227 Commits

Author SHA1 Message Date
jp9000
88eee7aafc Update to version 0.659b 2016-08-29 19:00:56 -07:00
jp9000
7aebf07142 GraphicsCapture: Add D3D9 offset workaround
This adds a technique so we don't have to update the program every time
microsoft changes the D3D9 dlls (finally).
2016-08-29 18:57:11 -07:00
jp9000
abdfe23252 GraphicsCapture: Add new win 10 D3D9 patch 2016-08-29 18:55:32 -07:00
jp9000
116b214be7 Update version to 0.658 2016-07-18 04:19:54 -07:00
jp9000
4f43d2f201 GraphicsCapture: Fix crash when D3D9 device changes
The D3D9 device can terminate and reinitialize during games, so don't
just blindly store a pointer to a device that may no longer exist.
2016-07-17 23:54:10 -07:00
jp9000
0a80ca1b12 Update graphics hook D3D9 patches 2016-07-16 23:40:48 -07:00
Doug Ty
860af4d771 Fix for Just Cause 3 game capture 2015-12-02 22:54:12 -07:00
jp9000
dd680cbfb6 Update resources/installers to 0.657 2015-11-23 12:26:18 -08:00
jp9000
381e718ad6 Add new game capture patches for latest win10 ver 2015-11-15 12:59:54 -08:00
jp9000
41b0e10b67 Update version to 0.655 2015-08-07 22:04:31 -07:00
jp9000
7ef34dcfbc Update D3D9 exceptions for win 10 update
Performance fix for D3D9 version 10.0.10240.16412
2015-08-07 21:56:38 -07:00
jp9000
8cbe130fba Update version to 0.654b 2015-08-01 11:40:30 -07:00
jp9000
9a4fb1dedf Update D3D9 patches for windows 10 2015-08-01 10:08:04 -07:00
Richard Stanway
c9bca49da4 Additional .exe check for Witcher 3 (GoG version) 2015-07-01 15:23:32 +02:00
Richard Stanway
270c63a24f Set PE checksum in release builds 2015-03-14 17:06:16 +01:00
Richard Stanway
7ee28465ad Fix crashes with 64 bit game capture in some D3D DLL versions
Fix a bug where the 64 bit jump opcodes would be used unnecessarily, which resulted in function prologue overwrite in certain 64 bit D3D DLLs due to the length of the 64 bit jump.

Also if the game capture DLL is more than a 32 bit jump away, we now try to allocate memory near the target and set up an intermediate jump to get it within range.
2015-02-13 20:04:22 +01:00
Richard Stanway
5e00a06476 Make hook debugging easier by turning off incremental linking 2015-02-13 01:17:56 +01:00
jp9000
ed58b5b46e Revert "Use D3D11 for intermediary game capture contexts"
This reverts commit f5c2dc094aade1feeb50220fa7583b5616e02b3d.

