Update window, display, and game capture to always bilinear filter in
linear space, even if the source texture is not SRGB typed. This helps
resolve confusion in situations where we were filtering in nonlinear
space vs. linear space, like when toggling an empty crop filter.
When obs_get_source_properties is called, it calls the property modified
callbacks without a source instantiation. The callbacks set in
.get_properties for display capture and window capture would then result
in exceptions when anything is dereferenced on the source, such as
wgc_supported or update_mutex, because the source itself is null. Let's
make the callbacks return early if the property param is null.
We shouldn't have to check WGC support for every display capture or
window capture source. Either the system supports it or it doesn't.
Check when the plugin loads and use that result.
The device type (OBS renderer) cannot change without restarting OBS, so
we should only have to check if we're using D3D11 once instead of
checking every time a new display capture or window capture source is
created.
A user has reported that toggling the cursor can cause exceptions.
Propagate that information upward, so we can reset the capture.
Display capture never needed to call the function in the first place.
Shuffle around window capture code to make a common reset function.
Builds on PR #4663.
Add display capture support via winrt_capture_init_monitor. Almost all
of the existing window capture code is reused.
Rename winrt_capture_init to winrt_capture_init_window for symmetry.
Add explicit casts to convert data pointers to function pointers.
Add references for unused parameters.
Replace accidental BOOL* return values with BOOL.
Because the window capture source updates its data whenever certain
properties are modified, this would cause a race condition because
source updates normally happen in the graphics thread. To solve this
for the time being, put access to that data within a mutex when updating
or updating visibility.
Starting with Windows 10 2004, we can disable WGC cursor capture, and
provide a user toggle. We swap out WGC support for our own though
because ours does not break hardware cursor support.
In window capture, it will search for a window with a specific title,
but will not search minimized windows. This fixes that by making is
acquire the correct window even if that window is minimized, rather than
potentially risk it capturing the wrong window of the same type.
This re-uses the game capture code for checking whether the original
window still exists or not. If it doesn't or the name changed, it'll
insert the value at the top of the list so it doesn't automatically
select another when the user opens properties.
Basically, this fixes an issue where opening properties could sometimes
cause it to instantly capture whatever window was at the top of the
list, which is undesirable.
Closesobsproject/obs-studio#2421
Adds an "Automatic" method to the capture method property of window
capture. This allows the ability for window capture to automatically
determine the best capture method to use. Primarily, it prefers BitBlt
in most cases, but will use WGC when it detects the window is a browser,
microsoft office, or a UWP program.
This was implemented because the new capture method has a number of
undesired effects associated with it -- the issue of the capture border
that we can do nothing about, the fact that we can't control the capture
of the cursor, and the fact that Microsoft designed it to switch the
cursor away from hardware cursor mode when the capture is active (there
was absolutely no reason to do this because even OBS can capture the
hardware cursor with no issue). Until we get a new version of this API
that doesn't absolutely blow, we're stuck preferring BitBlt instead.
But hey, at least people will be able to capture browser windows now.
Users will now have the option of legacy window capture via BitBlt, or
Windows Graphics Capture, which is new to Windows 10.
There are two annoyances with the new capture method though. One is that
there is a bright, yellow border added to the original window (but not
the OBS view of it). The other is that the mouse cursor is always
captured, and we won't be able to capture without cursor until a later
version of Windows 10 is released.
It should also be noted that DPI scaling is now applied, which may
result in blurrier images caused by Windows rescaling.
When changing the target for display or window capture, force a
refresh of the source by setting the timer to fire immediately. This
removes 1-3 seconds of "lag" before the new display or window is
visible and makes the UI feel more responsive.
Closes https://github.com/obsproject/obs-studio/issues/2322
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.
When window capture is not capturing a window, don't try to find the
window every frame. Instead, just check once per frame. The process of
finding a window has a lot of checks and requires a surprising amount of
processing.
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
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.
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.
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 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.
This is a bit of an optimization to reduce load a little bit if any of
the video capture sources are not currently being displayed on the
screen. They will simply not capture or update their texture data if
they are not currently being shown anywhere.
The mac and window game capture sources don't really apply due to the
fact that their textures aren't updated on the source's end (they update
inside of the hooks).
Because other capture methods may end up needing to share this code,
separate the window finding source code to window-helpers.c and
window-helpers.h.
This include a function to fill out a property list with windows, a
function to find a window based upon priority/title/class/exe, and a
function to decode the window title/class/exe strings from a window
setting string.