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Commit Graph

250 Commits

Author SHA1 Message Date
jp9000
f9809847cd Use MP4s when not on windows
Also, make it use 'veryfast' preset.  Still testing this, might have to
revise this later.
2014-02-27 23:14:03 -07:00
jp9000
33dc028c7e Add mac audio capture
- Add CoreAudio device input capture for mac audio capturing.  The code
   should cover just about everything for capturing mac input device
   audio.  Because of the way mac audio is designed, users may have no
   choice but to obtain the open source soundflower software to capture
   their mac's desktop audio.  It may be necessary for us to distribute
   it with the program as well.

 - Hide event backend

 - Use win32 events for windows

 - Allow timed waits for events

 - Fix a few warnings
2014-02-26 22:43:31 -08:00
jp9000
096cce9a86 Rename scene signals
the signals for scenes could have potentially conflicted with default
source signals.  "remove" should be used for source removal, for
example.  Changed the scene signals to "item-add" and "item-remove" for
its items.
2014-02-23 18:58:01 -07:00
jp9000
c232ebde15 Implement a few more audio options/functions
Implement a few audio options in to the user interface as well as a few
inline audio functions in audio-io.h.

Make it so ffmpeg plugin automatically converts to the desired format.

Use regular interleaved float internally for audio instead of planar
float.
2014-02-23 16:27:19 -07:00
jp9000
0ff0d32731 Fix video reset and apply new video settings
This allows the changing of bideo settings without having to completely
reset all graphics data.  Will recreate internal output/conversion
buffers and such and reset the main preview.
2014-02-22 20:14:19 -07:00
jp9000
d4f1eacc1f Implement source activation/deactivation
Now sources will be properly activated and deactivated when they are in
use or not in use.

Had to figure out a way to handle child sources, and children of
children, just ended up implementing simple functions that parents use
to signal adding/removal to help with hierarchial activation and
deactivation of child sources.

To prevent the source activate/deactivate callbacks from being called
more than once, added an activation reference counter.  The first
increment will call the activate callback, and the last decrement will
call the deactivate callback.

Added "source-activate" and "source-deactivate" signals to the main obs
signal handler, and "activate" and "deactivate" to individual source
signal handlers.

Also, fixed the main window so it properly selects a source when the
current active scene has been changed.
2014-02-20 22:04:14 -07:00
jp9000
2dbbffe4a2 Make a number of key optimizations
- 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.
2014-02-16 19:28:21 -07:00
jp9000
966b943d5b Remove majority of warnings
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.
2014-02-14 15:13:36 -07:00
jp9000
4bc282f5e9 Rename obs_viewport to obs_view
I felt like the name could cause a bit of confusion with typical
graphics viewports, so I just changed it to view instead.
2014-02-13 10:21:16 -07:00
jp9000
515f44be8e Revamp rendering system to allow custom rendering
Originally, the rendering system was designed to only display sources
and such, but I realized there would be a flaw; if you wanted to render
the main viewport in a custom way, or maybe even the entire application
as a graphics-based front end, you wouldn't have been able to do that.

Displays have now been separated in to viewports and displays.  A
viewport is used to store and draw sources, a display is used to handle
draw callbacks.  You can even use displays without using viewports to
draw custom render displays containing graphics calls if you wish, but
usually they would be used in combination with source viewports at
least.

This requires a tiny bit more work to create simple source displays, but
in the end its worth it for the added flexibility and options it brings.
2014-02-13 08:58:31 -07:00
jp9000
8e81d8be56 Revamp API and start using doxygen
The API used to be designed in such a way to where it would expect
exports for each individual source/output/encoder/etc.  You would export
functions for each and it would automatically load those functions based
on a specific naming scheme from the module.

The idea behind this was that I wanted to limit the usage of structures
in the API so only functions could be used.  It was an interesting idea
in theory, but this idea turned out to be flawed in a number of ways:

 1.) Requiring exports to create sources/outputs/encoders/etc meant that
     you could not create them by any other means, which meant that
     things like faruton's .net plugin would become difficult.

 2.) Export function declarations could not be checked, therefore if you
     created a function with the wrong parameters and parameter types,
     the compiler wouldn't know how to check for that.

 3.) Required overly complex load functions in libobs just to handle it.
     It makes much more sense to just have a load function that you call
     manually.  Complexity is the bane of all good programs.

 4.) It required that you have functions of specific names, which looked
     and felt somewhat unsightly.

So, to fix these issues, I replaced it with a more commonly used API
scheme, seen commonly in places like kernels and typical C libraries
with abstraction.  You simply create a structure that contains the
callback definitions, and you pass it to a function to register that
definition (such as obs_register_source), which you call in the
obs_module_load of the module.