This was a change that was added to fix support for certain intel
devices, but ultimately I feel like it's just not needed and is trying
to fix something that isn't broken.
2015-01-23 14:51:18 -08:00
Richard Stanway
577f6c7861 Log if any previous hooks are present during hook 2015-01-19 22:50:10 +01:00
jp9000
f5c2dc094a Use D3D11 for intermediary game capture contexts
This should hopefully prevent issues with those intel integrated laptops
2014-11-19 15:48:36 -08:00
jp9000
1cdd85e1b0 Update to version 0.638b 2014-11-19 10:52:39 -08:00
jp9000
92318d5af9 Fix D3D9 hook patches for windows 8.1
This also changes the way that the patches are used as well in the code,
instead of relying on constant patch sizes, now allows for variable
patch sizes instead
2014-11-19 10:50:41 -08:00
Mattias Gustavsson (mgn)
8ff0b213d1 add alpha blending to game capture 2014-11-14 14:40:08 +01:00
jp9000
26b2200a90 Update binary version numbers to 0.63 2014-09-07 15:15:03 -07:00
jp9000
f7f78f5567 Fix game capture hook log message
It says "windows 8 not supported" and makes one think that game capture
itself isn't working because of windows 8, but this message just refers
to directdraw capture only.
2014-09-03 18:39:41 -07:00
Richard Stanway
cf059655e4 Ensure DX8 games are shown in the hookable apps list 2014-08-26 22:57:12 +02:00
Richard Stanway
b5b0aea62e Update project files for VS 2013 Update 3 2014-08-22 19:21:29 +02:00
Jack0r
44d43672a2 Fix DShowPlugin and GraphicsCapture settings order. 2014-08-14 21:42:50 +02:00
Richard Stanway
250db30dd3 Don't list targets without any kind of hookable DLL loaded 2014-08-13 02:10:37 +02:00
Richard Stanway
3f70216408 Check window process owner in game capture hook 2014-08-13 02:07:05 +02:00
Richard Stanway
602fed3554 Fix handle leak 2014-08-13 02:06:08 +02:00
Richard Stanway
b1fff2621b Preserve current capture target selection if it isn't running 2014-08-07 01:17:13 +02:00
Richard Stanway
3e800f575f Improved graphics capture hooking 2014-08-07 00:57:38 +02:00
Richard Stanway
8e69d22977 Fix race condition in CopyD3D8CPUTextureThread 2014-08-06 14:10:58 +02:00
jp9000
e5005b3a28 Use FindWindow for DWM monitor capture
Because the DWM window is an invisible window, the recent change using
FindVisibleWindow instead of FindWindow will cause it to never find the
DWM window.  So, detect if the target is the DWM, and then use regular
FindWindow instead if so.
2014-07-31 19:13:57 -07:00
Jim
75b365cdf4 Merge pull request #356 from actboy168/fix-crash
Stop capture thread in DLL_PROCESS_DETACH
2014-07-26 10:18:49 -07:00
Bl00drav3n
90fe4d0b98 Fixed issue with windows not being found when using hotkey capture. Also fixed instant hooking of default window when calling BeginScene when using hotkey capture. 2014-07-26 18:14:52 +02:00
actboy168
5e5b51f752 Stop capture thread in DLL_PROCESS_DETACH 2014-07-26 03:51:34 +08:00
jp9000
753fc55376 Do not attempt capture unless class is valid 2014-07-25 09:46:46 -07:00
jp9000
728089ebe8 Add improved game capture logging when debugging 2014-07-24 22:10:59 -07:00
jp9000
e3fcbb6029 Fix game capture hotkey and LoL capturing
This fixes league of legends capturing issues where people would get a
black screen with game capture with it:  What happened is that riot must
have changed the window class for the hidden patcher window to have the
same window class as the in-game window, so when you exit your game, it
would try to capture the hidden patcher window and it would get stuck on
it.  Solution was to make it so only visible windows were captured.

Secondly, this improves the game capture hotkey feature.  Game capture
hotkey will now always 'stick' to the last window you captured, and save
it to config.  Only until the hotkey is hit again will it try to capture
a different window.

Windows that are not visible will no longer be used as capture targets.
I'm guessing that this may have been the cause of a number of prior
issues.
2014-07-24 22:05:42 -07:00
Bl00drav3n
88b4d594d8 Fixed device reset handling for D3D8 capture 2014-07-23 02:32:55 +02:00
Bl00drav3n
261ee44ad3 Implemented DirectX 8 gamecapture 2014-07-15 16:41:12 +02:00
Bl00drav3n
3b81b7ba84 Implemented DirectDraw gamecapture 2014-07-15 16:40:45 +02:00
jp9000
6d8dc0828e Fix issues with BF4 and BF:HL borderless mode 2014-06-24 08:24:02 -07:00
jp9000
d1bdfcbdfa Game capture: Update D3D9 patches for win 8.1
Windows 8.1's direct3d 9.0c stuff changed again, so new patch had to be
added once again.
2014-06-19 12:37:01 -07:00
jp9000
43d4fbaa6c Game capture: make minor GL imrovements
There's no need to create a dummy context for GL -- always use the
game's context.  The dummy context is completely pointless for GL.
2014-05-21 02:11:56 -07:00
jp9000
3e22e8d255 Game capture: Update for D3D9 6.3.9600.17085
Latest D3D9 performance patches because microsoft recompiled D3D9 once
again.  Why oh why do they artificially limit D3D9.
2014-05-18 21:16:36 -07:00
Richard Stanway
ec4ef87b30 Show errors at runtime if game capture files are blocked by AV 2014-04-25 18:43:19 +02:00
Richard Stanway
9977a22646 Add VS2013 workaround to every project, since they all use static CRT. 2014-04-25 11:28:52 +02:00