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Dynamic Mask causes double free crash #819

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Xaymar opened this issue Jun 8, 2022 · 0 comments · Fixed by #967
Closed

Dynamic Mask causes double free crash #819

Xaymar opened this issue Jun 8, 2022 · 0 comments · Fixed by #967
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bug Bugs such as crashing, freezing, broken functionality, etc. verified Contents of this Issue were confirmed to happen as described.

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@Xaymar
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Xaymar commented Jun 8, 2022

Operating System

Windows 10 1903 and higher

OBS Studio Version?

27.1

StreamFX Version

0.12.0a1

OBS Studio Log

N/A

OBS Studio Crash Log

No response

Current Behavior

libOBS crashes at-exit with a double free error.

Expected Behavior

libOBS should exit without crashing.

Steps to Reproduce the Bug

  1. Create two scenes, A and B.
  2. In scene A, add a source called C.
  3. To source C add a Dynamic Mask filter, point it at scene B.
  4. Close all dialogs.
  5. Close OBS Studio.
  6. Crash.

Any additional Information we need to know?

No response

@Xaymar Xaymar added bug Bugs such as crashing, freezing, broken functionality, etc. status:help-wanted labels Jun 8, 2022
@Xaymar Xaymar added this to the 0.12 milestone Jun 8, 2022
@Xaymar Xaymar removed this from the 0.12 milestone Jul 31, 2022
@Xaymar Xaymar added this to the 0.12 milestone Sep 5, 2022
@Xaymar Xaymar added the verified Contents of this Issue were confirmed to happen as described. label Sep 13, 2022
Xaymar added a commit that referenced this issue Oct 30, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
@Xaymar Xaymar linked a pull request Oct 30, 2022 that will close this issue
9 tasks
Xaymar added a commit that referenced this issue Oct 30, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Oct 30, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Oct 30, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Oct 30, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Oct 30, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Nov 4, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Nov 4, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Nov 4, 2022
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Mar 27, 2023
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Mar 28, 2023
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
Xaymar added a commit that referenced this issue Apr 5, 2023
The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
@Xaymar Xaymar added this to the v0.12 milestone May 25, 2023
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