It will also automatically check the structure size and ensure that it
only loads the required values if the structure happened to add new
values in an API change.

The "main" source file for each module must include obs-module.h, and
must use OBS_DECLARE_MODULE() within that source file.

Also, started writing some doxygen documentation in to the main library
headers.  Will add more detailed documentation as I go.
2014-02-12 08:04:50 -07:00
jp9000
d4ad1d5c10 Use AVI instead of MP4 for testing
The codecs used for AVI seem to have less of an impact than the MP4
codecs at the moment.
2014-02-10 10:37:47 -07:00
jp9000
1b8bd57dac Do test recording to a specified file
It will now output to a a filename that you specify when you click the
record button.  This is just for testing.
2014-02-10 10:22:35 -07:00
jp9000
6c92cf5841 Implement output, improve video/audio subsystems
- 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)
2014-02-09 05:51:06 -07:00
jp9000
3d6d43225f Add planar audio support, improve test output
- Add planar audio support.  FFmpeg and libav use planar audio for many
  encoders, so it was somewhat necessary to add support in libobs
  itself.

- Improve/adjust FFmpeg test output plugin.  The exports were somewhat
  messed up (making me rethink how exports should be done).  Not yet
  functional; it handles video properly, but it still does not handle
  audio properly.

- Improve planar video code.  The planar video code was not properly
  accounting for row sizes for each plane.  Specifying row sizes for
  each plane has now been added.  This will also make it more compatible
  with FFmpeg/libav.

- Fixed a bug where callbacks wouldn't create properly in audio-io and
  video-io code.

- Implement 'blogva' function to allow for va_list usage with libobs
  logging.
2014-02-07 03:03:54 -07:00
jp9000
37ed83acec Use QMetaObject::invokeMethod in libobs callbacks
Doing this ensures Qt thread safety when adding/removing sources and
scenes, because it will defer the function call to the main thread.
2014-02-02 17:03:55 -07:00
jp9000
933549ca76 Add a comment and replace some class references
Also, removed some unused headers, and moved the constructor/destructor
functions to the top
2014-02-02 15:23:38 -07:00
jp9000
6e1dd92f0c Improve thread safety in UI code
- Implemented better C++ classes for handling scenes/sources/items in
  obs.hpp, allowing them to automatically increment and decrement the
  references of each, as well as assign them to QVariants.

- Because QVariants are now using the C++ classes, remove the pointer
  QVariant wrapper.

- Use the new C++ classes with the QVariant user data of list box items,
  both for the sake of thread safety and to ensure that the data
  referenced is not freed until removed.  NOTE: still might need some
  testing.

- Implemented a source-remove signal from libobs, and start using that
  signal instead of the source-destroy signal for signalling item
  removal.
2014-02-02 14:26:23 -07:00
jp9000
103ef75310 Improve thread safety for scene items
Scene items previously were removed by calling obs_sceneitem_destroy,
but this proved to be a potential race condition where two different
threads could try to destroy the same scene item at the same time.

Instead of doing that, reference counting is now used on scene items,
and an explicit obs_sceneitem_remove function is used instead for item
removal, which sets a 'removed' variable to ensure it can only be called
exactly one time.
2014-01-30 01:31:52 -07:00
jp9000
3243a9f8c5 Fix the design flaw with obs_sceneitem_destroy
The previous commit used the scene as a  parameter to check to see if
the scene item was still present within the scene before destroying, but
this was actually unnecessary because the fault was because the destroy
signal was being triggered *before* the scene's mutex locked, thus
causing a race condition.  I changed the code so that it signals after
the lock instead of before, so the scene parameter should no longer be
necessary.
2014-01-29 18:27:42 -07:00
Palana
31ceec04ce Lock graphics before trying to remove a scene item
Prevents another deadlock if removing the scene item triggers source
cleanup of a source with graphics resources
2014-01-29 22:54:05 +01:00
Palana
af03444cbe Use recursive mutex for scene mutex
Fixes a deadlock when trying to remove a source from the GUI. The scene
item signal handlers would mark the source as removed which results in
the video thread also trying to run obs_sceneitem_destroy thereby
deadlocking the video thread (and the GUI thread)
2014-01-29 22:46:39 +01:00
jp9000
f09a9ed435 Apply a number of fixes to the main window
- Fix the size issue with list boxes on mac.  Was displaying the list
  boxes with an improper size.  Turns out it was just the wrong size
  policies on the frame below.

- Ensure the main windows are fully displayed *before* initializing
  subsystems.  This ensures that the graphics system will properly start
  up on macos, and allows the glitch fix.

