* 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