* Now using a Factory and Instance approach to simplify and beautify the code at the same time.
* Additionally we now keep track of created filters and only load data if there is a filter active, and unload data if there are no more filters. This reduces memory and GPU overhead when no filter is active, but adds a first time filter creation overhead.
* Variables and functions now use snake_case.
The filter will now automatically rescale the parent stack into the next best power of two size. With this, even non-power-of-two sources can now be mipmapped semi-correctly.
To accurately support mipmapping even for npot textures, this feature would have to be built into OBS and OBS would have to stop refusing to create textures with mipmaps that are not a power of two in size. Almost all common Direct3D 11 (except Intel) are capable of npot mipmaps at full speed, while OpenGL usually depends on the GPU and Driver used.
The '3D Transform' filter now support mipmapping using the Linear generator. This results in smoother images when the shape is squished or distant, instead of a pixelated mess.
This enables full mipmapping support for textures with a shader view that allows accessing different mip levels. In order to access mip levels, you have to specify gs::texture:🎏:BuildMipMaps when creating the texture, as OBS currently forces the maximum mip level to 1 even if you actually have mip data available.
This class is an attempt at adding dynamic mipmapping support to OBS, which is lacking this feature. It is pretty much a hack until I figure out how to do it for both d3d11 and opengl and can make a PR for obs-studio to include this ability by default.
The Custom Shader Filter is now capable of rendering a custom shader using the gfx::effect_source class as a backend. An example shader is provided for starting off, more advanced examples may come later.
Related: #5
Rendering is now possible, although some parameter types are not yet supported. So far, booleans and floats will work fine, integers will cause an error in OBS Studios rendering code for an unknown reason.
The Blur Filter can now be applied to a region inside the source itself, the inverse of that region, and/or a feathered version of that region. This allows for easier scene setups where only some parts need to be blurred, but the rest can be left as is.
Fixes#12
From this point on, Source Mirror is now capable of real-time mirroring of Video and Audio. This can help if you need different filters per scene for your microphone or voice chat, depending on the scene (audio ducking for pause scene, no audio ducking for live gaming).
gfx::effect_source is the base class for all Custom Shader Sources and Transitions, which reduces the overall workload to a single file, but unfortunately also reducing the effective customization per source a bit.
Converts a String to an std::pair of int64_t (long long), which contain the size or 0 if none could be parsed. Any delimiter except digits(0-9), a minus sign(-) or a plus sign(+) between width and height are allowed. If a plus or minus sign is used as a delimiter, it must immediately be followed by the second size number. This allows for formats such as: 100x100, 100:100, 100p100, 100@100, 100+100 and so on, but not formats such as 100+:100, 100ThisIsSomeReall+yLongText100, etc.
The parameter 'allowSquare' also determines what to do when the height parameter is not found. A value of true will have the function return <width,width> instead of <width,0>.
This utility class is used to quickly render and retrieve a Texture from a source. It should be used in place of manual rendering since it can be updated quickly, fixing outstanding issue in all places of the plugin instead of just one.
The custom allocator occasionally returned memory that was aligned, but did not have enough space to store the actual size due to a calculation error in the size. This resulted in situations where allocating 1022 bytes would give you a writable buffer of only 1020 bytes or less, or also known as writing into unknown memory, possibly even the heap. This is now fixed by doubling the padding used.
Additionally it will now default to using standard allocators, which should work better and rely on the Compiler.
- Shaders now have all promised special variables available to them.
- 'Pass' (int) is no longer a special variable.
- Files should now properly update every half second.
- Fixed a ton of compiler warnings.
- Forced loading shaders from text instead of files to avoid caching.
- Fixed file modification tests always failing.
- Actually renders shaders now.
Known issues:
- Parameters aren't updated with file modifications unless the file is actually changed in the UI.
HasParameter can be used to safely check if a parameter exists and such should be preferred over try-catch blocks. Additionally, SetFloat2, SetFloat3, SetFloat4, SetFloatArray, SetInteger2, SetInteger3, SetInteger4 and SetIntegerArray should no longer cause rendering issues due to invalid buffer sizes.
Custom Shader allows you to write your own effect files and just have them applied to your source(s). It will dynamically update the properties to match the parameters in the source as well as offer some special parameters to the shader.
# Conflicts:
# CMakeLists.txt
# data/locale/en-US.ini
# Conflicts:
# data/locale/en-US.ini
Scaling was previously incorrectly rendering the source with another effect forced onto it, resulting in slower rendering and some sources that would no longer render properly.
Additionally the new option allows the user to have the source render at the original resolution in order to allow previously applied transform to stay identical. The rescaling however will no longer apply to filters after this source then, thus the speed bonus is lost.
Also categorized the localization file and adds descriptions for existing and new properties for Source Mirror.
Allows code to directly use GS::Vertex for their own purposes without having to rely on GS::VertexBuffer, which comes with the added overhead of allocating GPU memory.
Changes the GS::VertexBuffer storage to be one continuous buffer that is properly aligned and is also now used for GS::Vertex. This halves the necessary memory, removes reallocation cost and removes the copy necessary to get things onto the GPU.
Related: #9
This unifies the logic in GS::IndexBuffer and GS::VertexBuffer so that both can take the same amount of vertices. Additionally the limit for vertices was increased to 16777216 from 65536 to allow for proper models to be stored.
The previous fix unfortunately didn't actually fix it and instead made the crash invisible at first and then corrupt the heap at a later point. With this, VS2013 and VS2015 create code identical to what VS2017 creates, and no longer seem to crash.
Related: #9
This fixes the crash on creation issues, but a crash on exit still happens with the plugin installed. Unsure what exactly is causing it but it looks like something is writing into heap memory.
Related: #9