29 Commits

Author SHA1 Message Date
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
577f6c7861 Log if any previous hooks are present during hook 2015-01-19 22:50:10 +01:00
Bl00drav3n
261ee44ad3 Implemented DirectX 8 gamecapture 2014-07-15 16:41:12 +02:00
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
32630b9b3d Revert to old hooks for the time being
Minhooks is breaking for too many people right now, so I'm removing it
until further testing and verification.

This just goes to show, you can test for weeks and still not get
comprehensive feedback.

Also added some light obfuscation of SetWindowsHookEx and
UnhookWindowsHookEx to prevent issues with game capture and A/V.
2014-04-24 23:03:26 -07:00
Sean Stanek
f4b30120e5 GraphicsCaptureHook.h change #define OLDHOOKS : 0 for new hooking methods, 1 for original hooking methods 2014-03-31 00:36:33 -05:00
jp9000
5b53865c26 CoD: ghosts fix for game capture 2013-12-07 12:21:39 -07:00
jp9000
6a35942477 actually, keep that new windowing code in game capture. 2013-08-16 17:38:43 -07:00
jp9000
0861f628c2 revert recent patch to separate the windowing out into a thread 2013-08-16 17:19:17 -07:00
jp9000
27aa4ef755 put all game capture windowing into a separate thread 2013-08-16 17:00:47 -07:00
jp9000
4cd83c2c53 game capture - check hook occasionally to make sure it wasn't mysteriously cleared by protections 2013-06-04 02:57:00 -07:00
jp9000
2d05e4edd3 reverted to memcpy because Jim apparently didn't do proper testing like he should have 2013-05-03 17:17:45 -07:00
jp9000
96dc5b84a0 game capture - added yet more logging to d3d10/d3d11/gl 2013-05-01 17:57:43 -07:00
jp9000
b07fe5526d Significantly increased game capture logging data, added a variety of reacquiring fixes, fixed natural selection 2 not acquiring when windowed 2013-05-01 15:51:07 -07:00
jp9000
8776c8c82a Reverted some game capture code 2013-04-17 19:47:19 -07:00
jp9000
044a8b6882 fixed some bugs with game capture 2013-04-15 05:44:29 -07:00
jp9000
b5f9d424f5 Game capture: Fixed a bug that caused 64bit games not to capture 2013-03-30 13:45:27 -07:00
jp9000
c01a3c0281 Fixed bug with game capture not checking to see if OBS is still alive. Might adjust it later if I find a better way 2013-03-21 19:19:16 -07:00
jp9000
ac3fc240e7 fixed hooking issues with D3D 10/10.1/11 games, made it hook by DXGI rather than by the individual APIs
also, added a copy for game capture to prevent render slowdowns
2013-02-28 18:33:49 -07:00
jp9000
0fb0ce81f6 fixed issues with game capture not acquiring 2012-12-10 06:29:02 -07:00
jim
8a5995e19f changed pdbs to output to rundir, added mouse cursor to graphics capture, removed redundant hook stuff, reverted frame drop code, and other tweaks 2012-11-22 18:02:33 -07:00
jim
bf71c44e6a fixed some alt-tab issues with graphics capture, also still tweaking frame drop code 2012-11-20 20:53:58 -07:00
jim
d68269c6e1 more capture tweaks/fixes mostly 2012-11-15 08:22:54 -07:00
jim
7c65f2e5a7 minor tweaks, made d3d9 capture awesome, as well as d3d10.0 capture 2012-11-14 19:58:01 -07:00
jim
3774a5d6f0 test new d3d9 capture code - gl & d3d10.0 additions on the way 2012-11-09 20:50:55 -07:00
Richard Stanway
f9187b9ea8 Fix OpenGL capture hook setup 2012-11-09 22:19:25 -05:00
jim
ee2d7fe16b graphics capture plugin update 2012-11-08 21:56:18 -07:00
jim
75db90544f updated graphics capture code, other random tweaks 2012-10-20 22:42:35 -07:00
jim
0508629a38 graphics capture initial code 2012-10-18 20:30:14 -07:00