This prevents double destroys from happening on sources and causing
crashes. If someone's doing a double destroy it'll probably crash anyway
but at least we'll know what happened if it does. (Jim note: I suspect
third party plugins are calling addref on sources when they shouldn't
be. Either that or we're missing something ourselves, but I suppose
we'll see.)
Removes all callbacks in use on sources right when a source is about to
be destroyed.
Fixes a crash where callbacks would still be executed while in a
destroyed state (particularly sidechain filters). Could also just mark
the source as being in a destroyed state and not accept anymore
obs_source_output_[audio/video] calls.
(This also modifies the UI)
The purpose of deferring destruction of sources is to ensure that:
1.) Hard locks from enumeration cannot occur with source destruction.
For example, if the browser source is destroyed while in the graphics
thread, the browser thread would wait for the graphics thread, but the
graphics thread would still be waiting for the browser thread, causing
a hard lock.
2.) When destroys occur during source enumeration, that the integrity of
the context's next pointer in the linked list can no longer be
compromised
3.) Source releases are fully asynchronous rather than having the risk
of stalling the calling thread
4.) We can wait for source destruction when switching scene collections
or when shutting down rather than hoping for threads to be finished
with sources.
This introduces a new requirement when cleaning up scene/source data:
the obs_wait_for_destroy_queue() function. It is highly recommended that
this function be called after cleaning up sources. It will return true
if at least one or more sources were destroyed. Otherwise it will return
false. Forks are highly advised to call this function manually on source
cleanup -- preferably in a loop, in conjunction with processing
outstanding OBS signals and UI events.
Holds an active reference to a source during signaling of the
`source_remove` signal, to prevent receivers from being given an
already-destroyed source.
- Call obs_source_remove(source)
- Receiver 1 gets signal, calls `obs_source_release(source)`
- Receiver 2 gets signal, calls `obs_source_release(source)`,
refs == -1, source destroyed
- Receiver 3 gets signal, source already destroyed, is forced to ignore
signal due to invalid source
This is a theoretical situation which is currently possible in
obs-websocket.
When sources output NULL frames, it is generally used to disable the
source and prevent the last frame from being left on screen. However,
when the source begins outputting video again, the last frame is
still in the async cache.
Depending on the stability of the source's frame output, this still
frame can end up being shown for 5+ output frames.
By freeing the async cache when a NULL frame is submitted, we avoid
the issue of old frames being re-displayed.
Apparently, some audio filters do not check the audio channel/plane
count, and instead check to see if a pointer is valid. Instead of
requiring the caller to initialize these values to 0 manually (they
shouldn't have to), set them to zero upon input in
obs_source_output_audio() itself.
Closesobsproject/obs-studio#3744
Fixes a bug where if an audio source's implementation disappears (i.e.
a plugin vanishes or is removed), it would turn all mixing channels off,
effectively muting the source
When playing video, OBS can overflow and crash, or render video edges
incorrectly if the video resolution does not divide into 2 for trivial
chroma subsampling. This is fixed by rounding chroma plane sizes up
instead of down, and maintaining that through the video pipeline.
In order to do linear-correct filtering cheaply when scale filtering is
disabled, we need to know whether or not texture coordinates will always
sample from texel centers. This can be computed at the scene item level
relatively easily, and passed along to sources when rendering. Scene
items will use obs_source_set_texcoords_centered to set hint status, and
sources will use obs_source_get_texcoords_centered to retrieve it.
Add OBS_SOURCE_SRGB to indicate sources that support SRGB rendering. We
can use this flag to know which sources do not know how to handle SRGB,
and disable accordingly inside obs_source_main_render().
We can also use this flag to clean up the filter interface and remove
the SRGB-specific functions. We also need to disable direct rendering if
the filter source wants to render SRGB, but the parent source does not
support it.
Scenes and groups are marked as having SRGB support, and those are
internal sources that we control.
Allows the ability to reset (erase) a source's existing settings and
replace them with new settings. This is useful for things such as
reverting to older settings.
Convert incoming straight alpha color to premultiplied at filter begin,
and process premultiplied value at filter end.
If direct rendering is allowed, we assume the input source outputs
premultiiplied alpha. If not, that source will need to be updated.
