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Obs merge #29
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Follow-up to commit 2cf5c5f.
This makes the app much more usable on hidpi screen devices like the surface.
All of the monitor discovery logic can be implemented with Qt. This change removes all the x11 implementations in favor of Qt and removes a fair amount of platform specific code.
Remove get monitors
enc-amf: Update to 1.3.2.3
UI: Enable HiDPI scaling.
UI: Only scale HiDPI on QT 5.6+
When DirectX throws error 0x887A0005 (DXGI_ERROR_DEVICE_REMOVED), Microsoft recommends calling ID3D11Device::GetDeviceRemovedReason to retrieve a more precise error code. Closes obsproject#652
enc-amf: Update to 1.3.3.1
Add 256x256 icon to windows ico for HiDPI displays
Display license in MSI installer
rtmp-services: Add Asian Livecoding.tv server and increase video bitrate
libobs/util: Fix get_dll_ver not reporting DLL name
OSX Travis build
CI: Upload artifacts on all pushes
CI: Add irc notifications to travis config
Instead of letting vertex buffer data be freed immediately, store it so it can be used for rebuilding later. Also, separate the buffer building to a function.
Releases references for each graphics object.
Due to an NVIDIA driver bug with the Windows 10 Anniversary Update, there are an increasingly large number of reports of "Device Removed" errors and TDRs. When this happens, OBS stops outputting all data because all graphics functions are failing, and it appears to just "freeze up" for users. To temporarily alleviate this issue while waiting for it to be fixed, the D3D subsystem can be rebuilt when that happens, all assets can be reloaded to ensure that it can continue functioning (with a minor hiccup in playback). To allow rebuilding the entire D3D subsystem, all objects that contain D3D references must be part of a linked list (with a few exceptions) so we can quickly traverse them all whenever needed, and all data for those resources (static resources primarily, such as shaders, textures, index buffers, vertex buffers) must be stored in RAM so they can be recreated whenever needed. Then if D3D reports a "device removed" or "device reset" error, all D3D references must first be fully released with no stray references; the linked list must be fully traversed until all references are released. Then, the linked list must once again be traversed again, and all those D3D objects must be recreated with the same data and descriptors (which are now saved in each object). Finally, all states need to be reset. After that's complete, the device is able to continue functioning almost as it was before, although the output to recording/stream may get a few green frames due to texture data being reset. This will temporarily alleviate the "Device Removed" issue while waiting for a fix from NVIDIA.
Whenever a cursor is captured and the cursor icon changes, it creates a new texture. This isn't particularly optimal, so instead just store a cache of cursor textures (based on size), and make the textures dynamic. Doing this will prevent unnecessary texture reallocation.
Using IDXGIResource doesn't work with D3D12. D3D12 textures are not a subclass of that class.
Currently only supports shared texture capture, and doesn't support rescaling.
enc-amf: Update to version 1.4.0.0
UI: Fix tab order of Crop fields in Transform Properties
enc-amf: Update to Version 1.4.1.0
This reverts commit 404258f.
This reverts commit c4eebbb.
VS2013 doesn't include <memory> by default, this quick update fixes that problem.
enc-amf: Fix VS2013 compiling issue
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