These days you might capture card a 175Hz monitor with a framerate
defined as 10000000/57143 that doesnt fit in a short. And reporting a
negative FPS in that case isnt very helpful.
For Target Usage, instead of doing string comparisons against long
descriptive strings, use translatable strings for descriptive UI text
and simple designations for values used for comparisons and storage.
This is similar to what we do for NVENC Presets.
On Windows 10 and up, D3D11 should never fail, so the D3D9 code should
no longer be possible to hit. As far as I can tell, this code was mostly
for Windows 7/8/8.1 and it was part of the initial implementation. It
should no longer be needed.
On Windows 10 and up, D3D11 should never fail, so the D3D9 code should
no longer be possible to hit and should no longer be needed.
Revert "obs-qsv11: Use d3d9 allocator on Win7"
This reverts commit b276b1633e.
This reverts the changes to Windows where Release() was called every
time, since we need share a single DX context across multiple encoders.
Instead introduce a ReleaseSessionData() function and some platform
specific session data that will be passed to it. We use this to track
the VA-API display and fd to release them at the right time. Leaking
displays will also lead to cache pollution in the intel-media-driver
crashing users so we cannot do that.
fixes#9611
The current code assumes that a display UUID can be created with the
stored ID, but that's not always the case, e.g. when the user doesn't
have the display connected. As such, we need to null check this, and
fall back to the invalid ID (0) when the ID cannot be migrated.
The current code also only migrates on source creation, which yields
weird behaviour where if the user opens properties and then cancels it
would still show the first display, but only for the session. This is
why the code was factored out of the creation function and now is always
used when an ID needs to be acquired from OBS Data settings, including
when the source is updated.
qrcodegen is built on obs-deps for macOS and Windows, with the
generated CMake package calling the dependency qrcodegen (not
libqrcoden) and associated target qrcodegen::qrcodegen.
This change updates the finder (required for Linux) to create the same
targets so consumers do not need to differentiate between different
variations of the same dependency on Linux.
Also updates obs-websocket to 5.3.1 to bring in associated CMake
changes.
libdatachannel is now built with MSVC instead of MinGW so we are able to
use C++ API instead.
The C++ is preferred by upstream and what the project is written in. The
C API provides a subset of features and has a performance penalty.
For some reason, using MFX_SCENARIO_GAME_STREAMING causes the keyframe
quants to be higher than other frames, which is not desirable. In turn,
this causes bitrate to be higher than the target bitrate for a sustained
period of time after each keyframe.
Not setting the scenario removes this behavior and returns CBR to
somewhat reasonable levels of consistency.
Co-authored by: Chris (Flaeri) <flaeri@otterbro.com>
Fixes problems with the astrcmpi logic, as well as a typo that said
"vertfast" instead "veryfast".
Also makes the method a void because it always returns true and isn't
checked anyways.
These effects can remain enabled between devices (so enabling it on one
device can mean it's later also enabled on another device), leading to
cases of capture cards getting blurred.
Logging that the effects are enabled should make it easier to spot this
in support.
This recent commit [1] broke SRT & RIST streaming because
obs_output_video now returns a NULL pointer for encoded outputs.
This fixes it by retrieving the pointer from the encoder.
[1] fb57eff212
Co-authored-by: tt2468 <tt2468@gmail.com>
Signed-off-by: pkv <pkv@obsproject.com>
Trying to use the display server as the QSV device was found to be
generally wrong in beta, so instead lets save defaults from the earlier
device enumeration similar to obs-ffmpeg-vaapi which is known to work
well.
This fixes a bug when swapping NVIDIA effects.
The update signal triggers a destruction of the previous effect, but the
effect would still run, potentially causing a crash.
The mutex added in the NVIDIA processing function prevents that.
Signed-off-by: pkv <pkv@obsproject.com>
The code assumed MFXCreateSession would always succeed, but it fails on
systems with no QSV implementations, causing a crash when we call
MFXClose later. Additional success checks for the other API calls were
also added.
Setting AdaptiveCQM to ON when LowPower is OFF crashes the
intel-oneapi-gpu implementation on Linux when using the AV1 encoder.
But using the same LowPower settings as Windows works so lets drop the
current guards.