1. 08 4月, 2020 2 次提交
  2. 13 9月, 2019 1 次提交
    • J
      libobs-opengl: Require OpenGL 3.3 instead of 3.2 · 6eca70a5
      jpark37 提交于
      There don't appear to be any GPUs that support 3.2, but not 3.3. GLSL
      330 maps to HLSL Shader Model 4, so this will theoretically make shaders
      programs less likely to diverge, particularly for behavior around NaNs.
      6eca70a5
  3. 17 8月, 2019 1 次提交
  4. 26 7月, 2019 1 次提交
    • J
      libobs: Default sampler sometimes unset for GL · 2f286b81
      jpark37 提交于
      When mixing sampling with raw loads in a shader, ending a shader with a
      load would case the default sampler to become unset for OpenGL. Instead,
      initialize with no sampler, and only set if there is a sampler.
      2f286b81
  5. 23 7月, 2019 2 次提交
  6. 24 6月, 2019 1 次提交
    • J
      clang-format: Apply formatting · f53df7da
      jp9000 提交于
      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.
      f53df7da
  7. 19 6月, 2019 1 次提交
    • J
      libobs: Full-screen triangle format conversions · aa22b61e
      James Park 提交于
      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
      aa22b61e
  8. 29 5月, 2018 1 次提交
  9. 20 4月, 2016 1 次提交
    • J
      libobs-opengl: Fix bug with texelFetch shader intrinsic · 92af243a
      jp9000 提交于
      This is supposed to assign -1 to the sampler_id to indicate that no
      sampler need be assigned for the texture, but instead it was leaving the
      variable with uninitialized data, resulting in a crash when used.
      92af243a
  10. 22 3月, 2016 3 次提交
  11. 20 9月, 2014 1 次提交
    • J
      Replace ARB_separate_shader_objects extension · 3967c635
      jp9000 提交于
      This replaces the ARB_separate_shader_objects extension with traditional
      linked shaders.  I was able to get the existing system to use linked
      shaders without having to change any libobs graphics API.
      
      This essentially creates a linked list of shader programs with
      references to the shaders they link.  Before draw, it searches that
      linked list for a particular pixel/vertex shader pair, and the linked
      program associated with it.  If no matching program exists, it creates
      the program.
      3967c635
  12. 10 8月, 2014 2 次提交
    • J
      (API Change) Improve graphics API consistency · 5780f3f1
      jp9000 提交于
      Summary:
      - Prefix all graphics subsystem names with gs_ or GS_
      - Unsquish funciton names (for example _setfloat to _set_float)
      - Changed create functions to be more consistent with the rest of the
        API elsewhere.  For exmaple, instead of
        gs_create_texture/gs_texture_destroy, it's now
        gs_texture_create/gs_texture_destroy
      - Renamed gs_stencil_op enum to gs_stencil_op_type
      
      From:                            To:
      -----------------------------------------------------------
      tvertarray                       gs_tvertarray
      vb_data                          gs_vb_data
      vbdata_create                    gs_vbdata_create
      vbdata_destroy                   gs_vbdata_destroy
      shader_param                     gs_shader_param
      gs_effect                        gs_effect
      effect_technique                 gs_effect_technique
      effect_pass                      gs_effect_pass
      effect_param                     gs_effect_param
      texture_t                        gs_texture_t
      stagesurf_t                      gs_stagesurf_t
      zstencil_t                       gs_zstencil_t
      vertbuffer_t                     gs_vertbuffer_t
      indexbuffer_t                    gs_indexbuffer_t
      samplerstate_t                   gs_samplerstate_t
      swapchain_t                      gs_swapchain_t
      texrender_t                      gs_texrender_t
      shader_t                         gs_shader_t
      sparam_t                         gs_sparam_t
      effect_t                         gs_effect_t
      technique_t                      gs_technique_t
      eparam_t                         gs_eparam_t
      device_t                         gs_device_t
      graphics_t                       graphics_t
      shader_param_type                gs_shader_param_type
      SHADER_PARAM_UNKNOWN             GS_SHADER_PARAM_UNKNOWN
      SHADER_PARAM_BOOL                GS_SHADER_PARAM_BOOL
      SHADER_PARAM_FLOAT               GS_SHADER_PARAM_FLOAT
      SHADER_PARAM_INT                 GS_SHADER_PARAM_INT
      SHADER_PARAM_STRING              GS_SHADER_PARAM_STRING
      SHADER_PARAM_VEC2                GS_SHADER_PARAM_VEC2
      SHADER_PARAM_VEC3                GS_SHADER_PARAM_VEC3
      SHADER_PARAM_VEC4                GS_SHADER_PARAM_VEC4
      SHADER_PARAM_MATRIX4X4           GS_SHADER_PARAM_MATRIX4X4
      SHADER_PARAM_TEXTURE             GS_SHADER_PARAM_TEXTURE
      shader_param_info                gs_shader_param_info
      shader_type                      gs_shader_type
      SHADER_VERTEX                    GS_SHADER_VERTEX
      SHADER_PIXEL                     GS_SHADER_PIXEL
