Commit Graph

103 Commits (963f052c2fffc2f16ba6a45f67925a239a263561)

Author SHA1 Message Date
jp9000 9c6da6f52d Split output/input audio capture sources
- Split input and output audio captures so that they're different
   sources.  This allows easier handling and enumeration of audio
   devices without having to do some sort of string processing.

   This way the user interface code can handle this a bit more easily,
   and so that it doesn't confuse users either.  This should be done for
   all audio capture sources for all operating systems.  You don't have
   to duplicate any code, you just need to create input/output wrapper
   functions to designate the audio as input or output before creation.

 - Make it detect soundflower and wavtap devices as mac "output" devices
   (even though they're actually input) for the mac output capture, and
   make it so that users can select a default output capture and
   automatically use soundflower or wavtap.

   I'm not entirely happy about having to do this, but because mac is
   designed this way, this is really the only way to handle it that
   makes it easier for users and UI code to deal with.

   Note that soundflower and wavtap are still also designated as input
   devices, so will still show up in input device enumeration.

 - Remove pragma messages because they were kind polluting the other
   compiler messages and just getting in the way.  In the future we can
   just do a grep for TODO to find them.

 - Redo list property again, this time using a safer internal array,
   rather than requiring sketchy array inputs.  Having functions handle
   everything behind the scenes is much safer.

 - Remove the reference counter debug log code, as it was included
   unintentionally in a commit.
2014-03-03 02:56:54 -07:00
jp9000 e9342143a7 Simplify and extend callback/signalling system
- Signals and dynamic callbacks now require declarations to be made
  before being used.  What this does is allows us to get information
  about the functions dynamically which can be relayed to the user and
  plugins for future extended usage (this should have big implications
  later for scripting in particular, hopefully).

- Reduced the number of types calldata uses from "everything I could
  think of" to simply integer, float, bool, pointer/object, string.
  Integer data is now stored as long long.  Floats are now stored as
  doubles (check em).

- Use a more consistent naming scheme for lexer error/warning macros.

- Fixed a rather nasty bug where switching to an existing scene would
  cause it to increment sourceSceneRefs, which would mean that it would
  never end up never properly removing the source when the user clicks
  removed (stayed in limbo, obs_source_remove never got called)
2014-03-01 05:54:55 -07:00
jp9000 e560a426c5 Give cf_parser functions better naming 2014-03-01 01:25:41 -07:00
jp9000 94a2d20712 Be just a bit more consistent.
See, it can sometimes be a bit confusing.  These functions should
definitely not fail under normal circumstances, and these errors may
affect the user and/or application in some way.
2014-02-28 20:07:56 -07:00
jp9000 771eac6015 Be more consistent about log levels
LOG_ERROR should be used in places where though recoverable (or at least
something that can be handled safely), was unexpected, and may affect
the user/application.

LOG_WARNING should be used in places where it's not entirely unexpected,
is recoverable, and doesn't really affect the user/application.
2014-02-28 20:02:29 -07:00
jp9000 268e4e7811 Add more checks for NULL pointers 2014-02-23 22:39:33 -07:00
jp9000 105aafbc96 Fix a NULL pointer deference
Also, fixed an issue with the new conversion shader not compiling
properly on some video devices
2014-02-16 22:42:35 -07:00
jp9000 2dbbffe4a2 Make a number of key optimizations
- Changed glMapBuffer to glMapBufferRange to allow invalidation.  Using
   just glMapBuffer alone was causing some unacceptable stalls.

 - Changed dynamic buffers from GL_DYNAMIC_WRITE to GL_STREAM_WRITE
   because I had misunderstood the OpenGL specification

 - Added _OPENGL and _D3D11 builtin preprocessor macros to effects to
   allow special processing if needed

 - Added fmod support to shaders (NOTE: D3D and GL do not function
   identically with negative numbers when using this.  Positive numbers
   however function identically)

 - Created a planar conversion shader that converts from packed YUV to
   planar 420 right on the GPU without any CPU processing.  Reduces
   required GPU download size to approximately 37.5% of its normal rate
   as well.  GPU usage down by 10 entire percentage points despite the
   extra required pass.
2014-02-16 19:28:21 -07:00
jp9000 966b943d5b Remove majority of warnings
There were a *lot* of warnings, managed to remove most of them.

Also, put warning flags before C_FLAGS and CXX_FLAGS, rather than after,
as -Wall -Wextra was overwriting flags that came before it.
2014-02-14 15:13:36 -07:00
jp9000 8e81d8be56 Revamp API and start using doxygen
The API used to be designed in such a way to where it would expect
exports for each individual source/output/encoder/etc.  You would export
functions for each and it would automatically load those functions based
on a specific naming scheme from the module.

