13 Commits

Author SHA1 Message Date
jpark37
23e9d4153e win-capture: D3D12 swap chain queue usage
Attempt to schedule shared texture copies against the command queue that
the game's swap chain uses to try to reduce artifacts. The heuristics
for obtaining the queue are not perfect, so provide a toggle to use the
previous behavior.
2021-02-14 02:06:02 -08:00
jpark37
535f6b0adc win-capture: Typeless game capture textures
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.
2021-01-11 14:18:12 -08:00
jpark37
6393399758 win-capture: Remove game capture scaling
The performance save is not worth accidental usage support.

Also remove unnecessary copies from the shmem paths.
2020-06-22 15:07:07 -07:00
jpark37
ef39715c31 win-capture: Remove unused variable from D3D12 capture 2019-09-08 22:36:25 -07:00
jp9000
f53df7da64 clang-format: Apply formatting
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.
2019-06-23 23:49:10 -07:00
Richard Stanway
9e95b2eb6f
Various: Don't use boolean bitfields
Using bitfields causes less optimized code generation and the memory
savings are minimal as none of the objects are instantiated enough
times to be worth it.

See https://blogs.msdn.microsoft.com/oldnewthing/20081126-00/?p=20073
2017-05-10 23:28:46 +02:00
jp9000
21be33805d win-capture: Release backbuffers immediately upon init
There's no need to keep a reference to the backbuffers.  That and the
backbuffer references weren't being released anyway, so that fixes that
bug.
2016-12-23 08:07:26 -08:00
jp9000
74a5bdf993 win-capture: If backbuffer count is 1, disable dxgi 1.4 use
Executing the dxgi 1.4 code causes it to cycle through backbuffers,
backbuffers which may not exist if in discard mode.
2016-12-23 08:02:35 -08:00
jp9000
414ff5ba14 win-capture: Refactor DX12 backbuffer code
It was undesirable to pass arrays via function parameters, so a
structure should be used instead.

Also increases total allowable backbuffers to 8.
2016-12-23 08:02:30 -08:00
jp9000
a4143be052 win-capture: Fix possible access of array beyond size
If the backbuffer count is larger than 3, it could still try to assign
backbuffers to pointers beyond the variable's array size when calling
swap->GetBuffer.
2016-12-23 07:49:13 -08:00
jp9000
3b5a30ce97 win-capture: Capture all D3D12 backbuffers
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.
2016-12-23 01:53:15 -08:00
jp9000
ca607f8b35 cmake: Add _CRT_SECURE_NO_WARNINGS to all projects
This prevents issues with using standard C functions, where microsoft
would otherwise spit out pointless warnings to encourage using
microsoft-specific functions instead.
2016-12-08 03:27:36 -08:00
jp9000
0b27b51294 win-capture: Add D3D12 capture support
Currently only supports shared texture capture, and doesn't support
rescaling.
2016-11-03 12:13:42 -07:00