12 Commits

Author SHA1 Message Date
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
jp9000
1ca9f8872e win-capture: Add IDXGISwapChain1::Present1 hook support
Allows capturing games/programs that may be using Present1 instead of
the regular Present call for rendering.
2017-06-19 15:45:00 -07:00
jp9000
926b9c5f96 win-capture: Open UWP named objects with helper functions
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.
2016-12-16 14:05:56 -08:00
jp9000
b5f216ef88 win-capture: Use wide strings for named objects
Prevents from having to mix ansi/wide string usage for opening UWP
programs.
2016-12-16 02:21:10 -08:00
jp9000
ec4c05f406 win-capture: Don't use "Local\" for game capture shared mem
The "Local\" prefix effectively does nothing.
2016-12-16 02:21:08 -08:00
jp9000
ab9bda52e0 win-capture: Create all named objects within hook
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.
2016-12-16 02:21:07 -08:00
jp9000
d19342442f win-capture: Use window for keepalive check
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.
2016-12-16 02:21:06 -08:00
jp9000
746061fb3a win-capture: Always use minimal access rights within hook
This prevents issues with opening handles to objects within UWP
programs, which have increased security limitations.
2016-12-15 13:03:42 -08:00
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
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
jp9000
5dfecab15c Fix windows printf format warnings (from mingw) 2015-02-09 03:49:14 -08:00
jp9000
8c3878b0b6 win-capture: Add graphics-hook-info.h
This header contains global defines, structures, and helper inline
functions for the graphics hook that will be shared between game
capture, the hook, and the get-graphics-addrs helper application.
2014-12-09 14:21:04 -08:00