      shader_destroy                   gs_shader_destroy
      shader_numparams                 gs_shader_get_num_params
      shader_getparambyidx             gs_shader_get_param_by_idx
      shader_getparambyname            gs_shader_get_param_by_name
      shader_getviewprojmatrix         gs_shader_get_viewproj_matrix
      shader_getworldmatrix            gs_shader_get_world_matrix
      shader_getparaminfo              gs_shader_get_param_info
      shader_setbool                   gs_shader_set_bool
      shader_setfloat                  gs_shader_set_float
      shader_setint                    gs_shader_set_int
      shader_setmatrix3                gs_shader_setmatrix3
      shader_setmatrix4                gs_shader_set_matrix4
      shader_setvec2                   gs_shader_set_vec2
      shader_setvec3                   gs_shader_set_vec3
      shader_setvec4                   gs_shader_set_vec4
      shader_settexture                gs_shader_set_texture
      shader_setval                    gs_shader_set_val
      shader_setdefault                gs_shader_set_default
      effect_property_type             gs_effect_property_type
      EFFECT_NONE                      GS_EFFECT_NONE
      EFFECT_BOOL                      GS_EFFECT_BOOL
      EFFECT_FLOAT                     GS_EFFECT_FLOAT
      EFFECT_COLOR                     GS_EFFECT_COLOR
      EFFECT_TEXTURE                   GS_EFFECT_TEXTURE
      effect_param_info                gs_effect_param_info
      effect_destroy                   gs_effect_destroy
      effect_gettechnique              gs_effect_get_technique
      technique_begin                  gs_technique_begin
      technique_end                    gs_technique_end
      technique_beginpass              gs_technique_begin_pass
      technique_beginpassbyname        gs_technique_begin_pass_by_name
      technique_endpass                gs_technique_end_pass
      effect_numparams                 gs_effect_get_num_params
      effect_getparambyidx             gs_effect_get_param_by_idx
      effect_getparambyname            gs_effect_get_param_by_name
      effect_updateparams              gs_effect_update_params
      effect_getviewprojmatrix         gs_effect_get_viewproj_matrix
      effect_getworldmatrix            gs_effect_get_world_matrix
      effect_getparaminfo              gs_effect_get_param_info
      effect_setbool                   gs_effect_set_bool
      effect_setfloat                  gs_effect_set_float
      effect_setint                    gs_effect_set_int
      effect_setmatrix4                gs_effect_set_matrix4
      effect_setvec2                   gs_effect_set_vec2
      effect_setvec3                   gs_effect_set_vec3
      effect_setvec4                   gs_effect_set_vec4
      effect_settexture                gs_effect_set_texture
      effect_setval                    gs_effect_set_val
      effect_setdefault                gs_effect_set_default
      texrender_create                 gs_texrender_create
      texrender_destroy                gs_texrender_destroy
      texrender_begin                  gs_texrender_begin
      texrender_end                    gs_texrender_end
      texrender_reset                  gs_texrender_reset
      texrender_gettexture             gs_texrender_get_texture
      GS_BUILDMIPMAPS                  GS_BUILD_MIPMAPS
      GS_RENDERTARGET                  GS_RENDER_TARGET
      gs_device_name                   gs_get_device_name
      gs_device_type                   gs_get_device_type
      gs_entercontext                  gs_enter_context
      gs_leavecontext                  gs_leave_context
      gs_getcontext                    gs_get_context
      gs_renderstart                   gs_render_start
      gs_renderstop                    gs_render_stop
      gs_rendersave                    gs_render_save
      gs_getinput                      gs_get_input
      gs_geteffect                     gs_get_effect
      gs_create_effect_from_file       gs_effect_create_from_file
      gs_create_effect                 gs_effect_create
      gs_create_vertexshader_from_file gs_vertexshader_create_from_file
      gs_create_pixelshader_from_file  gs_pixelshader_create_from_file
      gs_create_texture_from_file      gs_texture_create_from_file
      gs_resetviewport                 gs_reset_viewport
      gs_set2dmode                     gs_set_2d_mode
      gs_set3dmode                     gs_set_3d_mode
      gs_create_swapchain              gs_swapchain_create
      gs_getsize                       gs_get_size
      gs_getwidth                      gs_get_width
      gs_getheight                     gs_get_height
      gs_create_texture                gs_texture_create
      gs_create_cubetexture            gs_cubetexture_create
      gs_create_volumetexture          gs_voltexture_create
      gs_create_zstencil               gs_zstencil_create
      gs_create_stagesurface           gs_stagesurface_create
      gs_create_samplerstate           gs_samplerstate_create
