Commit Graph

228 Commits (6f13605e7bedfe887cc6bac27823341f88ed147c)

Author SHA1 Message Date
jp9000 6d33f7e091 win-capture: Add trick to ensure game cap. shared tex support
This new trick forgoes the use of patches and allows the ability to use
shared GPU resources despite being a Direct3D 9.0c context.
2016-08-12 18:44:54 -07:00
jp9000 83a042f95c win-capture: Add missing game capture "Mode" string 2016-08-08 16:03:33 -07:00
Gol-D-Ace cb036b2713 Update translations from Crowdin 2016-08-08 16:21:48 +02:00
jp9000 2c531f04df win-capture: Fix game capture hotkey activating immediately
When game capture was set to hotkey mode by the user, it would try to
activate the capture right away without waiting for the user to press a
hotkey.
2016-08-08 04:57:10 -07:00
jp9000 06b42f4f27 win-capture: Always allow conf. of game capture hotkey
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.
2016-08-06 20:17:29 -07:00
jp9000 571c3a6859 win-capture: Update D3D9 patches
Fixes performance issues with windows 10.0.14393.0
2016-08-06 15:27:33 -07:00
jp9000 183ee11e24 win-capture: Fix lookup order for d3d9 patch
It's supposed to look for patch segments in ascending order, from the
smallest offset to the largest offset.  Patch type/comparison is
identical to the one it's being swapped with, so only the offsets need
to be swapped.
2016-08-06 15:27:33 -07:00
jp9000 8fe01f2de1 win-capture: Do not blacklist league lobby window
The league lobby window can apparently be captured by game capture, and
may actually be useful to capture for some people.
2016-08-05 18:59:37 -07:00
jp9000 bf166c07f4 win-capture: Blacklist specific executables from game capture
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
2016-07-30 13:04:53 -07:00
jp9000 17667b8b9d win-capture: Add game capture hotkey support
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.
2016-07-30 13:04:53 -07:00
jp9000 383c96744e win-capture: Expose helper funcs to get win. class/title 2016-07-30 11:24:39 -07:00
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
jp9000 96dc5f796e win-capture: Add more d3d9 exceptions for win 10
Adds exceptions for D3D9 version 10.0.10240.16412.
2015-08-07 21:27:35 -07:00
jp9000 927a90cfa7 win-capture: Use get_win_ver (not GetVersionEx) 2015-08-01 14:51:24 -07:00
jp9000 74354dc4cf win-capture: Use texture for actual source size 2015-08-01 14:51:19 -07:00
jp9000 77b7a83249 win-capture: Add D3D9 exceptions for win10 RTM 2015-07-16 15:45:33 -07:00
jp9000 bf1d07f513 win-capture: Fix bad return type
This was casting the return type to bool, which caused any non-zero
return code be converted to 1.
2015-07-11 15:36:53 -07:00
jp9000 45ed0a39a8 win-capture: Don't mark string mem. as executable
This is writing a string which LoadLibraryW can read in the target
process; it's not being executed so there's no reason to mark it as
executable.
2015-07-11 15:35:31 -07:00
jp9000 931f42dab1 win-capture: Fix mingw compiler warnings 2015-07-11 14:26:51 -07:00
jp9000 3ef3ce29e4 win-capture: Update d3d9 hooks for win10 preview 2015-07-08 12:50:27 -07:00
dodgepong fb679bdd02 Add latest translations from CrowdIn 2015-07-08 14:56:07 -04:00
jp9000 f4d0da4e04 win-capture: Add direct hooking and use by default
I've come to realize that it's probably not wise to deviate from the
original version's functionality due to the fact that the original
version works without issues.  I'm wondering if some of the capture
problems have been due to the fact that the direct hook method (via
CreateRemoteThread) was removed, so I put it back in, made it default,
and added an option to use anti-cheat compatibility just like in the
original version.
2015-07-05 15:17:07 -07:00
jp9000 b0570c46c3 win-capture: Add inject library files
This is intended to separate the library injection code so that both the
inject helper process and the plugin itself can inject directly if they
wish.
2015-07-05 15:17:06 -07:00
jp9000 a6aa2f9204 win-capture: Add 64bit bounce to func_hook
When hooking 64bit functions, sometimes the offset between the function
being hooked and the hook itself can be large enough to where it
requires a 64bit offset to be used.  However, because a 64bit jump
requires overwriting so many code instructions in the function, it can
sometimes overwrite code in to an adjacent function, thereby causing a
crash.

