- Implement windows monitor capture (code is so much cleaner than in
OBS1). Will implement duplication capture later
- Add GDI texture support to d3d11 graphics library
- Fix precision issue with sleep timing, you have to call
timeBeginPeriod otherwise windows sleep will be totally erratic.
- Add WASAPI audio capture for windows, input and output
- Check for null pointer in os_dlopen
- Add exception-safe 'WinHandle' and 'CoTaskMemPtr' helper classes that
will automatically call CloseHandle on handles and call CoTaskMemFree
on certain types of memory returned from windows functions
- Changed the wide <-> MBS/UTF8 conversion functions so that you use
buffers (like these functions are *supposed* to behave), and changed
the ones that allocate to a different naming scheme to be safe
- 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)
I can't believe I wasn't doing this. This is why file output was
getting corrupted. Audio and video send in data from separate threads.
I should be embarassed for not having considered that.
Key lesson: Increase threading paranoia levels. Apparently my
threading paranoid levels are lackluster.
Added a "master" volume for the entire audio subsystem.
Also, added a "presentation" volume for both the master volume and for
each invidiaul source. The presentation volume is used to control
things like transitioning volumes, preventing sources from outputting
any audio when they're inactive, as well as some other uses in the
future.
Add a scaler interface (defaults to swscale), and if a separate output
wants to use a different scale or format than the default output format,
allow a scaler instance to be created automatically for that output,
which will then receive the new scaled output.
- 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.
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.
Originally, the rendering system was designed to only display sources
and such, but I realized there would be a flaw; if you wanted to render
the main viewport in a custom way, or maybe even the entire application
as a graphics-based front end, you wouldn't have been able to do that.
Displays have now been separated in to viewports and displays. A
viewport is used to store and draw sources, a display is used to handle
draw callbacks. You can even use displays without using viewports to
draw custom render displays containing graphics calls if you wish, but
usually they would be used in combination with source viewports at
least.
This requires a tiny bit more work to create simple source displays, but
in the end its worth it for the added flexibility and options it brings.
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.
Implement a properties definition interface to allow modules to export
general properties associated with objects of libobs.
The properties definition interface allows the option for automatic
settings UI generation (which will make simple plugins easier to develop
without the need for user interface), as well as allow real-time
property editing of values of things like sources/outputs/etc without
having to open property dialogs. More property types can be added in
the future as needed as well.
Add the ability to be able to call and use toolkit-specific or
program-specific user interface in modules.
User interface code can be either bundled with the module, or 'split'
out in to separate libraries (recommended).
There are three reasons why splitting is recommended:
1.) It allows plugins to be able to create custom user interface for
each toolkit if desired.
2.) Often, UI will be programmed in one language (the language of the
toolkit), and core logic may be programmed in another. This
allows plugins to keep the languages separated if necessary.
3.) It prevents direct linkage of UI toolkits libraries with core
module logic.
Splitting is not required, though is recommended if you want your plugin
to be more flexible with other user interface toolkits or programs.
Will implement a generic properties lookup next, which will be used for
automatic UI handling so that plugin UI isn't necessarily required.
Add a fairly easy to use settings interface that can be passed to
plugins, and replaced the old character string system that was being
used before. The new data interface allows for an easier method of
getting/altering settings for plugins, and is built to be serializable
to/from JSON.
Also, removed another wxFormBuilder file that was no longer in use.
- Move over the last of the original settings dialog code to QT. It was
actually a bit easier to write in the QT version. wxWidgets was
definitely not ideal for that because the pages would fully
create/destroy every time.
- [Win32] Fix os_dlopen so that it only appends .dll if not present
- [MacOS] Fix name dialog text edit widget issue (it would be better if
we could just use the list widget for editing labels, will have to
look in to that in the future)
- Tweak the settings UI a bit more and make 30 FPS default
- Add a macro to convert a QString to a UTF-8 const char * string
- Rename build/plugins to build/obs-plugins
- Remove the last of the wxWidgets code
Fixed a few files that went over 80 columns, mostly just a nitpack on my
part.
libobs/obs-nix.c had a rather bad case of leading whitespace.
Also, fixed the x86 obs-studio project files so that it would properly
output to the right directory. It couldn't find libobs.lib because
obs-studio's project settings had it outputting to a different place
than the rest of the projects.
--------------------------------------------------
Notes and details
--------------------------------------------------
Why was this done? Because wxWidgets was just lacking in many areas. I
know wxWidgets is designed to be used with native controls, and that's
great, but wxWidgets just is not a feature-complete toolkit for
multiplatform applications. It lacks in dialog editors, its code is
archaic and outdated, and I just feel frustrated every time I try to do
things with it.
Qt on the other hand.. I had to actually try Qt to realize how much
better it was as a toolkit. They've got everything from dialog editors,
to an IDE, a debugger, build tools, just everything, and it's all
top-notch and highly maintained. The focus of the toolkit is
application development, and they spend their time trying to help
people do exactly that: make programs. Great support, great tools,
and because of that, great toolkit. I just didn't want to alienate any
developers by being stubborn about native widgets.
