- 15 11月, 2016 1 次提交
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由 jp9000 提交于
On certain switchable laptops with AMD graphics, due to a driver bug/issue, the program will crash when querying capabilities. The commit this updates to fixes that by not querying capabilities on startup.
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- 14 11月, 2016 2 次提交
- 11 11月, 2016 1 次提交
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由 cryptonaut 提交于
On linux, the JSON file handling code will try to read the directory itself as a file, which can cause a crash. Closes jp9000/obs-studio#681
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- 10 11月, 2016 9 次提交
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由 Jim 提交于
If an async source is cropped on one side, then when the program is restarted and the source is loaded from file, the async source will start out with a width/height of zero. This will cause the async source to not be drawn if cropping or scale filtering is added to the scene item, because it has to be rendered to a texture first. However, the source cannot reset its size until it's drawn, so it leaves it in perpetual state of having a 0x0 size. This fixes that problem by ensuring that the async source size is always reset even when not being rendered. Close jp9000/obs-studio#686
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由 Joseph El-Khouri 提交于
Adds preview scaling to the right-click context menu for the preview pane. This allows the ability to, for example, zoom the preview and edit the preview 1:1 (canvas/base resolution). This was a missing parity feature. Additionally, also allows scaling to the "output/scaled" resolution the program is set to. When the preview is in scale mode and is the focused widget, you can hold space and drag with left click to change the zoomed position. (Notes added by Jim) Closes jp9000/obs-studio#687
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由 Jim 提交于
libobs: Duplicate filters of a scene when it is is duplicated
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由 Jim 提交于
enc-amf: Update to version 1.4.1.5
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由 Michael Fabian Dirks 提交于
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由 Ryan Foster 提交于
Commit aa899c22 (PR #603) added Windows bitness/arch to regular logs. This adds it to the crash logs. Closes jp9000/obs-studio#690
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由 Ryan Foster 提交于
Commit aa899c22 (PR #603) added logging for Windows bitness/arch, but it was a bit incomplete/short-sighted. It only added that information to the regular logs. This commit makes it easier to retrieve that information for other purposes, like the crash handler.
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由 Jim 提交于
obs-ffmpeg: Fix assumption about plane height with i444
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由 Ricardo Constantino 提交于
Affected both FFmpeg and nvenc encoders. Fixes issue 667.
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- 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
- 06 11月, 2016 1 次提交
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由 Christoph Hohmann 提交于
When a scene is duplicated the filters on the scene were not copied to the new scene. This causes that a temporary copy of a scene renders differently in the program than in the preview when using studio mode.
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- 04 11月, 2016 23 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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