- 26 1月, 2021 1 次提交
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由 SCG82 提交于
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- 25 1月, 2021 6 次提交
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由 Mark Sergienko 提交于
Add EventLive endpoint and recommended settings to list of RTMP services. Bump rtmp-services/data/package.json version
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由 jp9000 提交于
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由 Exeldro 提交于
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由 Kurt Kartaltepe 提交于
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由 Kurt Kartaltepe 提交于
Expand PATH for Debian-like systems. Improve detection when the module is already loaded.
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由 Kurt Kartaltepe 提交于
Sets thread names for the hotkey and v4l2 capture threads.
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- 23 1月, 2021 4 次提交
- 21 1月, 2021 29 次提交
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由 jpark37 提交于
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由 jpark37 提交于
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由 jpark37 提交于
Also fix an existing stale texture crash when reseting to defaults.
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由 jpark37 提交于
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由 jpark37 提交于
Also switch from 601 to 709 luma coefficients to match other filters.
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由 jpark37 提交于
Also consolidate behavior of contrast/brightness/gamma across chroma key, color correction, and color key filters. The contrast range has been expanded to approximtely match the range when the filter applied to nonlinear colors.
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由 jpark37 提交于
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由 jpark37 提交于
The newly versioned filter also has color overlay removed. We can add it back if the demand is there, but I'd rather not maintain it. Also consolidate behavior of contrast/brightness/gamma across chroma key, color correction, and color key filters. The contrast range has been expanded to approximtely match the range when the filter applied to nonlinear colors.
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由 jpark37 提交于
Also consolidate behavior of contrast/brightness/gamma across chroma key, color correction, and color key filters. The contrast range has been expanded to approximtely match the range when the filter applied to nonlinear colors.
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由 jpark37 提交于
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由 jpark37 提交于
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由 jpark37 提交于
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由 jpark37 提交于
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由 jpark37 提交于
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由 jpark37 提交于
Well, linear SRGB for screen capture. The window capture path failed to copy between SRGB textures for some reason, so just force nonlinear formats instead.
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由 jpark37 提交于
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由 jpark37 提交于
For game capture, neither GL nor D3D9 support SRGB shared textures, so disable linear SRGB support if the texture format doesn't support it. Similarly, DXGI display capture doesn't work with SRGB at the moment. Unsure if it will with more work, but disable for now. Also force linear SRGB off if using GDI-compatible textures.
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由 jpark37 提交于
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由 jpark37 提交于
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由 jpark37 提交于
Switch away from GDI-compatible texture for SRGB support. Never needed GDI compatibility anyway.
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由 jpark37 提交于
Both image and color sources have been updated. Also added alpha support to the color source. Useful for users, and serves as an easy alpha blending test case.
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由 jpark37 提交于
Necessary for correct alpha blending.
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由 jpark37 提交于
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由 jpark37 提交于
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由 jpark37 提交于
Does nothing without linear-aware modifications to sources.
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由 jpark37 提交于
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由 jpark37 提交于
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.
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由 Piotr Esden-Tempski 提交于
Adds frame time multiple based timeout option, instead of the hardcoded 1 second timeout. Adds optional automatic device stream reset when the device times out. Helps with devices that "lock up" or "freeze", for example Magewell and Elgato USB HDMI capture devices. The automatic reset is by default off and optional. Turning it on can cause issues for devices that work but drop a lot of frames.
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