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 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)