obs-studio/libobs-d3d11/CMakeLists.txt

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CMake
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project(libobs-d3d11)
include_directories(SYSTEM "${CMAKE_SOURCE_DIR}/libobs")
add_definitions(-DLIBOBS_EXPORTS)
set(MODULE_DESCRIPTION "OBS Library D3D11 wrapper")
configure_file(${CMAKE_SOURCE_DIR}/cmake/winrc/obs-module.rc.in libobs-d3d11.rc)
if(NOT DEFINED GPU_PRIORITY_VAL OR "${GPU_PRIORITY_VAL}" STREQUAL "" OR
"${GPU_PRIORITY_VAL}" STREQUAL "0")
set(USE_GPU_PRIORITY FALSE)
set(GPU_PRIORITY_VAL "0")
else()
set(USE_GPU_PRIORITY TRUE)
endif()
configure_file(
"${CMAKE_CURRENT_SOURCE_DIR}/d3d11-config.h.in"
"${CMAKE_CURRENT_BINARY_DIR}/d3d11-config.h")
include_directories(${CMAKE_CURRENT_BINARY_DIR})
set(libobs-d3d11_SOURCES
d3d11-indexbuffer.cpp
d3d11-samplerstate.cpp
d3d11-shader.cpp
d3d11-shaderprocessor.cpp
d3d11-stagesurf.cpp
d3d11-subsystem.cpp
d3d11-texture2d.cpp
d3d11-texture3d.cpp
d3d11-vertexbuffer.cpp
d3d11-duplicator.cpp
libobs-d3d11: Rebuild device and assets if device removed/reset 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.
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d3d11-rebuild.cpp
d3d11-zstencilbuffer.cpp
libobs-d3d11.rc)
set(libobs-d3d11_HEADERS
${CMAKE_CURRENT_BINARY_DIR}/d3d11-config.h
intel-nv12-support.hpp
d3d11-shaderprocessor.hpp
d3d11-subsystem.hpp)
add_library(libobs-d3d11 MODULE
${libobs-d3d11_SOURCES}
${libobs-d3d11_HEADERS})
set_target_properties(libobs-d3d11
PROPERTIES
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FOLDER "core"
OUTPUT_NAME libobs-d3d11
PREFIX "")
target_link_libraries(libobs-d3d11
libobs
d3d9
d3d11
dxgi)
install_obs_core(libobs-d3d11)