Implements the Undo/Redo for scenes and sources, ranging from renaming,
deletion, addition. It also adds several elements to libobs that were
designed to facilitate undo/redo, and should not affect the rest of
libobs.
GS_RGBA, GS_BGRX, and GS_BGRA now use TYPELESS DXGI formats, so we can
alias them between UNORM and UNORM_SRGB as necessary. GS_RGBA_UNORM,
GS_BGRX_UNORM, and GS_BGRA_UNORM have been added to support straight
UNORM types, which Windows requires for sharing textures from D3D9 and
OpenGL. The D3D path aliases via views, and GL aliases via
GL_EXT_texture_sRGB_decode/GL_FRAMEBUFFER_SRGB.
A significant amount of code has changed in the D3D/GL backends, but the
concepts are simple. On the D3D side, we need separate SRVs and RTVs to
support nonlinear/linear reads and writes. On the GL side, we need to
set the proper GL parameters to emulate the same.
Add gs_enable_framebuffer_srgb/gs_framebuffer_srgb_enabled to set/get
the framebuffer as SRGB or not.
Add gs_linear_srgb_active/gs_set_linear_srgb to instruct sources that
they should render as SRGB. Legacy sources can ignore this setting
without regression.
Update obs_source_draw to use linear SRGB as needed.
Update render_filter_tex to use linear SRGB as needed.
Add gs_effect_set_texture_srgb next to gs_effect_set_texture to set
texture with SRGB view instead.
Add SRGB helpers for vec4 struct.
Create GDI-compatible textures without SRGB support. Doesn't seem to
work with SRGB formats.
Currently we use a bool flag to signal the video thread that it should
call obs_source_deferred_update. This does not work correctly when the
update callback is slow and the update is triggered faster than the
callback can complete.
For example:
* the settings are set to state A
* defer_update is set
* obs_source_deferred_update is called and enters into the callback
* the callback starts making use of the settings in state A
* the settings are set to state B
* defer_update stays set
* the callback finishes
* defer_update is set to false
Now defer_update is false but the callback has only observed settings in
state A but not B.
This commit fixes this bug by keeping an update counter. If the counter
has changed while we were in the callback we know that we need to update
again.
The counter is atomic. The current version uses a plain bool which is a
data race as the value is written and read in parallel.
Fixes a crash caused by checking for enum_all_sources and then calling
enum_active_sources instead of enum_all_sources. enum_active_sources is
not required for sources that specify enum_all_sources.
The previous preloaded video behavior updated the texture on preload
rather than when the video was shown, during which time the texture may
have been modified by other processes, resulting in the wrong frame
being displayed.
As os_gettime_ns() gets large the current scaling methods, mostly by casting
to uint64_t, may lead to numerical overflows. Sweep the code and use
util_mul_div64() where applicable.
Signed-off-by: Hans Petter Selasky <hps@selasky.org>
The fix for the race condition that was made in 432017b2c also broke
audio lines. This fixes audio lines and moves the fix to just the case
where it actually applied.
When someone adds a source and the plugin is removed for whatever
reason, it would cause a crash with the new source versioning system.
This fixes that by ensuring the unversioned id is also backed up along
with the normal id.
(This also modifies image-source, obs-text, text-freetype2, and UI)
This improves source definition versioning. To do this, it now stores
two identifier names. One "unversioned" which is the original name, and
one "versioned" with the version number appended.
This fixes both backward compatibility with older OBS versions, and
fixes the inability to use "add existing" in OBS itself on sources
created from older version definitions.
Filters can be hidden without being shown, which can unbalance the ref
count and destroys them prematurely. We really only care about input
sources having a chance to clean up from the render thread from the hide
handler, Windows 10 window capture specifically.
Allows the ability for manual transitioning to smoothly flow
(interpolate) to the intended transition point over a short period of
time rather than simply setting a hard transition point number. Doing
this allows manual transitioning to occur more smoothly, and in a more
visually pleasant way.
Adds functions to allow sources to inform the UI whether the audio is
currently active or not. Allows the ability to turn on/off the items in
the mixer.
