- 05 8月, 2015 1 次提交
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由 jp9000 提交于
(Non-compiling commit: windowless-context branch)
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- 31 7月, 2015 2 次提交
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由 jp9000 提交于
glFlush is somewhat implementation-specific; on OSX for example, it is additionally used to draw to a view. However, we're already using the Objective-C function flushBuffer, which apparently calls glFlush internally anyway to draw to views. That means that we're superfluously calling glFlush most of the time if there's an active swap chain. So instead, only call glFlush when there are no active swap chains on OSX.
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由 jp9000 提交于
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- 28 3月, 2015 1 次提交
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由 jp9000 提交于
This allows the ability to separate the blend states of color and alpha. The default blend state has also changed so that alpha is always added together to ensure that the destination image always gets an alpha value that is actually usable after the operation (for render targets). Old default state: color source: GS_BLEND_SRCALPHA, color dest: GS_BLEND_INVSRCALPHA alpha source: GS_BLEND_SRCALPHA, alpha dest: GS_BLEND_INVSRCALPHA New default state: color source: GS_BLEND_SRCALPHA, color dest: GS_BLEND_INVSRCALPHA alpha source: GS_BLEND_ONE, alpha dest: GS_BLEND_ONE
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- 23 3月, 2015 2 次提交
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由 jp9000 提交于
If a render target was switched from one to another and then back consecutively, the texture would not get reattached at the last point due to the fact that the cur_render_target variable of the FBO storage structure would already be set to that texture, and then it would never get reattached because it thought it was already using that render target. So to fix this, any time a render target legitimately changes from one to another, it sets the cur_render_target and cur_zstencil_buffer variables of the FBO structure to null.
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由 jp9000 提交于
When render targets are used, they output to the render target inverted due to the way that opengl works. This fixes that issue by inverting the projection matrix so that it renders the image upside down and inverting the front face from counterclockwise to clockwise.
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- 05 1月, 2015 1 次提交
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由 jp9000 提交于
The anisotropy message isn't particularly useful for users.
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- 10 12月, 2014 1 次提交
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由 jp9000 提交于
The glDebugMessageCallback function will set a callback that will relay all messages coming from the driver (on supported drivers at least). For nvidia, sometimes there are a lot of irrelevant messages, which is nice depending on the type of application you're writing. I actually at first thought these messages were important, but it turns out that they're almost always irrelevant and not actually warnings. Most of the messages at a certain type/severity are mostly for debugging purposes or minor hints about how to maximize performance, so unfortunately there ends up being a lot of pointless spam in the debug output. The particular performance messages are related to optimizations you can get via multithreading, and are optimizations you would expect for games more than for this type of application. They don't really apply for our use cases most of the time. High severity messages however are not omitted regardless of message type. These messages can be enabled again by simply defining the SHOW_ALL_GL_MESSAGES macro.
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- 27 9月, 2014 1 次提交
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由 jp9000 提交于
This Fixes a minor flaw with the API where data had to always be mutable to be usable by the API. Functions that do not modify the fundamental underlying data of a structure should be marked as constant, both for safety and to signify that the parameter is input only and will not be modified by the function using it.
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- 26 9月, 2014 2 次提交
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由 jp9000 提交于
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由 jp9000 提交于
Typedef pointers are unsafe. If you do: typedef struct bla *bla_t; then you cannot use it as a constant, such as: const bla_t, because that constant will be to the pointer itself rather than to the underlying data. I admit this was a fundamental mistake that must be corrected. All typedefs that were pointer types will now have their pointers removed from the type itself, and the pointers will be used when they are actually used as variables/parameters/returns instead. This does not break ABI though, which is pretty nice.
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- 20 9月, 2014 2 次提交
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由 jp9000 提交于
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由 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.
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- 10 8月, 2014 1 次提交
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由 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
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- 21 7月, 2014 3 次提交
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由 jp9000 提交于
Changed API functions: libobs: obs_reset_video Before, video initialization returned a boolean, but "failed" is too little information, if it fails due to lack of device capabilities or bad video device parameters, the front-end needs to know that. The OBS Basic UI has also been updated to reflect this API change.
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由 jp9000 提交于
This allows a programatic way of determining the type of graphics module currently active.
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由 jp9000 提交于
This returns the name of the device, "Direct3D 11" or "OpenGL" respectively.
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- 11 7月, 2014 1 次提交
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由 Zachary Lund 提交于
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- 10 7月, 2014 1 次提交
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由 BtbN 提交于
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- 29 6月, 2014 1 次提交
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由 jp9000 提交于
NOTE: In texture_setimage, I had to move variables to the top of the scope because microsoft's C compiler will give the legacy C90 error of: 'illegal use of this type as an expression'. To sum it up, microsoft's C compiler is still utter garbage.
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- 26 6月, 2014 3 次提交
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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
...I'm actually concerned that I went a bit overkill trying to prevent backwards compatibility issues with this abstraction design, because this is a large number of files that have to be modified just to add a single graphics subsystem export. Someone's going to strangle me, and when you know that someone might strangle you, that means that you did something wrong. We'll have to look in to simplifying this in the future without killing backward compatibility safety.
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- 25 6月, 2014 1 次提交
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由 jp9000 提交于
These functions were mostly related to being able to set true fullscreen mode -- however, this has no place for our purposes, and these functions were just sitting empty and unused, so they should be removed. Besides, fullscreen mode only applies to the windows operating system.
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- 15 6月, 2014 1 次提交
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由 jp9000 提交于
4x4 matrices aren't as optimal, but are much more sensible to handle when you want to do more advanced stuff like scaling, skewing, or inversion.
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- 02 5月, 2014 1 次提交
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由 jp9000 提交于
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- 19 4月, 2014 1 次提交
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由 Palana 提交于
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- 16 4月, 2014 2 次提交
- 15 4月, 2014 1 次提交
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由 jp9000 提交于
Avoids problems if swizzles are used elsewhere (like in the newer X11 plugins)
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- 13 4月, 2014 2 次提交
- 12 4月, 2014 3 次提交
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由 BtbN 提交于
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由 BtbN 提交于
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由 jp9000 提交于
On some operating systems, with specific drivers it seems that BGR/BGRA isn't properly treated as such in certain cases. This fix will hopefully force the formats to be treated as BGR/BGRA when actually rendering, which should get around the implementation-specific issue.
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- 17 2月, 2014 1 次提交
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由 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.
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- 15 2月, 2014 1 次提交
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由 jp9000 提交于
There were a *lot* of warnings, managed to remove most of them. Also, put warning flags before C_FLAGS and CXX_FLAGS, rather than after, as -Wall -Wextra was overwriting flags that came before it.
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- 10 2月, 2014 2 次提交
- 07 2月, 2014 1 次提交
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由 jp9000 提交于
- Add planar audio support. FFmpeg and libav use planar audio for many encoders, so it was somewhat necessary to add support in libobs itself. - Improve/adjust FFmpeg test output plugin. The exports were somewhat messed up (making me rethink how exports should be done). Not yet functional; it handles video properly, but it still does not handle audio properly. - Improve planar video code. The planar video code was not properly accounting for row sizes for each plane. Specifying row sizes for each plane has now been added. This will also make it more compatible with FFmpeg/libav. - Fixed a bug where callbacks wouldn't create properly in audio-io and video-io code. - Implement 'blogva' function to allow for va_list usage with libobs logging.
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