(This commit also modifies the UI)
This solves the issue where OBS would be deprioritized by Windows over
fullscreen games, causing OBS to lag out whereas the games would still
run fine.
Add support for debug markers via D3DPERF API and KHR_debug. This makes
it easier to understand RenderDoc captures.
D3DPERF is preferred to ID3DUserDefinedAnnotation because it supports
colors. d3d9.lib is now linked in to support this.
This feature is disabled by default, and is controlled by
GS_USE_DEBUG_MARKERS.
From: obsproject/obs-studio#1799
Due to an NVIDIA driver bug with the Windows 10 Anniversary Update,
there are an increasingly large number of reports of "Device Removed"
errors and TDRs. When this happens, OBS stops outputting all data
because all graphics functions are failing, and it appears to just
"freeze up" for users.
To temporarily alleviate this issue while waiting for it to be fixed,
the D3D subsystem can be rebuilt when that happens, all assets can be
reloaded to ensure that it can continue functioning (with a minor hiccup
in playback).
To allow rebuilding the entire D3D subsystem, all objects that contain
D3D references must be part of a linked list (with a few exceptions) so
we can quickly traverse them all whenever needed, and all data for those
resources (static resources primarily, such as shaders, textures, index
buffers, vertex buffers) must be stored in RAM so they can be recreated
whenever needed.
Then if D3D reports a "device removed" or "device reset" error, all D3D
references must first be fully released with no stray references; the
linked list must be fully traversed until all references are released.
Then, the linked list must once again be traversed again, and all those
D3D objects must be recreated with the same data and descriptors (which
are now saved in each object). Finally, all states need to be reset.
After that's complete, the device is able to continue functioning almost
as it was before, although the output to recording/stream may get a few
green frames due to texture data being reset.
This will temporarily alleviate the "Device Removed" issue while waiting
for a fix from NVIDIA.
This adds support for the windows 8+ output duplicator feature which
allows the efficient capturing of a specific monitor connected to the
currently used device.
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.
There's no need to find DirectX because with VS2013 and mingw it's
already available by default. Older visual studio versions that didn't
come with DirectX by default are no longer supported anyway.
(Also mingw doesn't currently work at all due to lack of proper headers,
but once they do it'll be available in the same way. I think.)