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.
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.
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)
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)
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.
If the PSAPI_VERSION macro is not set to 1 when using
GetProcessImageFileName, it will attempt to import it as
K32GetProcessImageFileName from kernel32.dll instead of psapi.dll, which
breaks compatibility with vista and xp.
Having macros that state what these numbers mean is much more ideal than
just having a random number thrown in there, wondering why it was used
and what its purpose is (magic numbers).
The activate button is just silly for configuration in retrospect. It's
confusing to users, and was even confusing to some other developers.
Instead of using an 'Activate' button for game capture every time you
want to capture a window, just make the 'window' list have a default 'no
window' value (empty), and then have it always active when an actual
window is selected. The way syphon handles this on mac is actually
where I took the idea from (as suggested by Palana).
With the new code that checks to see if the source is visible, I didn't
realize that I actually didn't set the source variable, so it would end
up never actually drawing.
If shared memory file mapping fails, I've found that it's somewhat
normal due to something in windows -- usually the capture will always
eventually start up after a few tries. Only seems to apply to some
games though, for example seems to happen with counterstrike a lot for
some strange reason. Capture always eventually starts back up though.
I remember seeing this with OBS1 as well in many cases but always
thought it was some sort of fluke
If using the auto-fullscreen feature to hook in to a fullscreen, I found
that if you don't wait a few seconds before initializing the hook that
you can catch the process when it's just starting up and loading
important libraries (especially things such as steam/uplay/etc), which
can cause a little bit of interference with the process and on rare
occasions cause it to crash.
To help prevent the likelihood of that happening, this just makes it so
that the hook waits at least 3 seconds before even attempting to inject
the hook when using auto-fullscreen mode. After some extensive testing
I haven't had any issues since.
The design to not retry the hooks on most general error is just bad.
There are plenty of legitimate cases where it should retry the hook.
This changes it so that if a general failure occurs or if it isn't
capturing when the inject helper exits, it retries and increases the
length of time between retries.
Variables that track time should not have the name 'interval', they
should have the name 'time' instead so it's crystal clear that the
variable is tracking time.
Adds a variable 'retry_interval' to game capture that allows the
interval at which game capture checks to update to longer intervals if
the hook initialization has some sort of failure.
The reason why I want to do this is because I don't really like it when
the hook updates too often in failure, it just leads to log file spam
that I feel can be reduced, and it frequent updates feel a bit invasive.
I just generally feel more comfortable reducing the interval at which
the hook retries after failure.
This makes a minor adjustment to the interval at which the inject helper
tries to post the inject message to the target process. Only 2 seconds
before, now up to 4 seconds, with the PostThreadMessage called every
half second for the duration.
The reason I did this is because I noticed that on rare occasions that
it wouldn't hook due to the low interval; usually just because the
target process is busy and isn't able to process its message queue, and
therefor the hook wouldn't go through due to the fact that
SetWindowsHookEx won't inject until the set event has occurred. The
inject helper program would just close before the thread message had
finally been processed, which would cancel the SetWindowsHookEx hooking.
The code neglected to take in to account that start_capture can also be
called when the texture updates its size/format in the hook and 'ready'
is signaled again, so it's possible that existing variables in the game
capture structure could be overwritten with new ones unintentionally.