If capturing a UWP window, do not fall back to matching windows with the
same window class if the exact window is not found, as this will get any
other UWP window on the system (due to the fact that they all have the
same window class name).
Because the hook cannot get the window handle of UWP windows, fall back
to using the window handle stored in the game capture source itself if
it's unavailable from the hook.
Under certain circumstances, the program may not be able to acquire the
window thread ID for a UWP process, but will be able to acquire the
process ID. In this case, it should soft fail and retry, rather than
assume it's unacquirable and stop trying to reacquire.
The "attempting to hook [executable]" message would not display the
correct executable if it's fallen back to a different window with the
same window class.
Now that the game capture hook creates and controls all the
synchronization objects, it's no longer possible to expect that the hook
is fully loaded by the time game capture tries to initialize it. In
that case, allow game capture to retry the hook for a few frames before
assuming something failed.
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.
The only way to open named kernel objects within a UWP "app" is to get
the AppContainer SID, and then open the objects with their full
system namespace names via undocumented NT functions.
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.
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.
The "main" windows detected for UWP programs are basically to help
sandbox the programs -- they run in the ApplicationFrameHost process and
help reduce the possibility of other programs trying to access the
actual process window, which is a child window.
To bypass this, go through the list of child windows for the
ApplicationFrameHost window, and then find the one that's attached to
a different process; that different process will always be the target,
and will allows us to open the actual process of the UWP program.
Instead of calling OpenThread, use DuplicateHandle with the minimal
access rights (SYNCHRONIZE) to be able to get the current thread handle
within a UWP program.
This prevents issues with using standard C functions, where microsoft
would otherwise spit out pointless warnings to encourage using
microsoft-specific functions instead.
This reverts commit 0edaebe192839083528c856bd0d9e1bcab7a8006.
The commit was actually less optimal than it was before. Shaders are
always fully unfolded and both sides of a branch are always executed.
Despite that fact, the "avoid branching" commit actually *added* two
extra unnecessary instructions with the same number of actual sample
instructions, making it arguably less optimal than before.
This was tested via the D3DDissamble function.
(Note: This commit also modifies the ipc-util/seg-service modules)
When compiling the final project, always compile
ipc-util/get-graphics-offsets/graphics-hook/inject-helper/seg-service
with static MSVC runtimes to prevent the need of requiring the MSVC
runtimes for both architectures.
QSV frame priority bits are not being marked correctly; their priorities
are always marked either low or disposable, whereas I-frames should be
marked as highest (3), P-frames should be marked as high (2), and other
frames should be marked as either low or disposable. This helps ensure
that the correct frames are dropped when frames need to be dropped.
On certain switchable laptops with AMD graphics, due to a driver
bug/issue, the program will crash when querying capabilities. The
commit this updates to fixes that by not querying capabilities on
startup.
There are two variables used for 'priority', the general marked frame
priority, and the drop priority. They can sometimes be different
because some encoders don't always use the correct frame priority.