While the current code only ever calls try_connect() with the input
argument 'device' in the range of 0 and MAX_DEVICES, this adds a check
to ensure that future code does not break the following sprintf.
In addition, use snprintf instead of sprintf to ensure that if anything
breaks, the sprintf does not lead to memory corruption. Again, the new
check should already make sure of that, but the additional effort of
using snprintf instead of sprintf is so low that it is worth to have a
little more security in the future.
xcompcap was taking locks in the wrong order resulting in deadlocks on
close. If you had an xcompcap properties window open on close it was
nearly 100% deadlock. This ensures locks are taken in the same order as
libobs takes when shutting down.
Also consolidate behavior of contrast/brightness/gamma across chroma
key, color correction, and color key filters. The contrast range has
been expanded to approximtely match the range when the filter applied to
nonlinear colors.
The newly versioned filter also has color overlay removed. We can add it
back if the demand is there, but I'd rather not maintain it.
Also consolidate behavior of contrast/brightness/gamma across chroma
key, color correction, and color key filters. The contrast range has
been expanded to approximtely match the range when the filter applied to
nonlinear colors.
Also consolidate behavior of contrast/brightness/gamma across chroma
key, color correction, and color key filters. The contrast range has
been expanded to approximtely match the range when the filter applied to
nonlinear colors.
Well, linear SRGB for screen capture. The window capture path failed to
copy between SRGB textures for some reason, so just force nonlinear
formats instead.
For game capture, neither GL nor D3D9 support SRGB shared textures, so
disable linear SRGB support if the texture format doesn't support it.
Similarly, DXGI display capture doesn't work with SRGB at the moment.
Unsure if it will with more work, but disable for now.
Also force linear SRGB off if using GDI-compatible textures.
Both image and color sources have been updated.
Also added alpha support to the color source. Useful for users, and
serves as an easy alpha blending test case.
Adds frame time multiple based timeout option, instead of the hardcoded
1 second timeout.
Adds optional automatic device stream reset when the device times out.
Helps with devices that "lock up" or "freeze", for example Magewell and
Elgato USB HDMI capture devices.
The automatic reset is by default off and optional. Turning it on can
cause issues for devices that work but drop a lot of frames.
To support FTL, it needed to be present in-tree to be compiled. This PR
adds support for system-wide installations of libftl. It uses
pkg-config to find the system-wide installation. If pkg-config can't
provide libftl we just fall back to using the in-tree submodule. If
that's also not available it won't be included at all like before.
When a media source is set to use a URL, always fully shut down the
media when stopped. This ensures that the media will do a full
reconnect after having been stopped.
When connection to FTL ingest is lost, ftl_event() calls
obs_output_signal_stop() to trigger a reconnect. However, during the
reconnect delay, send_thread is still waiting on send_sem semaphore.
After the delay, ftl_stream_start() is called, which in turn resets
the semaphore and creates a new send_thread. Old send_thread now exits
the loop and triggers another reconnect and the whole process repeats
again. The fix resets the semaphore in ftl_event() so the old
send_thread exits immediately.
The capture loop errors are now logged as such.
Increased the amount of information logged in debug mode, including
state of all buffers on timeout.
Add device name to all capture loop debug output, especially useful when
debugging issues with multiple v4l2 video streams.
Modify game capture shared textures to be typeless if they could
potentially need SRGB and non-SRGB views in the future.
These capture APIs have been updated: D3D 10/11/12, Vulkan.
D3D8 capture does not use shared textures.
D3D9 and GL interop do not support typeless textures.
The new game capture DLL should be compatible with old versions of OBS.
Also removed a lot of dead code around pointless SRV/RTV support.