Doesn't make sense to grab the oldest frame when not capturing overlays,
because the overlay was already rendered in it. This will grab the
latest frame (before the overlay is rendered).
Modify game capture shared textures to be typeless if they could
potentially need SRGB and non-SRGB views in the future.
These capture APIs have been updated: D3D 10/11/12, Vulkan.
D3D8 capture does not use shared textures.
D3D9 and GL interop do not support typeless textures.
The new game capture DLL should be compatible with old versions of OBS.
Also removed a lot of dead code around pointless SRV/RTV support.
Code submissions have continually suffered from formatting
inconsistencies that constantly have to be addressed. Using
clang-format simplifies this by making code formatting more consistent,
and allows automation of the code formatting so that maintainers can
focus more on the code itself instead of code formatting.
D3D12 capture does not take in to account when multiple backbuffers are
in used. With previous versions of Direct3D there was no need to do
this, but with D3D12 you must explicitly capture each specific
backbuffer currently in use.
This prevents issues with using standard C functions, where microsoft
would otherwise spit out pointless warnings to encourage using
microsoft-specific functions instead.
The HWND type is a void pointer, but HWND values are global and always
32bit despite, so casting to 32bit can cause cast warnings on actual
good compilers like gcc via mingw. This change correctly handles the
casting to 32bits without producing unwanted warnings or errors on
mingw.
This library is a completely refactored and rewritten version of the
original graphics hook. The code is more clean, readable, and has a
variety of new features, such as scaling and forcing memory capture.
Currently, only D3D9, 10, and 11 are implemented. (This commit may be
updated on this branch)