If the backbuffer count is larger than 3, it could still try to assign
backbuffers to pointers beyond the variable's array size when calling
swap->GetBuffer.
Due to using FindWindowEx to search for certain windows, certain windows
will show up that aren't usable/capturable. Prevent these windows from
showing up in the window lists.
For some unknown reason, GetWindow will not traverse the entire window
tree. It could be due to Microsoft purposely hiding certain UWP
windows, though the reason is unknown. For some equally unknown reason
FindWindowEx does work in its place.
This fixes the issue of not being able to find/capture certain windows,
such as halo 5: forge.
D3D12 capture does not take in to account when multiple backbuffers are
in used. With previous versions of Direct3D there was no need to do
this, but with D3D12 you must explicitly capture each specific
backbuffer currently in use.
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.
(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.
Whenever a cursor is captured and the cursor icon changes, it creates a
new texture. This isn't particularly optimal, so instead just store a
cache of cursor textures (based on size), and make the textures dynamic.
Doing this will prevent unnecessary texture reallocation.
Even if the hotkey is not enabled, always allow configuration of the
hotkey. Fixes a bug where the hotkey configuration settings would not
save if the settings were changed.
Annoyingly this means that the hotkey will still be shown to the user,
possibly confusing the user as to whether they can use it, but for the
time being it's better than having their hotkey configuration removed
each time they change the mode.
It's supposed to look for patch segments in ascending order, from the
smallest offset to the largest offset. Patch type/comparison is
identical to the one it's being swapped with, so only the offsets need
to be swapped.
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
Changed the first property of game capture to be a "mode" list (with
"any fullscreen window", "specific window", and "hotkey").
When hotkey mode is set, it'll add a hotkey pair to hotkey settings to
activate/deactivate game capture. When the hotkey to activate is
pressed, it'll treat the current foreground window as the target window
similar to "selected window" mode; it'll keep trying to capture the same
window even if the window or its application closes/reopens, and will
continue to do so until deactivated via the deactivate hotkey, or until
a new window is set via the activate hotkey.
This reverts commit 4c505e7030.
Reverting this for the time being due to issues with quakelive. This
will be more thoroughly tested and hopefully added again.
Tested using FTL (steam): SwapBuffers ultimately calls wgl_swap_buffers
causing an additional copy which just isn't necessary
This also causes game capture to sometimes capture overlays even when
not intended
Removing this union fixes the internal compile error that would occur on
visual studio 2015 update 2 and above when these variables were all in a
union.
Fixes a bug where if a D3D9 program recreates its device the capture
would become invalid. Certain games (especially blizzard games) will
completely recreate their Direct3D device if a critical D3D9 error
occurs.
This reverts commit 8d520b970d.
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.
Prevents game capture from acting as a global source. This fixes an
issue where a game capture in another scene could capture a window and
prevent a separate game capture in the current scene from being able to
capture that same window.
Completely shut down monitor capture when it's not being shown in the
program (for example in a different scene). This fixes an issue where
it would cause lag when a game enters fullscreen mode.
When using a chain hook method (forward or reverse), it was unwisely
assumed that the previous hook in the chain would not overwrite new
hooks when it's called. When the game capture hook calls the previous
hook in the chain, certain other programs that hook (in this case,
rivatuner on-screen display) would overwrite the hook with older data
and erase the game capture hook, causing it to only capture the first
frame and then never capture again.
This patch ensures that the hook is always saved before calling the next
hook in the chain and then restored after the call returns. It also
preserves any new hooks that may be added on top of it at any point.
Originally this on by default, but then was changed to being off by
default because it was thought that there were permission issues, but it
turned out that the permission issues were a separate bug, so it's safe
to have this be default to on again.
This is a fast/immediate solution to a possible bug with caching the DLL
versions for game capture hook addresses - may as well just reload game
capture hook addresses each time the program is run for the time being
just to be safe. Load time will increase a little for the time being
but it's worth it to prevent any issues with game capture.
Certain types of sources (display captures, game captures, audio
device captures, video device captures) should not be duplicated. This
capability flag hints that the source prefers references over full
duplication.
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.
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.
Instead of using shell functions to get the windows system directory,
use the kernel32 functions (GetSystemDirectory and
GetSystemWow64Directory). Reduces a bit of unnecessary overhead.
The new 'offset' value was not being passed back to the caller, which
caused the caller to continue to use the old value and thus would cause
an invalid hook and crash.
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.
For game capture, if a game is running at for example 800 FPS and limit
capture framerate is off, it would try to capture all 800 of those
frames, dramatically reducing performance more than what would ever be
necessary.
When limit capture framerate is off, instead of capturing all frames,
capture frames at an interval of twice the OBS FPS, identical to how
OBS1 works by default. This should greatly increase performance under
that circumstance.
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.