Attempting to resize the Sources dock to be smaller than when initially
loaded would result in the contents of the list to never shrink.
Switching to another scene & back would temporary fix the sizing.
Fixes an issue introduced in adba393ca8
This was necessary since the default background color was meant to be
clear, but wasn't set properly. The bug is fixed in macOS 13 Beta 6, so
we can remove this statement.
Bug introduced with adba393ca8
OBS would crash when adding a new source because the source tree item's
widget would be NULL in the sizeHint function when the list item is first
created.
Seems to solve lag encountered on the new AMF encoder. The SubmitInput
call in the AMF encoder can occasionally stall for quite a long amount
of time, but most take microseconds, so we can compensate by simply
increasing the buffering (3 to 10 textures).
Qt uses a default font size of 13pt for QWidgets on macOS. By setting
the default font size to 10pt, text becomes too small for comfortable
use on macOS.
This PR patches the font files copied into the macOS bundle to use a
larger font-size of 12pt. It also sets the fallback font to the more
modern SF Display-based `.AppleSystemUIFont` used by default in macOS
if Open Sans is not found.
Using a relative path for the pthread.h header by w32-pthreads breaks
compilation of plugins which include threading.h from libobs (as
w32-pthreads will exist at a different location relative to the
libobs header).
As w32-pthreads (and its include directory) is added to the libobs
target by CMake, the pthread.h header will be found even when using
system header notation.
Fixes https://github.com/obsproject/obs-studio/issues/7155
Move multiplication to when its passed to the encoder, so that bitrate
is kept in kbps. Changed for both for H264 and HEVC. Other encoders
(x264 and NVENC) already display bitrate in kbps in the log,
so it makes sense to mimic this with AMF. It's difficult to tell the
exact bitrate with bps.
The toggleControlLayoutAction (change between horizontal and vertical
display mode) deletes and re-recreates the volume controls, meaning we
were writing to freed memory. This is a kind of hacky fix but it's the
only action we need to be concerned with for now.
It seems that the older key still exists on Win 11 and 10 but is always
set to 0, so use the newer to start with and fall back to the old one if
necessary.
Additionally, if the key for HAGS and GameMode do not exist assume
they're on as this is the default on Win 11. On Windows 10 game mode is
also on by default in recent versions.
Also changes "10" to "10/11" just for correctness.
Laptops that render OBS displays on NVIDIA, and display through Intel
have been seen flickering, and we think the driver is not properly
handling swap chain buffers that have been cleared but not drawn to. To
work around this, we use a draw to simulate a render target clear. This
is not as efficient, so hopefully NVIDIA will fix this soon.
Fixes#7146
Normally, Qt and CEF each run their own version of GTK, often causing
conflicts. This commit introduces a build of CEF where GTK has been
disabled using `use_gtk=false` as we do not require the Chrome runtime.
This is an experiment and may end up being the safest long-term solution.
Note: This does introduce potential quirks/incompatibilities, such as
browser sources no longer being able to display alert() dialogs, and
potentially file browser dialogs not working from CEF.
This is better than the alternative. If necessary, such dialogs can be
reimplemented using Qt at a later date, and would likely provide a more
consistent user experience.
This goes back to a slightly older variant of the
SubmitInput/QueryOutput handling that doesn't use AMF's timeout
property. Older devices do not like it when you change the query timeout
on the fly and will lock up. So instead, wait one millisecond when the
AMF input is full, which appears to fix the issue according to testers.
Also adds a loop timeout in case it goes in an infinite loop (which it
shouldn't anymore, but still)
Big thanks to Flaeri for testing the old code, and Yukari for patiently
testing a whole bunch of builds.
All this does is it uses the same exact code AMD uses with their own
example FFmpeg muxer code. Although instead of adding to the PTS, it
subtracts from the DTS.