      gs_create_vertexshader           gs_vertexshader_create
      gs_create_pixelshader            gs_pixelshader_create
      gs_create_vertexbuffer           gs_vertexbuffer_create
      gs_create_indexbuffer            gs_indexbuffer_create
      gs_gettexturetype                gs_get_texture_type
      gs_load_defaultsamplerstate      gs_load_default_samplerstate
      gs_getvertexshader               gs_get_vertex_shader
      gs_getpixelshader                gs_get_pixel_shader
      gs_getrendertarget               gs_get_render_target
      gs_getzstenciltarget             gs_get_zstencil_target
      gs_setrendertarget               gs_set_render_target
      gs_setcuberendertarget           gs_set_cube_render_target
      gs_beginscene                    gs_begin_scene
      gs_draw                          gs_draw
      gs_endscene                      gs_end_scene
      gs_setcullmode                   gs_set_cull_mode
      gs_getcullmode                   gs_get_cull_mode
      gs_enable_depthtest              gs_enable_depth_test
      gs_enable_stenciltest            gs_enable_stencil_test
      gs_enable_stencilwrite           gs_enable_stencil_write
      gs_blendfunction                 gs_blend_function
      gs_depthfunction                 gs_depth_function
      gs_stencilfunction               gs_stencil_function
      gs_stencilop                     gs_stencil_op
      gs_setviewport                   gs_set_viewport
      gs_getviewport                   gs_get_viewport
      gs_setscissorrect                gs_set_scissor_rect
      gs_create_texture_from_iosurface gs_texture_create_from_iosurface
      gs_create_gdi_texture            gs_texture_create_gdi
      gs_is_compressed_format          gs_is_compressed_format
      gs_num_total_levels              gs_get_total_levels
      texture_setimage                 gs_texture_set_image
      cubetexture_setimage             gs_cubetexture_set_image
      swapchain_destroy                gs_swapchain_destroy
      texture_destroy                  gs_texture_destroy
      texture_getwidth                 gs_texture_get_width
      texture_getheight                gs_texture_get_height
      texture_getcolorformat           gs_texture_get_color_format
      texture_map                      gs_texture_map
      texture_unmap                    gs_texture_unmap
      texture_isrect                   gs_texture_is_rect
      texture_getobj                   gs_texture_get_obj
      cubetexture_destroy              gs_cubetexture_destroy
      cubetexture_getsize              gs_cubetexture_get_size
      cubetexture_getcolorformat       gs_cubetexture_get_color_format
      volumetexture_destroy            gs_voltexture_destroy
      volumetexture_getwidth           gs_voltexture_get_width
      volumetexture_getheight          gs_voltexture_get_height
      volumetexture_getdepth           gs_voltexture_getdepth
      volumetexture_getcolorformat     gs_voltexture_get_color_format
      stagesurface_destroy             gs_stagesurface_destroy
      stagesurface_getwidth            gs_stagesurface_get_width
      stagesurface_getheight           gs_stagesurface_get_height
      stagesurface_getcolorformat      gs_stagesurface_get_color_format
      stagesurface_map                 gs_stagesurface_map
      stagesurface_unmap               gs_stagesurface_unmap
      zstencil_destroy                 gs_zstencil_destroy
      samplerstate_destroy             gs_samplerstate_destroy
      vertexbuffer_destroy             gs_vertexbuffer_destroy
      vertexbuffer_flush               gs_vertexbuffer_flush
      vertexbuffer_getdata             gs_vertexbuffer_get_data
      indexbuffer_destroy              gs_indexbuffer_destroy
      indexbuffer_flush                gs_indexbuffer_flush
      indexbuffer_getdata              gs_indexbuffer_get_data
      indexbuffer_numindices           gs_indexbuffer_get_num_indices
      indexbuffer_gettype              gs_indexbuffer_get_type
      texture_rebind_iosurface         gs_texture_rebind_iosurface
      texture_get_dc                   gs_texture_get_dc
      texture_release_dc               gs_texture_release_dc
      5780f3f1
    • J
      (API Change) Unsquish libobs/util · 9d300685
      jp9000 提交于
      Changed:                      To:
      -----------------------------------------------------------
      dstr_isempty                  dstr_is_empty
      cf_lexer_gettokens            cf_lexer_get_tokens
      cf_preprocessor_gettokens     cf_preprocessor_get_tokens
      9d300685
  13. 01 3月, 2014 1 次提交
  14. 17 2月, 2014 1 次提交
    • J
      Make a number of key optimizations · 2dbbffe4
      jp9000 提交于
       - 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.
      2dbbffe4
  15. 21 12月, 2013 1 次提交
  16. 03 12月, 2013 1 次提交
  17. 03 11月, 2013 1 次提交
  18. 29 10月, 2013 1 次提交
  19. 18 10月, 2013 1 次提交
  20. 17 10月, 2013 1 次提交
  21. 15 10月, 2013 1 次提交
  22. 12 10月, 2013 1 次提交
  23. 10 10月, 2013 1 次提交
  24. 09 10月, 2013 2 次提交
  25. 07 10月, 2013 1 次提交