The 64bit hook bounce (created by R1CH) is designed to prevent using
very long jumps in the target by creating executable memory within a
32bit offset of that target, and then writing it with the 64bit long
jump instruction instead.  Then in the target function, it will jump to
that memory instead, thus forcing the actual hooked function to use a
32bit hook instead of a 64bit hook, and using at most 5 bytes for the
actual hook, preventing any likelihood of it overwriting an adjacent
function.
2015-07-03 12:17:25 -07:00
Bl00drav3n ba4ac47ee3 win-capture: Modify 16bit to 32bit color conversion to use SSE 2015-06-04 22:23:50 +02:00
dodgepong d0fbe3b382 Add latest translations from CrowdIn 2015-05-08 17:10:39 -04:00
jp9000 5d75d88ccd win-capture: Fix compatibility bug for window cap.
The compatibility mode setting wasn't being set when an update occurred.
2015-05-01 02:07:19 -07:00
dodgepong a04548070c UI: Add latest translations from CrowdIn 2015-03-25 20:51:25 -04:00
jp9000 96353332f3 win-capture: Fix game capture acquiring issue
If capture starts too quickly, the file mapping will return 2, which
means file not found, and it would then reset the capture and try again.
Sometimes this would result in long intervals where it wouldn't capture.
This fixes the issue by simply making game capture retry if file mapping
returns error number 2.
2015-03-25 14:14:43 -07:00
jp9000 2d5c6dfae9 win-capture: Rename 'Monitor' to 'Display' capture
The name 'Monitor' is a bit inconsistent with what it's called by the
operating system.
2015-03-22 19:18:18 -07:00
jp9000 e20ec366b2 Make capture sources w/o alpha use opaque effect
This fixes an issue primarily with filter rendering: when capturing
windows and displays, their alpha channel is almost always 0, causing
the image to be completely invisible unintentionally.  The original fix
for this for many sources was just to turn off the blending, which would
be fine if you're not rendering any filters, but filters will render to
render targets first, and that lack of alpha will end up carrying over
in to the final image.

This doesn't apply to any mac captures because mac actually seems to set
the alpha channel to 1.
2015-03-22 19:18:05 -07:00
jp9000 104415d5c3 win-capture: Fix hook bug that could cause crashes
I had this issue where IDXGISwapChain::ResizeBuffers would fail in the
hooks, causing games to crash when they resized their backbuffers
because ResizeBuffers would return an 'invalid call' HRESULT value.  In
the ResizeBuffers documentation it says that it will only happen if a
backbuffer currently has any outstanding references, but there's no way
this would happen unless ResizeBuffers internally calls Present or vise
versa.

After ResizeBuffers has been called, the very first call to Present will
somehow seemingly invalidate and/or destroy the current backbuffer.
It's very strange, but that seems to be what's going on, at least for
the game I was testing.  So if you are performing a post-overlay
capture, then you must ignore the capture on the very first call to
Present.

It's Microsoft's code so you can't really know what's going on, you just
have to work around these strange issues seemingly in the dark.
2015-02-14 09:12:24 -08:00
jp9000 8b59b606c5 win-capture: Use right call type for hook funcs
Although STDMETHODCALLTYPE is technically WINAPI (__stdcall), it's best
not to make any assumptions.
2015-02-14 07:48:36 -08:00
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
Bl00drav3n 1f9f50c800 Fixed a bug in color conversion code for 16bit textures. 2015-02-14 01:08:38 +01:00
dodgepong 2b01030607 Add latest translations from crowdin 2015-02-11 19:15:08 -05:00
dodgepong eb918d01b4 Add latest translations from CrowdIn 2015-02-09 19:26:17 -05:00
Bl00drav3n 74042fff96 win-capture: Implement D3D8 game capture support 2015-02-09 05:02:48 -08:00
jp9000 731930af50 win-capture: Fix parameter type warning
Parameter expects uint8_t*, was using char*, so just cast to fix it.
2015-02-09 03:56:06 -08:00
jp9000 883d93e84c win-dshow: Remove unnecessarily inline define
This is already defined when including libobs headers
2015-02-09 03:55:31 -08:00
jp9000 372a23de68 win-capture: Use inline define with VC only
mingw already supports the regular inline keyword in C; VC does not.
2015-02-09 03:55:17 -08:00
jp9000 12a000cae5 win-capture: Refactor inline functions
Apparently someone dumb (aka me) neglected to properly handle the inline
graphics hook API functions.  You're not supposed to 'extern' inline
functions, they need to be defined for each file when ever they're used.
2015-02-09 03:51:08 -08:00
jp9000 91b33908d9 win-capture: Remove unused static variables 2015-02-09 03:50:50 -08:00
jp9000 fce3cf6bdb win-capture: static keyword comes before const 2015-02-09 03:49:48 -08:00
jp9000 f8c7df2616 win-capture: Fix bug initializing via d3d9 swap
Apparently neglected to use the reference operator.  I think this may
partially be one of the reasons why many developers still choose to use
pointers instead of references, but fortunately an actual GOOD compiler
warns about this (aka anything but vc)
2015-02-09 03:49:47 -08:00
jp9000 fbf881ecdd win-capture: Fix enum switch warnings
The enum switch warning is used to signify when you are missing
enum values.
2015-02-09 03:49:46 -08:00
jp9000 253989bd72 win-capture: Mark unused parameters 2015-02-09 03:49:45 -08:00
jp9000 04c54162b2 win-capture: Fix ptr -> int cast warnings (mingw) 2015-02-09 03:49:44 -08:00
jp9000 2301a6f578 win-capture: Clarify if statement via inline func
Clears up a warning (to prevent && and || confusion), and clarifies what
specifically the if statement is trying to accomplish (check to see if
the capture is valid)
2015-02-09 03:49:43 -08:00
jp9000 e2ee8adf77 win-capture: Fix potentially uninitialized vars 2015-02-09 03:49:20 -08:00
jp9000 aa3bdd9845 win-capture: Fix incorrect parameter type warning
Was using const char** when the parameter expects const uint8_t**
2015-02-09 03:49:19 -08:00