Commit Graph

167 Commits (2a343955a2a1895be0d6dddd57a6881a43671020)

Author SHA1 Message Date
jp9000 7feb21572f win-capture: Update D3D9 shared texture patches 2016-07-15 13:00:21 -07:00
jp9000 d7ed0f1976 Revert "win-capture: Track gl "swap" invocations to prevent duplicate work"
This reverts commit 4c505e7030.

Reverting this for the time being due to issues with quakelive.  This
will be more thoroughly tested and hopefully added again.
2016-07-10 00:38:15 -07:00
Gol-D-Ace 81adb13f59 Update translations from Crowdin 2016-07-06 01:18:27 +02:00
Palana 4c505e7030 win-capture: Track gl "swap" invocations to prevent duplicate work
Tested using FTL (steam): SwapBuffers ultimately calls wgl_swap_buffers
causing an additional copy which just isn't necessary

This also causes game capture to sometimes capture overlays even when
not intended
2016-07-03 13:18:23 -07:00
jp9000 b012c7280a win-capture/graphics-hook: Fix vs2015 internal compiler error
Removing this union fixes the internal compile error that would occur on
visual studio 2015 update 2 and above when these variables were all in a
union.
2016-06-22 14:40:54 -07:00
jp9000 d32424e5ad win-capture: Reset d3d9 capture if device recreated
Fixes a bug where if a D3D9 program recreates its device the capture
would become invalid.  Certain games (especially blizzard games) will
completely recreate their Direct3D device if a critical D3D9 error
occurs.
2016-06-11 12:27:06 -07:00
jp9000 6ca3cd3504 win-capture: Fix VS2015 update 2 compiler error
Having volatile variables inside of a union causes a C1001 compiler
error in visual studio 2015 update 2.

Closes jp9000/obs-studio#544
2016-05-28 09:40:49 -07:00
jp9000 b101868e47 Revert "win-capture: Don't draw window if minimized"
This reverts commit 997f05f10e.
2016-05-15 06:14:18 -07:00
jp9000 997f05f10e win-capture: Don't draw window if minimized 2016-05-15 04:35:29 -07:00
jp9000 5a5b8b20e3 win-capture: Clear window capture if window no longer exists 2016-05-15 04:35:01 -07:00
jp9000 d24a81868e win-capture: Do not render game capture if not active 2016-05-15 04:20:39 -07:00
jp9000 2707f05c46 Revert "win-capture: Allow window capturing of current process"
This reverts commit 8d520b970d.

This can actually cause a hard lock due to the windows API when
destroying window capture.  When the graphics thread locks the source
list for doing tick or render, and then the UI thread tries to destroy a
source, the UI thread will wait for the graphics thread to complete
rendering/ticking of sources.  The video_tick of window capture would
then check windows in the same process and try to query the window's
name via GetWindowText.  However, GetWindowText is synchronous, and will
not return until the window event has been processed by the UI thread,
so it will perpetually lock because the two threads are waiting for each
other to finish.
2016-05-13 04:21:39 -07:00
jp9000 8d520b970d win-capture: Allow window capturing of current process
Allows window capture to capture windows of the current process, and
adds windows of the current process to the end of the window list.
2016-05-13 02:14:24 -07:00
jp9000 bd9980a206 win-capture: Reset game cap. wait_for_target_startup on update
This flag should be reset when the user changes the game capture
settings.
2016-05-12 19:42:00 -07:00
jp9000 94e22dae49 win-capture: Instantly capture already-hooked processes
If a process is already hooked, immediately initialize the capture
rather than wait for the processes to initialize or wait for the timer
to trigger.
2016-05-12 19:38:46 -07:00
jp9000 8681baeec3 win-capture: Shut down game cap. when not showing
Prevents game capture from acting as a global source.  This fixes an
issue where a game capture in another scene could capture a window and
prevent a separate game capture in the current scene from being able to
capture that same window.
2016-05-12 19:36:33 -07:00
jp9000 9493095c25 win-capture: Shut down win8 monitor capture when not showing
Completely shut down monitor capture when it's not being shown in the
program (for example in a different scene).  This fixes an issue where
it would cause lag when a game enters fullscreen mode.
2016-05-12 17:59:01 -07:00
Richard Stanway e5e5189c7b
win-capture: Make sure we don't try to hook ourselves
Can trigger when using "Hook any fullscreen application" is enabled and
the projector is active.
2016-04-25 23:46:20 +02:00
Gol-D-Ace 5ed7081213 Update translations from Crowdin 2016-04-23 10:29:21 +02:00
jp9000 d56dc4791d win-capture: Fix cursor corruption bug (typo) 2016-04-18 18:34:41 -07:00
jp9000 bef1b37ae2 win-capture: Fix case where hook only captures one frame
When using a chain hook method (forward or reverse), it was unwisely
assumed that the previous hook in the chain would not overwrite new
hooks when it's called.  When the game capture hook calls the previous
hook in the chain, certain other programs that hook (in this case,
rivatuner on-screen display) would overwrite the hook with older data
and erase the game capture hook, causing it to only capture the first
frame and then never capture again.

