1. 10 8月, 2019 4 次提交
    • J
      libobs: Separate textures for YUV input · bdd8d640
      jpark37 提交于
      The shaders to unpack YUV information from the same texture were rather
      complicated. Breaking them up into separate textures makes the shaders
      much simpler, and we can remove the PRECISION_OFFSET hack.
      
      Performance also gets a nice boost on Intel for planar textures.
      
      Intel GPA, SetStablePowerState, Intel HD Graphics 530, 1920x1080
      
      UYVY: 473 us -> 457 us
      YUY2: 492 us -> 422 us
      YVYU: 491 us -> 441 us
      I420: 1637 us -> 505 us
      I422: 1644 us -> 482 us
      I444: 1653 us -> 504 us
      NV12: 1656 us -> 369 us
      Y800 (limited): 270 us -> 277 us
      Y800 (full): 263 us -> 289 us
      RGB (limited): 341 us -> 411 us
      BGR3 (limited): 512 us -> 509 us
      BGR3 (full): 527 us -> 534 us
      bdd8d640
    • J
      Merge pull request #1995 from jpark37/yuv-simplify · 164f7313
      Jim 提交于
      libobs: Separate textures for YUV output, fix chroma
      164f7313
    • J
      Merge pull request #1997 from Xaymar/patch-fix-spinbox-from-1979 · 0fa22233
      Jim 提交于
      UI: Fix Int/Float Sliders and Spinboxes by partially reverting PR #1979
      0fa22233
    • J
      Merge pull request #1998 from jpark37/gpu-timing · cd79855d
      Jim 提交于
      libobs: Add GPU timestamp query support
      cd79855d
  2. 09 8月, 2019 6 次提交
  3. 08 8月, 2019 1 次提交
  4. 07 8月, 2019 1 次提交
    • J
      libobs: Fix stale format in async frame cache · b0e7c5d0
      jpark37 提交于
      The video format is not updated if switching between cache-compatible
      formats, e.g. YUY2 and YVYU, resulting in the wrong conversion technique
      being used. This change ensures the format is always up-to-date.
      b0e7c5d0
  5. 04 8月, 2019 3 次提交
  6. 30 7月, 2019 4 次提交
  7. 28 7月, 2019 2 次提交
  8. 27 7月, 2019 2 次提交
    • J
      libobs: Separate textures for YUV output, fix chroma · 9aacc99b
      jpark37 提交于
      The shaders to pack YUV information into the same texture were rather
      complicated and suffering precision issues. Breaking them up into
      separate textures makes the shaders much simpler and avoids having to
      compute large integer offsets. Unfortunately, the code to handle
      multiple textures is not as pleasant, but at least the NV12 rendering
      path is no longer separate.
      
      In addition, write chroma samples to "standard" offsets. For I444,
      there's no difference, but I420/NV12 formats now have chroma shifted to
      the left as 4:2:0 is shown in the H.264 specification.
      
      Intel GPA, SetStablePowerState, Intel HD Graphics 530
      
      Expect speed incrase:
      I420: 844 us -> 493 us (254 us + 190 us + 274 us)
      I444: 837 us -> 747 us (258 us + 276 us + 272 us)
      NV12: 450 us -> 368 us (319 us + 168 us)
      
      Expect no change:
      NV12 (HW): 580 (481 us + 166 us) us -> 588 us (468 us + 247 us)
      RGB: 359 us -> 387 us
      
      Fixes https://obsproject.com/mantis/view.php?id=624
      Fixes https://obsproject.com/mantis/view.php?id=1512
      9aacc99b
    • G
      CI: Only download Qt if it doesn't exist already · baddca25
      Gol-D-Ace 提交于
      baddca25
  9. 26 7月, 2019 12 次提交
  10. 23 7月, 2019 4 次提交
  11. 22 7月, 2019 1 次提交