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.
After testing, LA_ICQ may not always be supported, so use regular ICQ
for recordings instead. Also fixes a bug where simple output mode
wouldn't even use LA_ICQ.
In the advanced output section of settings, when a different encoder is
set, it would try to pass over settings from the other encoder, which
may or may not be fully compatible with different encoders. Instead,
just set it to defaults if it's on an encoder that's different from the
currently loaded encoder.
The "cbr" setting has been deprecated, so if the user is using that
setting for any of the encoders, convert it to set "rate_control" to
"CBR".
Additionally, if an encoder is using x264 with VBR and the buffer size
is set to 0, change the rate control mode to CRF.
When using simple output mode, previously NVENC did not support a
constant quality rate control method, and you'd have to use VBR with
bitrate. However CQP has since been added to NVENC, and it's preferable
to use for recording when available instead of using VBR.
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.
This reverts commit cb24080d7627b0f444c4f1993eb00571f2178e6e.
This commit is being reverted due to the fact that it breaks common
dialogs such as the open/save file dialogs, the dialogs would cause the
UI thread to lock up.
The plugin that required this will have to be modified to accommodate
this situation.
When clicking the transition properties button and creating the
context menu with properties/rename, it would create actions that also
included a source reference, but the parent of those actions was the
main window instead of the menu, so those actions would stay created
until the main window was destroyed.
This would cause bugs with saving/loading scenes where children of that
transition would also be perpetually referenced.
So instead of using the main window, just use a pointer to the menu
itself as the parent so that when the menu is destroyed, the actions are
also destroyed, and the source refs released.
Transition audio was programmed to stop if there is no queued audio from
both sources. Because of that, when a source's audio started after the
transition started, it would cause audio from the source to be excluded
from the transition until the transition had completed because the audio
had already been marked as stopped.
Instead, if there's no audio from the transition sources, the audio
should only be marked as stopped when video has stopped. This allows
the to/from sources to have an opportunity to start/restart audio during
the transition safely.
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.
The signal name is "remove" for when a source is removed, not "removed".
This is proof that I should never have relied on strings for signals.
The original intention for string-based signals was to make them
programmable and scriptable, but honestly that use-case (that never
happened and will likely never happen) was foolish to program around.
These should have been fixed macros from the beginning.
Sometimes encoders might have a tiny insignificant amount of lag
unintentionally for whatever reason (for example VP9 sometimes lags on
startup by a frame or two), so don't warn the user if the skip count is
below 10.
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.