This patch ensures that the hook is always saved before calling the next
hook in the chain and then restored after the call returns.  It also
preserves any new hooks that may be added on top of it at any point.
2016-04-14 23:45:19 -07:00
sorayuki a2b6432f53 win-capture: Fix game capture file integrity test
Fixes the file integrity test when required files are placed in a path
containing non-english character encodings.

Closes jp9000/obs-studio#523
2016-03-24 01:05:47 -07:00
jp9000 bcdb3dccb9 win-capture: Always use anti-cheat by default
Originally this on by default, but then was changed to being off by
default because it was thought that there were permission issues, but it
turned out that the permission issues were a separate bug, so it's safe
to have this be default to on again.
2016-03-21 14:11:23 -07:00
jp9000 363d449789 win-capture: Actually always refetch capture addresses
195fe9a560 did not actually fix the issue; the code was misread and
the wrong section of code was disabled.  This actually forces a refetch.
2016-03-21 13:54:50 -07:00
jp9000 69da1151e0 Update translations from Crowdin 2016-03-19 12:08:48 -07:00
jp9000 195fe9a560 win-capture: Always refetch game capture addresses
This is a fast/immediate solution to a possible bug with caching the DLL
versions for game capture hook addresses - may as well just reload game
capture hook addresses each time the program is run for the time being
just to be safe.  Load time will increase a little for the time being
but it's worth it to prevent any issues with game capture.
2016-03-13 08:20:37 -07:00
Gol-D-Ace 2b7036dc93 Add latest translations from Crowdin 2016-02-21 22:16:12 +01:00
jp9000 cd97ce2a17 libobs: Add source output flag OBS_SOURCE_DO_NOT_DUPLICATE
Certain types of sources (display captures, game captures, audio
device captures, video device captures) should not be duplicated.  This
capability flag hints that the source prefers references over full
duplication.
2016-01-26 11:49:50 -08:00
jp9000 2591f24594 win-capture: Add game capture fix for darkest dungeon
Darkest dungeon uses an unusual technique for drawing its frames: a
fixed 1920x1080 frame buffer used in place of the backbuffer, which is
then stretched to fit the size of the screen (whether the screen is
bigger or smaller than the actual texture).

The custom frame would cause glReadBuffer to initially fail with an
error.  When this happens, their custom frame buffer is in use, so all
that needs to be done is simply reset the capture and force the current
output size to 1920x1080 while that custom frame is in use.

They presumably did this in order to ensure the game looks the same at
any resolution.  Instead of having to use power-of-two sprites and
mipmaps for every single game sprite and stretch/skew each of them
(which would risk the final output "not looking quite right" at
different resolutions), they simply use non-pow-2 sprites with no
mipmaps and render them all on to one texture of a fixed size and then
stretch that final output texture.  That ensures that the actual
composite of the game still looks the same at any resolution, while
reducing texture memory by not requiring each sprite to use a
power-of-two texture and mipmaps.
2016-01-26 11:49:28 -08:00
jp9000 2c8edb8a8a win-capture: Clear GL error flag before initializing capture
Some games don't catch GL errors via glGetError, so there's a
possibility that an error will pass through to the capture calls,
causing a false failure.

The most simple solution is to just clear the error flag on each capture
call.
2015-12-10 15:54:30 -08:00
jp9000 deca80531e win-capture: Add hook exception for Just Cause 3 2015-12-03 17:19:35 -08:00
jp9000 50c61898d0 win-capture: Fall back to creating d3d contexts if offsets bad 2015-11-20 14:07:14 -08:00
jp9000 1755511b2f win-capture: Hook Reset/ResetEx in Present* funcs
The virtual address table values for Reset/ResetEx can sometimes point
to functions that are in libraries outside of D3D8.dll and D3D9.dll, and
will cause a crash if used.  Instead, just hook Reset/ResetEx when one
of the Present* functions are called.
2015-11-20 14:06:37 -08:00
Gol-D-Ace 2ee1d82860 Add latest translations from Crowdin 2015-11-16 21:04:55 +01:00
jp9000 7634d1099c win-capture: Add new game capture patches 2015-11-14 14:25:17 -08:00
Richard Stanway 3474c61085 win-capture: Use MEM_RESERVE to comply with VirtualAllocEx spec 2015-11-06 18:16:29 +01:00
jp9000 6ad8df8adb (API Change) libobs: Use single func for base effects
API removed:
--------------------
gs_effect_t *obs_get_default_effect(void);
gs_effect_t *obs_get_default_rect_effect(void);
gs_effect_t *obs_get_opaque_effect(void);
gs_effect_t *obs_get_solid_effect(void);
gs_effect_t *obs_get_bicubic_effect(void);
gs_effect_t *obs_get_lanczos_effect(void);
gs_effect_t *obs_get_bilinear_lowres_effect(void);

