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.
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.
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.
Instead of using shell functions to get the windows system directory,
use the kernel32 functions (GetSystemDirectory and
GetSystemWow64Directory). Reduces a bit of unnecessary overhead.
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.
..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.
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.
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.
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)
The HWND type is a void pointer, but HWND values are global and always
32bit despite, so casting to 32bit can cause cast warnings on actual
good compilers like gcc via mingw. This change correctly handles the
casting to 32bits without producing unwanted warnings or errors on
mingw.
win-capture should not postfix .lib to psapi.
The graphics hook also requires psapi when linking.
Also change some link libs as mingw-w64 libraries are not postfixed
.lib.
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)