- Made a workaround for weird QT glitch that would happen to the parent
  of a pure native widget that also has internal painting fully
  disabled.  (Should definitely write an example and report this bug on
  the QT forums)
2014-01-25 09:08:56 -07:00
jp9000
092f36fac4 Fix/update forms for main and settings window
- Had the wrong names set for the up/down widgets for sources/scenes

- Updated the settings dialog and gave most of the widgets actual object
  names

- Added code for the settings window.  Settings window should now at
  least display.
2014-01-24 21:19:50 -07:00
BtbN
bb35d2ce09 Fix building on non-MSVC compilers
This function is inline, and QVariant uses a copy-on-write like copying mechanism, like most datatypes in Qt.
2014-01-24 18:56:33 +01:00
jp9000
4cba9d336a Fix render issues with main preview widget
- I seem to have fixed ths issues with the main preview widget.  It
   seems you just need to set the right window attributes to stop it from
   breaking.  Though when opengl is enabled, there appears to be a weird
   background glitch in the Qt stuff -- I'm not entirely sure what's
   going on.  Bug in Qt?

   Also fixed the layout issues, and the widget now properly resizes and
   centers in to its parent widget.

 - Prevent the render loop from accessing data if the data isn't valid.
   Because obs->data is freed before the graphics stuff, it can cause
   the graphics to keep trying to query the obs->data.displays_mutex
   after it had already been destroyed.
2014-01-23 17:00:42 -07:00
jp9000
afeed34b7a Change the UI to Qt (work in progress)
--------------------------------------------------
Notes and details
--------------------------------------------------
Why was this done?  Because wxWidgets was just lacking in many areas.  I
know wxWidgets is designed to be used with native controls, and that's
great, but wxWidgets just is not a feature-complete toolkit for
multiplatform applications.  It lacks in dialog editors, its code is
archaic and outdated, and I just feel frustrated every time I try to do
things with it.

Qt on the other hand..  I had to actually try Qt to realize how much
better it was as a toolkit.  They've got everything from dialog editors,
to an IDE, a debugger, build tools, just everything, and it's all
top-notch and highly maintained.  The focus of the toolkit is
application development, and they spend their time trying to help
people do exactly that:  make programs.  Great support, great tools,
and because of that, great toolkit.  I just didn't want to alienate any
developers by being stubborn about native widgets.

There *are* some things that are rather lackluster about it and design
choices I disagree with though.  For example, I realize that to have an
easy to use toolkit you have to have some level of code generation.
However, in my personal and humble opinion, moc just feels like a
terrible way to approach the problem.  Even now I feel like there are a
variety of ways you could handle code generation and automatic
management of things like that.  I don't like the idea of circumventing
the language itself like that.  It feels like one giant massive hack.

--------------------------------------------------
Things that aren't working properly:
--------------------------------------------------
 - Settings dialog is not implemented.  The dialog is complete but the
   code to handle the dialog hasn't been constructed yet.

 - There is a problem with using Qt widgets as a device target on
   windows, with at least OpenGL: if I have the preview widget
   automatically resize itself, it seems to cause some sort of video
   card failure that I don't understand.

 - Because of the above, resizing the preview widget has been disabled
   until I can figure out what's going on, so it's currently only a
   32x32 area.

 - Direct3D doesn't seem to render correctly either, seems that the
   viewport is messed up or something.  I'm sort of confused about
   what's going on with it.

 - The new main window seems to be triggering more race conditions than
   the wxWidgets main window dialog did.  I'm not entirely sure what's
   going on here, but this may just be existing race conditions within
   libobs itself that I just never spotted before (even though I tend to
   be very thorough with race conditions any time I use variables
   cross-thread)
2014-01-23 11:53:55 -07:00
jp9000
62c2b1d74e Simplify media i/o interfaces
Completely revamped the entire media i/o data and handlers.  The
original idea was to have a system that would have connecting media
inputs and outputs, but at a certain point I realized that this was an
unnecessary complexity for what we wanted to do.  (Also, it reminded me
of directshow filters, and I HATE directshow with a passion, and
wouldn't wish it upon my greatest enemy)

Now, audio/video outputs are connected to directly, with better callback
handlers, and will eventually have the ability to automatically handle
conversions such as 4:4:4 to 4:2:0 when connecting to an input that uses
them.  Doing this will allow the video/audio i/o handlers to also
prevent duplicate conversion, as well as make it easier/simple to use.

My true goal for this is to make output and encoder plugins as simple to
create as possible.  I want to be able to be able to create an output
plugin with almost no real hassle of having to worry about image
conversions, media inputs/outputs, etc.  A plugin developer shouldn't
have to handle that sort of stuff when he/she doesn't really need to.

