg output, this AVCodecContext variable is
being set to 1 by FFmpeg itself somewhere, and it's causing a massive
slowdown when encoding with FFmpeg directly. This should be set to 0 to
specify to use as many threads as necessary.
This reverts commit 8d520b970d.
This can actually cause a hard lock due to the windows API when
destroying window capture. When the graphics thread locks the source
list for doing tick or render, and then the UI thread tries to destroy a
source, the UI thread will wait for the graphics thread to complete
rendering/ticking of sources. The video_tick of window capture would
then check windows in the same process and try to query the window's
name via GetWindowText. However, GetWindowText is synchronous, and will
not return until the window event has been processed by the UI thread,
so it will perpetually lock because the two threads are waiting for each
other to finish.
On windows, if you were saving a file name or directory with characters
that are not of the current windows character set, it could cause the
file saving process to fail. This fixes it so that on windows it uses
wmain and converts the unicode command line to a UTF-8 command line,
which works with FFmpeg.