Commit Graph

19 Commits (500111e230a4f55643db1c966ca2bdb61b38b375)

Author SHA1 Message Date
tujinshu 76e6a99124 win-capture: Fix rare crash when GL program exits
**Commit message modified and clarified by Jim**

When hooking a program that has both DirectX and OpenGL contexts in use,
it is possible to cause a crash on shutdown due to capture_active()
returning true when an OpenGL context is deleted.  Normally, when
capturing an OpenGL program, this would not happen because the 'active'
variable would not be set due to OpenGL capture not being initialized,
but if DirectX is captured while an OpenGL context is available, and
OpenGL could not load these required functions, then GL can crash due to
trying to use unavailable functions.

This case is extremely rare and doesn't happen under normal
circumstances; only if a program is using both DirectX and OpenGL within
the same program simultaneously, and *only* if OpenGL could not load the
required functions.  This likely almost never happens under normal
programs, games, and hardware.  This was apparently produced by hooking
a GL Qt program that used QWebEngine, which used multiple contexts at
once.
2019-11-05 13:44:15 -08:00
jpark37 3ddef4bf7d win-capture: Remove support for feature level 9.3
Be consistent with libobs-d3d11, which now uses 10_0 as the baseline.
2019-09-08 22:43:41 -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
Bazhenoff b9d044267d graphics-hook: blacklist OpenGL capture for "cm_client.exe"
Closes jp9000/obs-studio#1076
2017-11-16 17:57:11 -08:00
jp9000 e5d660e944 graphics-hook: Blacklist specific game from GL capture
"Life is Feudal: Your Own" will use Direct3D to render the game, then
OpenGL to render its in-game menus, which causes a conflict with itself.
This specifically blacklists the game from capturing OpenGL to prevent
that from happening.
2017-10-02 15:29:04 -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 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 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
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 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 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 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 ae931b32cf win-capture: Fix debug function strings
These had an older name of what the function used to be named
2015-02-14 07:48:35 -08:00
jp9000 fce3cf6bdb win-capture: static keyword comes before const 2015-02-09 03:49:48 -08:00
jp9000 04c54162b2 win-capture: Fix ptr -> int cast warnings (mingw) 2015-02-09 03:49:44 -08:00
jp9000 6b38fa35b0 Use _MSC_VER for MSVC-specific pragmas
These aren't used on mingw so they need to be surrounded by #ifdef
_MSC_VER
2015-02-09 03:49:18 -08:00
jp9000 0c1d121ff2 Remove various unused variables
Unused variables detected by mingw
2015-02-09 03:49:13 -08:00
jp9000 a5872955f4 win-capture: Add graphics-hook library
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)
2014-12-09 14:21:07 -08:00