Makes it a bit more clear this option shouldn't be used unless you're on
SLI/crossfire.
In the future, something should be put in to the program that detects
laptops and warns on how to set up their adapter for efficient capture.
Closesjp9000/obs-studio#1138
If the target process re-creates its D3D context, the game capture tick
can trigger before the capture is setup, in which case OBS gets a
CAPTURE_RETRY message. However with the memory capture method, it
continues to try and copy from the shared memory pointer which is no
longer valid, resulting in a crash. The fix uses the old texture until
the next tick at which point the new capture should be ready for use.
Using and creating a window can use issues in game capture if multiple
game captures are active, so revert back to using a mutex, and just
ignore the keepalive check failure if injected inside a UWP program
(only check to see if GetLastError reports that it's not found -- if it
returns access denied or any other error, assume it's in a UWP program,
and ignore the keepalive check).
Because the hook cannot get the window handle of UWP windows, fall back
to using the window handle stored in the game capture source itself if
it's unavailable from the hook.
Under certain circumstances, the program may not be able to acquire the
window thread ID for a UWP process, but will be able to acquire the
process ID. In this case, it should soft fail and retry, rather than
assume it's unacquirable and stop trying to reacquire.
The "attempting to hook [executable]" message would not display the
correct executable if it's fallen back to a different window with the
same window class.
Now that the game capture hook creates and controls all the
synchronization objects, it's no longer possible to expect that the hook
is fully loaded by the time game capture tries to initialize it. In
that case, allow game capture to retry the hook for a few frames before
assuming something failed.
This detects whether the target process is a UWP process, and then uses
the open_app_* functions for mutexes/events/mapping. Also slightly
refactors named object open functions.
All named objects (including file mapped shared memory) need to be
created within the hook itself due to the fact that UWP programs cannot
access named objects outside of the UWP process.
Because shared memory needs to be created within the hook, the capture
loop cannot start until the shared memory has been filled with valid
data. Creating an additional "initialize" event fixes this issue.
Additionally, changed the way that named kernel objects are
opened/created. Before, there were functions that would first try to
open named objects and then implicitly create them if opening failed
(assuming that if the hook didn't create it first, game capture would),
now it's been changed so that you can only either explicitly open or
create.
To check to make sure game capture is still active in the capture
program, it currently uses a named event, and then it checks to see if
that named event exists. However with UWP programs, you can't open a
named event outside of the UWP process. FindWindow on the other hand
does work, so instead of checking to see if a named kernel object
exists, create a window and check to see if that window exists.
The "main" windows detected for UWP programs are basically to help
sandbox the programs -- they run in the ApplicationFrameHost process and
help reduce the possibility of other programs trying to access the
actual process window, which is a child window.
To bypass this, go through the list of child windows for the
ApplicationFrameHost window, and then find the one that's attached to
a different process; that different process will always be the target,
and will allows us to open the actual process of the UWP program.
Even if the hotkey is not enabled, always allow configuration of the
hotkey. Fixes a bug where the hotkey configuration settings would not
save if the settings were changed.
Annoyingly this means that the hotkey will still be shown to the user,
possibly confusing the user as to whether they can use it, but for the
time being it's better than having their hotkey configuration removed
each time they change the mode.
Prevents the common problem of injecting in to certain processes and
getting the hook DLL "stuck":
- windows explorer
- steam
- battle.net
- gog galaxy
- skype
- uplay
- origin
- microsoft visual studio
- task manager
- league of legends lobby window
- windows 10 system settings window
Changed the first property of game capture to be a "mode" list (with
"any fullscreen window", "specific window", and "hotkey").
When hotkey mode is set, it'll add a hotkey pair to hotkey settings to
activate/deactivate game capture. When the hotkey to activate is
pressed, it'll treat the current foreground window as the target window
similar to "selected window" mode; it'll keep trying to capture the same
window even if the window or its application closes/reopens, and will
continue to do so until deactivated via the deactivate hotkey, or until
a new window is set via the activate hotkey.
This reverts commit 8d520b970d3552417005f6dab4f0892485cd14ce.
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.
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.
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.
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.
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.
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.
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.
This reverts commit 74354dc4cf47af0d36d177366c57edb10acdd5b6. 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.