There *are* some things that are rather lackluster about it and design
choices I disagree with though. For example, I realize that to have an
easy to use toolkit you have to have some level of code generation.
However, in my personal and humble opinion, moc just feels like a
terrible way to approach the problem. Even now I feel like there are a
variety of ways you could handle code generation and automatic
management of things like that. I don't like the idea of circumventing
the language itself like that. It feels like one giant massive hack.
--------------------------------------------------
Things that aren't working properly:
--------------------------------------------------
- Settings dialog is not implemented. The dialog is complete but the
code to handle the dialog hasn't been constructed yet.
- There is a problem with using Qt widgets as a device target on
windows, with at least OpenGL: if I have the preview widget
automatically resize itself, it seems to cause some sort of video
card failure that I don't understand.
- Because of the above, resizing the preview widget has been disabled
until I can figure out what's going on, so it's currently only a
32x32 area.
- Direct3D doesn't seem to render correctly either, seems that the
viewport is messed up or something. I'm sort of confused about
what's going on with it.
- The new main window seems to be triggering more race conditions than
the wxWidgets main window dialog did. I'm not entirely sure what's
going on here, but this may just be existing race conditions within
libobs itself that I just never spotted before (even though I tend to
be very thorough with race conditions any time I use variables
cross-thread)
- Added some code for FFmpeg output that I'm still playing around with.
Right now I'm just trying to get it to output to file and try to
understand the FFmpeg/libav APIs. Hopefully in the future this plugin
can be used for any sort of output to FFmpeg.
- Fixed a cast warning in audio-io.c with size_t -> uint32_t
- Renamed the 'video_info' and 'audio_info' structures to
'video_conver_info' and 'audio_convert_info' to better represent their
actual purpose, and to avoid confusion with 'audio_output_info' and
'video_output_info' structures.
- Removed a few macros from obs-def.h that were at one point going to be
used but no longer going to be used (at least for now)
- First, I redid the output interface for libobs. I feel like it's
going in a pretty good direction in terms of design.
Right now, the design is so that outputs and encoders are separate.
One or more outputs can connect to a specific encoder to receive its
data, or the output can connect directly to raw data from libobs
output itself, if the output doesn't want to use a designated encoder.
Data is received via callbacks set when you connect to the encoder or
raw output. Multiple outputs can receive the data from a single
encoder context if need be (such as for streaming to multiple channels
at once, and/or recording with the same data).
When an encoder is first connected to, it will connect to raw output,
and start encoding. Additional connections will receive that same
data being encoded as well after that. When the last encoder has
disconnected, it will stop encoding. If for some reason the encoder
needs to stop, it will use the callback with NULL to signal that
encoding has stopped. Some of these things may be subject to change
in the future, though it feels pretty good with this design so far.
Will have to see how well it works out in practice versus theory.
- Second, Started adding preliminary RTMP/x264 output plugin code.
To speed things up, I might just make a direct raw->FFmpeg output to
create a quick output plugin that we can start using for testing all
the subsystems.
Completely revamped the entire media i/o data and handlers. The
original idea was to have a system that would have connecting media
inputs and outputs, but at a certain point I realized that this was an
unnecessary complexity for what we wanted to do. (Also, it reminded me
of directshow filters, and I HATE directshow with a passion, and
wouldn't wish it upon my greatest enemy)
Now, audio/video outputs are connected to directly, with better callback
handlers, and will eventually have the ability to automatically handle
conversions such as 4:4:4 to 4:2:0 when connecting to an input that uses
them. Doing this will allow the video/audio i/o handlers to also
prevent duplicate conversion, as well as make it easier/simple to use.
My true goal for this is to make output and encoder plugins as simple to
create as possible. I want to be able to be able to create an output
plugin with almost no real hassle of having to worry about image
conversions, media inputs/outputs, etc. A plugin developer shouldn't
have to handle that sort of stuff when he/she doesn't really need to.
Plugins will be able to simply create a callback via obs_video() and/or
obs_audio(), and they will automatically receive the audio/video data in
the formats requested via a simple callback, without needing to do
almost anything else at all.
- Added a test audio sinewave test source that should just play a sine
wave of the middle C note. Using unsigned 8 bit mono to test
ffmpeg's audio resampler, seems to work pretty good.
- Fixed a boolean trap in threading.h for the event_init function, it
now uses enum event_type, which can be EVENT_TYPE_MANUAL or
EVENT_TYPE_AUTO, to specify whether the event is automatically reset
or not.
- Changed display names of test sources to something a little less
vague.
- Removed te whole "if timestamp is 0 just use current system time"
when outputting source audio, if you want to use system time you
should just use system time yourself. Using 0 as some sort of
"indicator" like that just makes things confusing, and prevents you
from legitimately using 0 as a timestamp for your audio data.