- Sep 26, 2014
-
-
Jim authored
-
Jim authored
Typedef pointers are unsafe. If you do: typedef struct bla *bla_t; then you cannot use it as a constant, such as: const bla_t, because that constant will be to the pointer itself rather than to the underlying data. I admit this was a fundamental mistake that must be corrected. All typedefs that were pointer types will now have their pointers removed from the type itself, and the pointers will be used when they are actually used as variables/parameters/returns instead. This does not break ABI though, which is pretty nice.
-
- Aug 20, 2014
-
-
Jim authored
Multiplication of the matricies was being done in the wrong direction. This caused source transformations to come out looking incorrect, for example the linux-xshm source's cursor would not be drawn correctly or in the right position if the source was moved/scaled/rotated. The problem just turned out to be that the gs_matrix_* functions were multiplying in the wrong direction. Reverse the direction of multiplication, and the problem is solved.
-
- Aug 09, 2014
-
-
Jim authored
Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
-
- Jul 20, 2014
-
-
Jim authored
Changed API functions: libobs: obs_reset_video Before, video initialization returned a boolean, but "failed" is too little information, if it fails due to lack of device capabilities or bad video device parameters, the front-end needs to know that. The OBS Basic UI has also been updated to reflect this API change.
-
Jim authored
This allows a programatic way of determining the type of graphics module currently active.
-
Jim authored
This returns the name of the device, "Direct3D 11" or "OpenGL" respectively.
-
- Jul 03, 2014
-
-
Jim authored
-
Jim authored
I was implementing a pushing/popping attributes function like with GL, but I realized that for our particular purposes (and actually for most purposes) its usage was somewhat.. niche. I may still implement pushing/popping of attributes in the future, though right now I feel using a function to reset the state is sufficient for our purposes.
-
- Jun 29, 2014
-
-
Jim authored
-
- Jun 28, 2014
- Jun 27, 2014
-
-
Jim authored
Rename GS_ERROR_MODULENOTFOUND to GS_ERROR_MODULE_NOT_FOUND
-
- Jun 25, 2014
-
-
Jim authored
-
Jim authored
...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.
-
Jim authored
-
Jim authored
Getting cubemaps and volume textures from file is very unlikely to ever happen for our purposes.
-
Jim authored
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.
-
Jim authored
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.
-
- Jun 15, 2014
-
-
Jim authored
Check to make sure graphics subsystem pointer isn't null before derefrencing, and fix bugs when creating vertex buffers from immediate-style helpers
-
Jim authored
4x4 matrices aren't as optimal, but are much more sensible to handle when you want to do more advanced stuff like scaling, skewing, or inversion.
-
- Apr 27, 2014
-
-
Jim authored
-
- Apr 14, 2014
-
-
Palana authored
Also remove an unused variable from obs-encoder.c (via clang static analysis)
-
- Apr 12, 2014
-
-
BtbN authored
-
- Mar 29, 2014
-
-
Jim authored
- 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.
-
- Mar 23, 2014
-
-
Jim authored
- Add a properties window for sources so that you can now actually edit the settings for sources. Also, display the source by itself in the window (Note: not working on mac, and possibly not working on linux). When changing the settings for a source, it will call obs_source_update on that source when you have modified any values automatically. - Add a properties 'widget', eventually I want to turn this in to a regular nice properties view like you'd see in the designer, but right now it just uses a form layout in a QScrollArea with regular controls to display the properties. It's clunky but works for the time being. - Make it so that swap chains and the main graphics subsystem will automatically use at least one backbuffer if none was specified - Fix bug where displays weren't added to the main display array - Make it so that you can get the properties of a source via the actual pointer of a source/encoder/output in addition to being able to look up properties via identifier. - When registering source types, check for required functions (wasn't doing it before). getheight/getwidth should not be optional if it's a video source as well. - Add an RAII OBSObj wrapper to obs.hpp for non-reference-counted libobs pointers - Add an RAII OBSSignal wrapper to obs.hpp for libobs signals to automatically disconnect them on destruction - Move the "scale and center" calculation in window-basic-main.cpp to its own function and in its own source file - Add an 'update' callback to WASAPI audio sources
-
- Mar 16, 2014
-
-
Jim authored
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
-
Jim authored
- 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
-
- Mar 05, 2014
-
-
Jim authored
- 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.
-
- Mar 03, 2014
-
-
Jim authored
- Split input and output audio captures so that they're different sources. This allows easier handling and enumeration of audio devices without having to do some sort of string processing. This way the user interface code can handle this a bit more easily, and so that it doesn't confuse users either. This should be done for all audio capture sources for all operating systems. You don't have to duplicate any code, you just need to create input/output wrapper functions to designate the audio as input or output before creation. - Make it detect soundflower and wavtap devices as mac "output" devices (even though they're actually input) for the mac output capture, and make it so that users can select a default output capture and automatically use soundflower or wavtap. I'm not entirely happy about having to do this, but because mac is designed this way, this is really the only way to handle it that makes it easier for users and UI code to deal with. Note that soundflower and wavtap are still also designated as input devices, so will still show up in input device enumeration. - Remove pragma messages because they were kind polluting the other compiler messages and just getting in the way. In the future we can just do a grep for TODO to find them. - Redo list property again, this time using a safer internal array, rather than requiring sketchy array inputs. Having functions handle everything behind the scenes is much safer. - Remove the reference counter debug log code, as it was included unintentionally in a commit.
-
- Feb 28, 2014
-
-
Jim authored
See, it can sometimes be a bit confusing. These functions should definitely not fail under normal circumstances, and these errors may affect the user and/or application in some way.
-
Jim authored
LOG_ERROR should be used in places where though recoverable (or at least something that can be handled safely), was unexpected, and may affect the user/application. LOG_WARNING should be used in places where it's not entirely unexpected, is recoverable, and doesn't really affect the user/application.
-
- Feb 24, 2014
-
-
Jim authored
-
- Feb 17, 2014
-
-
Jim authored
Also, fixed an issue with the new conversion shader not compiling properly on some video devices
-
- Feb 16, 2014
-
-
Jim authored
- 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.
-
- Feb 14, 2014
-
-
Jim authored
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.
-
- Feb 09, 2014
-
-
Jim authored
Reduces needless code repetition and still allows for proper memory alignment. Cleans up the code a bit.
-
Jim authored
Was mapping the data without unmapping the data, causing the data to become locked
-
Jim authored
- Fill in the rest of the FFmpeg test output code for testing so it actually properly outputs data. - Improve the main video subsystem to be a bit more optimal and automatically output I420 or NV12 if needed. - Fix audio subsystem insertation and byte calculation. Now it will seamlessly insert new audio data in to the audio stream based upon its timestamp value. (Be extremely cautious when using floating point calculations for important things like this, and always round your values and check your values) - Use 32 byte alignment in case of future optimizations and export a function to get the current alignment. - Make os_sleepto_ns return true if slept, false if the time has already been passed before the call. - Fix sinewave output so that it actually properly calculates a middle C sinewave. - Change the use of row_bytes to linesize (also makes it a bit more consistent with FFmpeg's naming as well)
-
- Jan 03, 2014
-
-
Christoph Hohmann authored
-