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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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filter-blur.cpp | ||
filter-blur.hpp | ||
filter-color-grade.cpp | ||
filter-color-grade.hpp | ||
filter-displacement.cpp | ||
filter-displacement.hpp | ||
filter-dynamic-mask.cpp | ||
filter-dynamic-mask.hpp | ||
filter-nv-face-tracking.cpp | ||
filter-nv-face-tracking.hpp | ||
filter-sdf-effects.cpp | ||
filter-sdf-effects.hpp | ||
filter-shader.cpp | ||
filter-shader.hpp | ||
filter-transform.cpp | ||
filter-transform.hpp |