Plugins will be able to simply create a callback via obs_video() and/or
obs_audio(), and they will automatically receive the audio/video data in
the formats requested via a simple callback, without needing to do
almost anything else at all.
2014-01-14 01:58:47 -07:00
Zachary Lund
bb24591d48 Add copyright and name to files it applies to. 2014-01-11 18:09:48 -06:00
Zachary Lund
69d32725d2 Cleaned up a bit, reverted API back to normal 2014-01-09 21:04:52 -06:00
jp9000
6b8e84844a Add preliminary audio processing
- Mixing still isn't implemented, but the audio system should be able
   to start up, and mix at least once audio line for the time being.
   Will have to write some test audio sources to verify things are
   working properly, and build the rest of the output functionality.
2014-01-09 19:08:20 -07:00
jp9000
4fe3c47216 Handle source adding/removal better
- Made it so that when a source is added or removed from a scene it
   will add a reference to sourceSceneRefs (std::unordered_map).  Each
   source adds a reference to that every time they are added to a scene,
   and releases a reference from it when they are removed from a scene.

   When the value reaches 0, the source is no longer in any scenes, and
   is then marked for removal and destroyed.

   Before, I was using the source internal reference counter, which is a
   really bad thing to do because I don't know what might actually be
   referencing it.  So using a separate discrete reference counter for
   the number of scenes it's in is better in this case.
2014-01-06 20:20:18 -07:00
jp9000
e9d1d66b8a Make it so that created scenes are selected
- When a scene is created it now is automatically selected and switched
   to.
2014-01-05 21:38:28 -07:00
jp9000
25acf095ab Remove from list based upon data, not string
- Added an extra comment regarding source removal

 - Made is so that when a scene item is removed from the sources list
   box, it removes the item based upon the GetClientData rather than by
   its string name.  This is done because there may be duplicate sources
   in a particular scene, and it's important to remove the right one.
2014-01-04 19:26:15 -07:00
jp9000
717a2538f4 Implement source removal via GUI
- When the remove source tool icon is clicked, it will now remove the
   source from the scene.

 - Fixed a bug where the scene item removal callback would add the scene
   item to the list instead of removing it.

 - Changed AddSourcePopup to AddSourcePopupMenu.  Name actually confused
   me once despite being the writer, so it was clearly a bad name.
2014-01-04 18:53:02 -07:00
jp9000
dcde1dcf2a Implemented adding sources to scenes via GUI
Sources can now be added to scenes via user interface.  It's a little
convoluted because everything has to work through OBS signals to ensure
that plugins/etc can modify the scenes/sources exernally.

  Also, when switching scenes, it will properly list sources for the
scene you changed to.
2014-01-04 13:53:36 -07:00
jp9000
843a092fae fixed starting GL context size to use GetClientSize over GetMinSize 2013-12-31 07:26:24 -07:00
jp9000
e1a32f8eac make it use GetClientSize instead of GetMinSize for when resizing the panel (though at this point I don't think it's going to help anymore) 2013-12-31 07:12:38 -07:00
jp9000
1302e65ee6 create a sizing callback for the preview panel specifically, apparently on macos the window size isn't guaranteed to be the size it's set to in the main window size handler 2013-12-31 07:10:47 -07:00
jp9000
c71eb041b6 fix startup resize issue on osx 2013-12-31 04:02:07 -07:00
jp9000
36041e9d80 display a test source on startup 2013-12-30 15:47:20 -07:00
jp9000
f03d90639a macos cannot have widgets/items with ID of 0 2013-12-30 13:33:13 -07:00
jp9000
c2593eb390 make window automatically resize the graphics display to ensure sources draw properly 2013-12-30 08:55:01 -07:00
jp9000
c129cc37cb update API and implement preliminary ability to add sources to scenes 2013-12-30 06:56:39 -07:00
jp9000
d917745cea make it so that when a scene is clicked it becomes active 2013-12-30 01:17:57 -07:00
jp9000
3f3abf20c0 implement 'remove scene' button 2013-12-29 20:01:19 -07:00
jp9000
6fe59f77ec make sure another source by the same name doesn't already exist when choosing a name for that scene 2013-12-29 09:17:00 -07:00
jp9000
c4af3e2a75 change obs_scene_destroy to obs_scene_release, add ability to add scenes, fix name dialog sizing 2013-12-29 08:54:06 -07:00
jp9000
65c3207ba3 added a SceneRemoved handler 2013-12-28 22:29:13 -07:00
jp9000
aea35a30f8 renamed some window files to ensure they sort a bit better 2013-12-28 21:51:18 -07:00