The idea behind this was that I wanted to limit the usage of structures
in the API so only functions could be used.  It was an interesting idea
in theory, but this idea turned out to be flawed in a number of ways:

 1.) Requiring exports to create sources/outputs/encoders/etc meant that
     you could not create them by any other means, which meant that
     things like faruton's .net plugin would become difficult.

 2.) Export function declarations could not be checked, therefore if you
     created a function with the wrong parameters and parameter types,
     the compiler wouldn't know how to check for that.

 3.) Required overly complex load functions in libobs just to handle it.
     It makes much more sense to just have a load function that you call
     manually.  Complexity is the bane of all good programs.

 4.) It required that you have functions of specific names, which looked
     and felt somewhat unsightly.

So, to fix these issues, I replaced it with a more commonly used API
scheme, seen commonly in places like kernels and typical C libraries
with abstraction.  You simply create a structure that contains the
callback definitions, and you pass it to a function to register that
definition (such as obs_register_source), which you call in the
obs_module_load of the module.

It will also automatically check the structure size and ensure that it
only loads the required values if the structure happened to add new
values in an API change.

The "main" source file for each module must include obs-module.h, and
must use OBS_DECLARE_MODULE() within that source file.

Also, started writing some doxygen documentation in to the main library
headers.  Will add more detailed documentation as I go.
2014-02-12 08:04:50 -07:00
jp9000 b067440f73 Use bzalloc instead of bmalloc then memset
Reduces needless code repetition and still allows for proper memory
alignment.  Cleans up the code a bit.
2014-02-09 12:34:07 -07:00
jp9000 e4921074c1 Fix texture_setimage
Was mapping the data without unmapping the data, causing the data to
become locked
2014-02-09 06:24:21 -07:00
jp9000 6c92cf5841 Implement output, improve video/audio subsystems
- Fill in the rest of the FFmpeg test output code for testing so it
   actually properly outputs data.

 - Improve the main video subsystem to be a bit more optimal and
   automatically output I420 or NV12 if needed.

 - Fix audio subsystem insertation and byte calculation.  Now it will
   seamlessly insert new audio data in to the audio stream based upon
   its timestamp value.  (Be extremely cautious when using floating
   point calculations for important things like this, and always round
   your values and check your values)

 - Use 32 byte alignment in case of future optimizations and export a
   function to get the current alignment.

 - Make os_sleepto_ns return true if slept, false if the time has
   already been passed before the call.

 - Fix sinewave output so that it actually properly calculates a middle
   C sinewave.

 - Change the use of row_bytes to linesize (also makes it a bit more
   consistent with FFmpeg's naming as well)
2014-02-09 05:51:06 -07:00
Zachary Lund d283f24cbb A few changes concerning wxGTK.
For one, I added a new member gs_window for future use.
The member is "display" which represents our connection to X11.
Ideally, we should use this specific connection to deal with our Window.
For now, it's disabled. Read comment for more information.

Secondly, wxGTK apparently doesn't map our window in some cases.
This causes the window ID passed to be bad and will stop (or segfault)
our program. This might be related to the first commit above.

