This reverts commit 8d520b970d3552417005f6dab4f0892485cd14ce.
This can actually cause a hard lock due to the windows API when
destroying window capture. When the graphics thread locks the source
list for doing tick or render, and then the UI thread tries to destroy a
source, the UI thread will wait for the graphics thread to complete
rendering/ticking of sources. The video_tick of window capture would
then check windows in the same process and try to query the window's
name via GetWindowText. However, GetWindowText is synchronous, and will
not return until the window event has been processed by the UI thread,
so it will perpetually lock because the two threads are waiting for each
other to finish.
On windows, if you were saving a file name or directory with characters
that are not of the current windows character set, it could cause the
file saving process to fail. This fixes it so that on windows it uses
wmain and converts the unicode command line to a UTF-8 command line,
which works with FFmpeg.
Prevents game capture from acting as a global source. This fixes an
issue where a game capture in another scene could capture a window and
prevent a separate game capture in the current scene from being able to
capture that same window.
Completely shut down monitor capture when it's not being shown in the
program (for example in a different scene). This fixes an issue where
it would cause lag when a game enters fullscreen mode.
Instead of having a "cbr" setting that turns CBR on and off, adds a
"rate_control" parameter that sets the rate control method, which can be
one of the following: CBR, ABR, VBR, CRF.
If the "cbr" setting is used, it will throw a deprecation warning to the
log.
Instead of using an option that turns CBR on/off, adds rate control
methods: VBR, CBR, CQP, Lossless.
This moves lossless from being a preset to being a rate control method.
When using per-encoder rescaling, QSV would overwrite the current
encoder scale value in the get_video_info callback with the base video
width/height instead of using the current encoder width/height.
(Also modifies obs-ffmpeg to handle empty frames on EOF)
Previously the demuxer could hit EOF before the decoder threads are
finished, resulting in truncated output. In the worse case scenario the
demuxer could read small files before ff_decoder_refresh even has a chance
to start the clocks, resulting in no output at all.
There was no error checking when sending headers/metadata, so what would
happen is that if a header/metadata send failed (meaning the socket was
disconnected), it would continue to act as if it was still connected,
and it would block and lock up on the next send/recv call.
In aa4e18740a219b I mistakenly thought that I could add the variables
back in and that it would automatically cull variables that aren't used,
but that wasn't the case -- the shader parser always checks to see
whether parameters were set, and if they're not, it'll fail. This fixes
an issue where the shader would try to access parameters that are no
longer needed and fail due to the shader parameter check.
YUV-based shader support has been removed (due to the fact that no
sources ever use YUV shading) so there's no reason to keep around the
YUV processing code.
Currently, multiple QSV encoders cannot be active at the same time
(otherwise it will crash). This is a temporary solution to prevent
crashes from occurring when more than one QSV encoder tries to start up
at the same time.
Additionally, in the future there should be a way for encoders to be
able to communicate with the front-end when an error such as this
occurs.
If the parent source of a scroll filter has a 0 width or 0 height, the
scroll filter would do a division by zero on the size_i variable, which
would then cause the offset variable to perpetually have a non-finite
value, thus preventing the scroll filter from rendering properly after
that due to the non-finite offset value being uploaded to the shader.
(Note: this commit also modifies the obs-filters and test-input modules)
Changes the obs_source_process_filter_begin return type so that it
returns true/false to indicate that filter processing should or should
not continue (for example if the filter is bypassed or if there's some
other sort of issue that causes the filtering to fail)
When using QSV is used on a windows 7 machine with a dedicated card, you
have to fake a monitor connection to your Intel graphics to be able to
use QSV. If you do not, the initialization will fail with an error.
The error for that situation is not handled properly, and a variable
will be used while null. Instead, the function should safely return
after that error is received.
Also, do not call ClearData in the destructor unless QSV has been
properly initialized (if m_pmfxENC is null).
The if statement erroneously ended with a ';', which means that the code
is always executed, but there's no reason to even have these if checks
in the first place as the functions themselves return safely with null
pointers.