...I'm actually concerned that I went a bit overkill trying to prevent
backwards compatibility issues with this abstraction design, because
this is a large number of files that have to be modified just to add a
single graphics subsystem export. Someone's going to strangle me, and
when you know that someone might strangle you, that means that you did
something wrong. We'll have to look in to simplifying this in the
future without killing backward compatibility safety.
These functions were mostly related to being able to set true fullscreen
mode -- however, this has no place for our purposes, and these functions
were just sitting empty and unused, so they should be removed.
Besides, fullscreen mode only applies to the windows operating system.
This variable is currently somewhat pointless, I was originally going to
use it to tell the graphics subsystem to completely rebuild the internal
vertex buffers, but it would be bad/inefficient to allow that
functionality.
Previously we were using glGetAttribLocation on all inputs/outputs and
then just discarding if it was returned -1. However, we have a boolean
value of 'input' in gl_parser_attrib, so there's no need to be doing
this and discarding potentially useful error handling information.
BGRX was being treated as "BGR input" with "RGBA storage", where it
should have been "BGRA input" with "RGB storage". So the input for the
texture was expecting 24 bits of packed BGR rather than 32bit BGRX
pixels, and was internally storing it with alpha available.
My prior code was incorrect; I mixed up the two parameters, the
GL_TEXTURE_SWIZZLE_* parameter specifies the target channel, and the
value itself specifies the source channel., If that makes sense.
On some operating systems, with specific drivers it seems that BGR/BGRA
isn't properly treated as such in certain cases. This fix will
hopefully force the formats to be treated as BGR/BGRA when actually
rendering, which should get around the implementation-specific issue.
1) Fixed the preview window. It now correctly displays the source.
2) The GLX backend now correctly uses the devices current swap.
3) We now set device->cur_swap to a default so we don't have to check it in every function.
4) Minor syntactical cleanups and perhaps some messiness added.
This unfortunately re-introduces undesirable rendering behaviour for
slow renderers (e.g. first gen Intel HD graphics/Apple software
renderer) when the property window is open, but fixes property window
preview rendering for sufficiently fast renderers
- Add dummy GL texture support to allow libobs texture references to be
created for GL without
- Add a texture_getobj function to allow the retrieval of the
context-specific object, such as the D3D texture pointer, or the
OpenGL texture object handle.
- Also cleaned up the export stuff. I realized it was all totally
superfluous. Kind of a dumb moment, but nice to clean it up
regardless.
Also, rename atomic functions to be consistent with the rest of the
platform/threading functions, and move atomic functions to threading*
files rather than platform* files
- Implement OBS encoder interface. It was previously incomplete, but
now is reaching some level of completion, though probably should
still be considered preliminary.
I had originally implemented it so that encoders only have a 'reset'
function to reset their parameters, but I felt that having both a
'start' and 'stop' function would be useful.
Encoders are now assigned to a specific video/audio media output each
rather than implicitely assigned to the main obs video/audio
contexts. This allows separate encoder contexts that aren't
necessarily assigned to the main video/audio context (which is useful
for things such as recording specific sources). Will probably have
to do this for regular obs outputs as well.
When creating an encoder, you must now explicitely state whether that
encoder is an audio or video encoder.
Audio and video can optionally be automatically converted depending
on what the encoder specifies.
When something 'attaches' to an encoder, the first attachment starts
the encoder, and the encoder automatically attaches to the media
output context associated with it. Subsequent attachments won't have
the same effect, they will just start receiving the same encoder data
when the next keyframe plays (along with SEI if any). When detaching
from the encoder, the last detachment will fully stop the encoder and
detach the encoder from the media output context associated with the
encoder.
SEI must actually be exported separately; because new encoder
attachments may not always be at the beginning of the stream, the
first keyframe they get must have that SEI data in it. If the
encoder has SEI data, it needs only add one small function to simply
query that SEI data, and then that data will be handled automatically
by libobs for all subsequent encoder attachments.
- Implement x264 encoder plugin, move x264 files to separate plugin to
separate necessary dependencies.
- Change video/audio frame output structures to not use const
qualifiers to prevent issues with non-const function usage elsewhere.
This was an issue when writing the x264 encoder, as the x264 encoder
expects non-const frame data.
Change stagesurf_map to return a non-const data type to prevent this
as well.
- Change full range parameter of video scaler to be an enum rather than
boolean
- 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.
- 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.