API added:
--------------------
gs_effect_t *obs_get_base_effect(enum obs_base_effect effect);

Summary:
--------------------
Combines multiple near-identical functions into a single function with
an enum parameter.
2015-10-19 00:52:45 -07:00
Richard Stanway 7630946874 win-capture: Check return values on Windows API functions 2015-10-12 23:21:45 +02:00
Richard Stanway 8f2460525f win-capture: Fix buffer overrun in get_window_class
Detected by Coverity Scan (CID 12856)
2015-10-12 23:21:44 +02:00
jp9000 b4597218f0 win-capture: Use GetSytemDirectory instead of SH*
Instead of using shell functions to get the windows system directory,
use the kernel32 functions (GetSystemDirectory and
GetSystemWow64Directory).  Reduces a bit of unnecessary overhead.
2015-10-05 14:00:52 -07:00
jp9000 f29ac7770c win-capture: Cache data to reduce load time
Caches the D3D graphics offsets to file for the sake of improving module
load time.  If the D3D/DXGI DLL versions change, the data will be
refreshed.
2015-10-04 21:16:31 -07:00
dodgepong 76c18b079b Latest translations from CrowdIn 2015-09-22 23:33:29 -04:00
jp9000 e57aa3cab2 win-capture: Do not reset GL capture if cx/cy is 0
It is not necessary to reset the capture when cx or cy is at 0 because 0
means the application is minimized.
2015-09-22 18:08:20 -07:00
jp9000 7010edee9e win-capture: Fix crash with 64bit bounce hook
The new 'offset' value was not being passed back to the caller, which
caused the caller to continue to use the old value and thus would cause
an invalid hook and crash.
2015-09-22 18:07:50 -07:00
jp9000 51c4480697 win-capture: Fix infinite GL reacquire loop
If the GL capture part of the game capture hook fails to initialized for
whatever reason, it will go in to an infinite reacquire loop.  If it
fails to initialize shared texture capture, try shared memory capture
instead.
2015-09-21 21:40:01 -07:00
jp9000 7c39eb4ea4 win-capture: Don't hook game if source not showing 2015-09-21 21:38:54 -07:00
jp9000 ec5059cee1 win-capture: Always have some capture FPS limit
For game capture, if a game is running at for example 800 FPS and limit
capture framerate is off, it would try to capture all 800 of those
frames, dramatically reducing performance more than what would ever be
necessary.

When limit capture framerate is off, instead of capturing all frames,
capture frames at an interval of twice the OBS FPS, identical to how
OBS1 works by default.  This should greatly increase performance under
that circumstance.
2015-09-19 09:42:29 -07:00
jp9000 6285a47726 (API Change) libobs: Pass type data to get_name callbacks
API changed from:
obs_source_info::get_name(void)
obs_output_info::get_name(void)
obs_encoder_info::get_name(void)
obs_service_info::get_name(void)

API changed to:
obs_source_info::get_name(void *type_data)
obs_output_info::get_name(void *type_data)
obs_encoder_info::get_name(void *type_data)
obs_service_info::get_name(void *type_data)

This allows the type data to be used when getting the name of the
object (useful for plugin wrappers primarily).

NOTE: Though a parameter was added, this is backward-compatible with
older plugins due to calling convention.  The new parameter will simply
be ignored by older plugins, and the stack (if used) will be cleaned up
by the caller.
2015-09-16 09:21:12 -07:00
jp9000 13d22645e4 win-capture: Use correct variable for system modules
..This is rather embarrassing.  I used the parameter variable and the
actual variable that I wanted to used went completely unused.  Would
static analysis catch something like this, I wonder?  Would probably
have to be really good static analysis.
2015-08-29 21:03:54 -07:00
jp9000 d5ebe48180 Revert "win-capture: Use texture for actual source size"
This reverts commit 74354dc4cf.  I really
shouldn't have modified this, especially not in this way.  Was the wrong
approach.  The thing I was trying to fix was very rare as well.
2015-08-16 12:52:09 -07:00