obs-studio/.gitignore
jp9000 2dbbffe4a2 Make a number of key optimizations
- Changed glMapBuffer to glMapBufferRange to allow invalidation.  Using
   just glMapBuffer alone was causing some unacceptable stalls.

 - Changed dynamic buffers from GL_DYNAMIC_WRITE to GL_STREAM_WRITE
   because I had misunderstood the OpenGL specification

 - Added _OPENGL and _D3D11 builtin preprocessor macros to effects to
   allow special processing if needed

 - Added fmod support to shaders (NOTE: D3D and GL do not function
   identically with negative numbers when using this.  Positive numbers
   however function identically)

 - Created a planar conversion shader that converts from packed YUV to
   planar 420 right on the GPU without any CPU processing.  Reduces
   required GPU download size to approximately 37.5% of its normal rate
   as well.  GPU usage down by 10 entire percentage points despite the
   extra required pass.
2014-02-16 19:28:21 -07:00

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*.exe
*.dll
*.dylib
*.so
/release/
/debug/
/builds/
/other/
Release_MD/
Release/
Debug/
x64/
ipch/
GeneratedFiles/
.moc/
*/bin/obs
*/bin/test
*/bin/obs.app
#autotools
m4/libtool.m4
m4/lt~obsolete.m4
m4/ltoptions.m4
m4/ltsugar.m4
m4/ltversion.m4
.deps
.libs
aclocal.m4
autom4te.cache
config.guess
config.log
config.status
config.sub
configure
depcomp
install-sh
Makefile.in
Makefile
missing
compile
libtool
ltmain.sh
*.dmg
*.json
*.app
.DS_Store
.hg
.depend
tags
*.trace
*.vsp
*.psess
*.swp
*.dat
*.clbin
*.log
*.tlog
*.sdf
*.opensdf
*.xml
*.ipch
*.css
*.xslt
*.aps
*.suo
*.ncb
*.user
*.lo
*.ilk
*.la
*.o
*.obj
*.pdb
*.res
*.manifest
*.dep
*.zip
*.lnk
*.chm
*~
.DS_Store
*/.DS_Store
*/**/.DS_Store
*.o.d
*.ninja
.ninja*
.dirstamp
#cmake
cmbuild/
#xcode
*.xcodeproj/