For now, all this commit does is realize the window manually.
2014-01-09 21:04:52 -06:00
Christoph Hohmann 1a928f638c Don't close module if opening failed during graphics initialization 2014-01-03 18:15:50 +01:00
Zachary Lund 80b8176e29 GLX implementation and *nix-specific file handling implementation
I added gl-x11 which allows compatibility with X11 (Xlib-based) and GLX.
I also added various functions to handle file finding based on FHS.
Various changes to autotools to both install files correctly and to configure correctly.
2014-01-02 18:20:58 -06:00
Palana 74aa1c466b add osx iosurface opengl integration 2013-12-23 16:35:14 +01:00
Palana 1dde992990 remove mipmap texture filter from min_filter for rectangle textures 2013-12-22 04:47:18 +01:00
jp9000 0781670ba2 add handling of GL_TEXTURE_RECTANGLE target, and add automatic handling if using it as a sprite 2013-12-20 12:36:38 -07:00
Palana 3da014543e fix min_adjust usage in calc_torque 2013-12-12 23:57:36 +01:00
jp9000 8298fa4dc7 With the permission of my fellow contributors, I'm switching obs-studio back to GPL v2+ to prevent issues between this project and the original OBS project, and for personal reasons to avoid legal ambiguity (not political reasons, I admittedly would prefer GPL v3+) 2013-12-02 22:24:38 -07:00
jp9000 58810f9806 changed gs_draw_sprite to allow custom sizes, added output textures to the core, and adjusted the test code to accommodate the changes 2013-11-26 22:26:14 -07:00
jp9000 32e34ffe25 fixed a bug in matrix3_transpose - rotate the vector, don't transform the vector 2013-11-26 22:24:10 -07:00
jp9000 409b011a8e cleaned up main internal data structure design, changed to reference counting for sources to ensure safe destruction of source objects from all parts of the system, added some service-related stuff for testing 2013-11-20 15:00:16 -07:00
Palana d7a04aea8c added osx cocoa support files 2013-11-14 18:31:18 +01:00
jp9000 d2ba08e46b add frame flipping code 2013-10-26 15:05:51 -07:00
jp9000 a43e291577 fill in the texture_setimage function, fill in a few other functions, and change certain names to be a little more consistent 2013-10-25 10:25:28 -07:00
jp9000 bb329b9278 avoid using 'default' for enum switches 2013-10-24 01:29:06 -07:00
jp9000 ae3cecf09f make data access in the threads a bit more safe (note: probably will need some more safety measures later on) 2013-10-18 20:25:13 -07:00
jp9000 ebbf4175d3 minor tweaks and get rid of the linker dependency I used for testing 2013-10-17 18:44:37 -07:00
jp9000 18834c6a45 some static analysis cleanup 2013-10-17 17:21:42 -07:00
jp9000 6e6535d568 initialize variable to NULL to be safe against uninitialized usage 2013-10-17 00:36:32 -07:00
jp9000 dfa2dc6eab fix up the rest of the GL code, add glew to project, add makefiles for opengl, fix makefiles so that it can be built with gcc, update project files to automatically output to the build directory 2013-10-16 23:31:18 -07:00
jp9000 9570f0b8d7 change names, fix some bugs, minor GL/D3D fixes, update tests, fix effect files, output a little more debug information 2013-10-14 12:37:52 -07:00
Peter SZTANOJEV 0301b24ace modernize header guards to #pragma once 2013-10-14 13:21:15 +02:00
jp9000 9577ddcf9b fill in the rest of the GL functions. finally 2013-10-12 20:18:05 -07:00
jp9000 c1939de49b added z-stencil buffers to GL and made a GS_MAX_TEXTURES macro 2013-10-10 12:37:03 -07:00
jp9000 806bf557e5 removed a fairly pointless constant for the time being 2013-10-10 07:46:27 -07:00
jp9000 20490010e9 fix effect parser to properly parse and output uniform variables 2013-10-09 21:38:55 -07:00
jp9000 fda2ee1147 added initial GL shader code 2013-10-09 15:48:16 -07:00
jp9000 34357f00fb finish up GLSL conversion stuff and make some minor tweaks to shader parser 2013-10-08 13:36:15 -07:00
jp9000 f9d1a4b9ed added first GLSL code, moved some graphics functions around, and adjusted some existing shader parser code 2013-10-06 18:29:29 -07:00
jp9000 f9c2aadf53 remove some more code duplication, fix a string, and remove a potential bug 2013-10-05 09:40:43 -07:00
jp9000 5c92f22f0d moved some stuff around to avoid code duplication and finish up gl 2D texture code 2013-10-05 00:34:43 -07:00
jp9000 543d2481f1 move around some graphics stuff and put in copyright comments 2013-10-04 12:13:59 -07:00
jp9000 ec86c3eaf7 fixed code that used the newer gs_create_texture version 2013-10-04 09:01:39 -07:00
jp9000 75262e6e0b update graphics subsystem code to add mipmap support and also add initial GL texture stuff and helper functions 2013-10-04 08:55:33 -07:00
jp9000 817044721b made better checks when shutting down graphics subsystem 2013-10-02 23:13:26 -07:00
jp9000 b44ba06543 fixed the alignment issues for good 2013-10-01 07:24:59 -07:00
jp9000 7f8a2890a1 ...and should have probably compiled it first 2013-10-01 06:19:11 -07:00
jp9000 493537d7bc forgot one more alignment call 2013-10-01 06:18:29 -07:00
jp9000 658a27362d fixed some more alignment issues for SSE usage (maybe I should cut donw the size of the align function) 2013-10-01 06:16:40 -07:00
jp9000 f255ae1922 first commit 2013-09-30 19:37:13 -07:00