LGP devices are devices that induce anger in any sane developer because
they're prone to bad audio timestamps when using their decoded data
directly. For that reason, add a hack that smooths the timestamps
within a large threshold to prevent audio skipping.
When kaspersky is installed on windows 7, FindWindowEx will fail to find
any windows due to apparently being blocked by kaspersky, so detect when
that happens, and fall back to GetWindow instead if it does.
Due to crashes being caused by hardware acceleration in the media source
on mac, disable hardware acceleration of the media source being on by
default for the time being.
In transitions, because the 'to' and 'from' are always rendered to
textures, the end result will always have premultiplied alpha. This
would cause alpha to have blackish edges during transition, and cause
semi-transparent images to appear darker than they were supposed to.
To replicate, simply set the transparency of a source to 50%, then
transition between that scene and another scene. The source will appear
to "pop" in and out unnaturally due to the premultiplied alpha effect of
the render targets.
To fix this, the solution is to simply convert premultiplied alpha to
straight alpha in the transition pixel shaders.
Twitch added the following ingests:
- South America: Lima, Peru
- EU: Lisbon, Portugal
- South America: Medellin, Columbia
- EU: Milan, Italy
- NA: Mexico City
The following ingest server is no longer listed in hitbox' API:
- US-East: Washington
YouTube does not list a requirement that states that only the main profile can be used.
This allows for color grading based on a color look-up table. Commonly
used to color correct and/or grade video that has been shot in Log.
Closesjp9000/obs-studio#747
Update video ingest servers for Vaughn Live. Also split Breakers.TV
into its own since it is possibly becoming its own entity soon.
Closesjp9000/obs-studio#771Closesjp9000/obs-studio#772
Due to the fact that people follow terrible guides that ignorantly
recommend opencl, the "opencl" custom x264 option was blocked. However,
because some people still apparently want to use it, it's being renamed
to "opencl_is_experimental_and_potentially_unstable" so that anyone who
uses this option realizes that they should probably think twice about
using the option rather than just follow some terrible guide that tells
them to use it.
The Saturation option was unbalanced, giving more weight to the color
red and a TON more weight to the color blue. This patch balances the
colors to provide a more even increase in saturation across the RGB
channels.
Closesjp9000/obs-studio#739
When using this filter in/on OpenGL situations can cause crashes with an
"int to vec4" cast. This fix should resolve that issue.
Closesjp9000/obs-studio#739
Using and creating a window can use issues in game capture if multiple
game captures are active, so revert back to using a mutex, and just
ignore the keepalive check failure if injected inside a UWP program
(only check to see if GetLastError reports that it's not found -- if it
returns access denied or any other error, assume it's in a UWP program,
and ignore the keepalive check).
If the backbuffer count is larger than 3, it could still try to assign
backbuffers to pointers beyond the variable's array size when calling
swap->GetBuffer.
Use a d3d9 device and allocator to encode in QSV.
This fixes a random crash that could only happen on Windows 7. The QSV
Deviced returned a DEVICE_FAILURE after a random amount of time with the
old method.
This fix is totally based on Shinck's QSVHelper.exe patch for OBS
Classic (see
https://obsproject.com/forum/threads/0-633b-qsvhelper-exe-was-killed-encode-failed.19230/page-3#post-161984
for more information)
This is more like a proof of concept, but that fix is currently stable
and tested more than 50 hours, with a single session of +14 hours.
That commit doesn't respect all OBS Guidelines. It is currently
recommended to wait for a more "cleaner" implementation.
Due to using FindWindowEx to search for certain windows, certain windows
will show up that aren't usable/capturable. Prevent these windows from
showing up in the window lists.
For some unknown reason, GetWindow will not traverse the entire window
tree. It could be due to Microsoft purposely hiding certain UWP
windows, though the reason is unknown. For some equally unknown reason
FindWindowEx does work in its place.
This fixes the issue of not being able to find/capture certain windows,
such as halo 5: forge.
D3D12 capture does not take in to account when multiple backbuffers are
in used. With previous versions of Direct3D there was no need to do
this, but with D3D12 you must explicitly capture each specific
backbuffer currently in use.
The encoder name was changed from "nvenc_h264" to "h264_nvenc", and will
throw a warning in the log file if you use the former, so try the latter
first, then the former.
Similar to the parent commit, do not reset the blend state if the source
is not marked as a custom drawn source. Filters applied won't have the
correct blend state and the alpha edges of the text will be partially
black.
The blend state does not need to (and should not) be changed. This
fixes an issue where if filters are applied to an image source, the
image source will paint incorrectly.
Replaces the "Color Correction" filter with a newer version that uses a
matrix, adds hue and saturation, and improves the contrast option.
Closesjp9000/obs-studio#708
If capturing a UWP window, do not fall back to matching windows with the
same window class if the exact window is not found, as this will get any
other UWP window on the system (due to the fact that they all have the
same window class name).
Because the hook cannot get the window handle of UWP windows, fall back
to using the window handle stored in the game capture source itself if
it's unavailable from the hook.
Under certain circumstances, the program may not be able to acquire the
window thread ID for a UWP process, but will be able to acquire the
process ID. In this case, it should soft fail and retry, rather than
assume it's unacquirable and stop trying to reacquire.
The "attempting to hook [executable]" message would not display the
correct executable if it's fallen back to a different window with the
same window class.
Now that the game capture hook creates and controls all the
synchronization objects, it's no longer possible to expect that the hook
is fully loaded by the time game capture tries to initialize it. In
that case, allow game capture to retry the hook for a few frames before
assuming something failed.
This detects whether the target process is a UWP process, and then uses
the open_app_* functions for mutexes/events/mapping. Also slightly
refactors named object open functions.
The only way to open named kernel objects within a UWP "app" is to get
the AppContainer SID, and then open the objects with their full
system namespace names via undocumented NT functions.
All named objects (including file mapped shared memory) need to be
created within the hook itself due to the fact that UWP programs cannot
access named objects outside of the UWP process.
Because shared memory needs to be created within the hook, the capture
loop cannot start until the shared memory has been filled with valid
data. Creating an additional "initialize" event fixes this issue.
Additionally, changed the way that named kernel objects are
opened/created. Before, there were functions that would first try to
open named objects and then implicitly create them if opening failed
(assuming that if the hook didn't create it first, game capture would),
now it's been changed so that you can only either explicitly open or
create.