When frames are skipped the skipped frame count would increment, but the
total frame count would not increment, causing the percentage
calculation to fail.
Additionally, the skipped frames log reporting has been moved to
media-io/video-io.c instead of each output.
libobs' shader language is basically HLSL, and tex.Load uses an int3 for
2D textures, with texture mipmap index for the last component. This bug
bypassed testing because the front-end automatically switches to OpenGL
if D3D11 initialization fails, and when converted to GLSL, works fine
because texelFetch only requires two components. This also means
there's a bug in GLSL shader conversion code, because it's essentially
ignoring the third component when it shouldn't be.
Eventually, most things should be replaced with Load where applicable
(though in some cases sub-pixel sampling is desired).
This commit also fixes a bug where NV12 async sources wouldn't render
correctly.
Allows safely/atomically replacing a file and creating a backup of the
original. The reason for adding this function is because Microsoft
provides a ReplaceFile function which does this in a single call.
A file rename will automatically replace the old file if an older file
exists, and will do so automatically. Unlinking is unnecessary, and may
have a chance of preventing that move operation from being atomic.
(Note: This commits also modifies the linux-pulseaudio, mac-capture, and
win-wasapi plugins)
Do not prevent the targeted output device from being monitored if the
selected monitor output device is a different one.
Closesjp9000/obs-studio#872
This change prevents source flags from being incorrectly overwritten and
set to 0. Eventually flags need to be separated from source settings
and this should be reverted, but for now this solves an issue where
buffering would be enabled on async video sources regardless of whether
the user disabled it or not on the source.
On windows, when a source has only audio (no video) yet is marked as
capable of both video and audio, it would be programmed to expect a
video frame to synchronize with. This fixes that potential issue by
detecting whether any video is actually playing or not.
Adds functions to turn on audio monitoring to allow the user to hear
playback of an audio source over the user's speaker. It can be set to
turn off monitoring and only output to stream, or it can be set to
output only to monitoring, or it can be set to both.
On windows, audio monitoring uses WASAPI. Windows also is capable of
syncing the audio to the video according to when the video frame itself
was played.
On mac, it uses AudioQueue.
On linux, it's not currently implemented and won't do anything (to be
implemented).
This algorithm reduces scaling distortion on the center of the image
when scaling from ultrawide to wide.
(Jim: edited effect files to prevent an impact in performance for
standard scaling. Now effectively generates an extra pixel shader, and
the extra code is only applied to the DrawUndistort technique, while the
original Draw technique is unaffected due to the compiler automatically
removing unused code branches via the hard-coded boolean value)
From jp9000/obs-studio#762
Fixes a bug that would allow possible infinite recursion within a source
tree. To fix this, inactive sources must be enumerated as well in order
to prevent infinite recursion.
Captions do something unusual with encoder packets: they reallocate them
due to appending extra h.264 data. Due to the way allocations are
handled with core encoder packets (they now store a reference in their
data), instead of modifying the encoder data directly, create a new
encoder packet instead and release the old packet.
When the C header circlebuf.h is used from a C++ source file, this
implicit cast from void to uint8_t* will cause an error unless changed
to an explicit cast.
When there are audio sources in a scene and they've all stopped playing
their audio (audio is pending), all scene item audio actions (volume
changes, toggling visibility) will perpetually buffer and no longer be
processed until audio plays again.
So instead of that, if all audio sources have stopped playing in the
scene, just process all pending scene item audio actions immediately to
prevent them from never being processed while waiting for a scene item
to start playing audio.