If for whatever reason the format is swapped between BGRA/BGRX in an
async filter, swap the texture to compensate for that. This allows
plugins to change the format if necessary.
Originally when the audio_submix function was created, it used all mixer
tracks, but at a certain point that was removed because it can only use
the first track, so some older code was unintentionally left over,
causing the same code to be executed 6 times mistakenly. This cleans
that up by removing the unnecessary function parameter and for loop.
This fixes a race condition where the audio/video backends/threads may
start using sources before their obs_source_info::create function has
been called.
Adds the "audio_line" internal source type as a bare source type for the
sole purpose of outputting audio, and the obs_source_info::audio_mix
callback which allows mixing of those audio lines, which is then treated
as normal audio for the source. Audio line objects should be added as
sub-sources when multiple audio lines from a single source are needed,
then mixed together with the audio_mix callback.
The difference between the new obs_source_info::audio_mix callback and
obs_source_info::audio_render is that obs_source_info::audio_mix (along
with the audio_line source) are only one track, and it outputs audio to
the source automatically via obs_source_output_audio() when the call
completes. This allows the mixed audio to be treated like a normal
source's audio, in that you can filter it, change its volume, or monitor
it.
This change was necessary because the CEF (used with the browser source)
outputs multiple audio streams at once to a single browser source, so
it's the program's responsibility to mix those streams together itself.
The shaders to unpack YUV information from the same texture were rather
complicated. Breaking them up into separate textures makes the shaders
much simpler, and we can remove the PRECISION_OFFSET hack.
Performance also gets a nice boost on Intel for planar textures.
Intel GPA, SetStablePowerState, Intel HD Graphics 530, 1920x1080
UYVY: 473 us -> 457 us
YUY2: 492 us -> 422 us
YVYU: 491 us -> 441 us
I420: 1637 us -> 505 us
I422: 1644 us -> 482 us
I444: 1653 us -> 504 us
NV12: 1656 us -> 369 us
Y800 (limited): 270 us -> 277 us
Y800 (full): 263 us -> 289 us
RGB (limited): 341 us -> 411 us
BGR3 (limited): 512 us -> 509 us
BGR3 (full): 527 us -> 534 us
The video format is not updated if switching between cache-compatible
formats, e.g. YUY2 and YVYU, resulting in the wrong conversion technique
being used. This change ensures the format is always up-to-date.
Unlike get_properties, there is not reason to not call get_defaults if it is
given in addition to get_defaults2. Additonally this fixes the bug with
'init_encoder' which would only ever call get_defaults, resulting in broken
encoders if those used get_defaults2.
If an audio source does not provide enough data at a steady pace, the
timestamp update does not happen, and buffering increases until it
maxes out. To counteract this, update the timestamp anyway.
Another issue for decoupled audio sources is that timing is not
adjusted for divergence from system time. Making this adjustment is
better for timing stability.
5+ hours of stable audio without any buffering on my GV-USB2 where it
used to add 21ms every 5 mintues or so.
Fixes https://obsproject.com/mantis/view.php?id=1269
Fix ternary test to use BGRX render targets for YUV to RGB
conversions. The previous behavior may have been fine though since
the shaders fill the alpha channel with 1.0 anyway.
Code submissions have continually suffered from formatting
inconsistencies that constantly have to be addressed. Using
clang-format simplifies this by making code formatting more consistent,
and allows automation of the code formatting so that maintainers can
focus more on the code itself instead of code formatting.
The cache coherency of rasterization for full-screen passes is better
using an oversized triangle that is clipped rather than two triangles.
Traversal order of rasterization is GPU-specific, but will almost
certainly be better using an undivided primitive.
A smaller benefit is that quads along the diagonal are not evaluated
multiple times, but that's minor in comparison.
Redo format shaders to bypass vertex buffer, and input layout. Add
global shader bool "obs_glsl_compile" to make API-specific decisions,
i.e. handle upside-down UVs. gl_ortho is not needed for format
conversion because the vertex shader does not use ViewProj anymore.
This can be applied to more situations, but start small first.
Testbed full screen passes, Intel HD Graphics 530:
RGBA -> UYVX: 467 -> 439 us, ~6% savings
UYVX -> uv: 295 -> 239 us, ~19% savings