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Through converting the code to a threaded asynchronous approach, the libOBS video renderer no longer has to wait on our tracking code to run, and we can enjoy a little bit of extra calculation time before we actually have to do anything. However due to the remaining synchronization with the Direct3D11/OpenGL context, it is not entirely safe to spend a full frame tracking as libOBS will then start skipped/dropping frames. Even though the priority of the stream is now increased, this still means that we can't just sit around and have to quickly finish all work. Related #150 |
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.. | ||
encoders | ||
ffmpeg | ||
filters | ||
gfx | ||
nvidia | ||
obs | ||
sources | ||
transitions | ||
common.hpp | ||
plugin.cpp | ||
plugin.hpp | ||
strings.hpp | ||
util-event.hpp | ||
util-math.hpp | ||
util-memory.cpp | ||
util-profiler.cpp | ||
util-profiler.hpp | ||
util-threadpool.cpp | ||
util-threadpool.hpp | ||
utility.cpp | ||
utility.hpp |