- 08 11月, 2016 1 次提交
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由 jp9000 提交于
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- 07 11月, 2016 2 次提交
- 04 11月, 2016 37 次提交
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由 jp9000 提交于
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由 Jim 提交于
enc-amf: Fix VS2013 compiling issue
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由 Michael Fabian Dirks 提交于
VS2013 doesn't include <memory> by default, this quick update fixes that problem.
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由 Jim 提交于
enc-amf: Update to Version 1.4.1.0
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由 Michael Fabian Dirks 提交于
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由 Jim 提交于
UI: Fix tab order of Crop fields in Transform Properties
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由 Ryan Foster 提交于
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
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由 Jim 提交于
enc-amf: Update to version 1.4.0.0
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由 Michael Fabian Dirks 提交于
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由 Michael Fabian Dirks 提交于
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由 jp9000 提交于
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由 jp9000 提交于
Currently only supports shared texture capture, and doesn't support rescaling.
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由 jp9000 提交于
Using IDXGIResource doesn't work with D3D12. D3D12 textures are not a subclass of that class.
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由 jp9000 提交于
Whenever a cursor is captured and the cursor icon changes, it creates a new texture. This isn't particularly optimal, so instead just store a cache of cursor textures (based on size), and make the textures dynamic. Doing this will prevent unnecessary texture reallocation.
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由 jp9000 提交于
Due to an NVIDIA driver bug with the Windows 10 Anniversary Update, there are an increasingly large number of reports of "Device Removed" errors and TDRs. When this happens, OBS stops outputting all data because all graphics functions are failing, and it appears to just "freeze up" for users. To temporarily alleviate this issue while waiting for it to be fixed, the D3D subsystem can be rebuilt when that happens, all assets can be reloaded to ensure that it can continue functioning (with a minor hiccup in playback). To allow rebuilding the entire D3D subsystem, all objects that contain D3D references must be part of a linked list (with a few exceptions) so we can quickly traverse them all whenever needed, and all data for those resources (static resources primarily, such as shaders, textures, index buffers, vertex buffers) must be stored in RAM so they can be recreated whenever needed. Then if D3D reports a "device removed" or "device reset" error, all D3D references must first be fully released with no stray references; the linked list must be fully traversed until all references are released. Then, the linked list must once again be traversed again, and all those D3D objects must be recreated with the same data and descriptors (which are now saved in each object). Finally, all states need to be reset. After that's complete, the device is able to continue functioning almost as it was before, although the output to recording/stream may get a few green frames due to texture data being reset. This will temporarily alleviate the "Device Removed" issue while waiting for a fix from NVIDIA.
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由 jp9000 提交于
Releases references for each graphics object.
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
Instead of letting vertex buffer data be freed immediately, store it so it can be used for rebuilding later. Also, separate the buffer building to a function.
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
Unloads all device data and clears all device references. Probably not necessary, but it's unknown how D3D11 handles this internally so probably best to be safe.
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由 jp9000 提交于
This allows restarting the duplicator at a later point in time.
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
This allows having them be a part of a linked list later.
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由 jp9000 提交于
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由 jp9000 提交于
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由 jp9000 提交于
Keeping a reference is useful, and additionally allows pruning a bit of duplicated code in the dupicator object.
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