If the get_hooked procedure is called during the unhooked signal
the source would still report that it's hooked because gc->capturing
hasn't been updated yet.
While the inject-helper tries to hook an application, the source is
set to `active` until the inject-helper reports being unable to hook.
If the graphics thread updates the transformations of every source in
that time frame, the game-capture source will report the width and
height used from the last valid capture, leading to its selection box
flickering in and out of view.
Ensuring that width and height are only reported when the source is not
only made active but is also capturing content fixes the flickering
issue.
Update window, display, and game capture to always bilinear filter in
linear space, even if the source texture is not SRGB typed. This helps
resolve confusion in situations where we were filtering in nonlinear
space vs. linear space, like when toggling an empty crop filter.
Attempt to schedule shared texture copies against the command queue that
the game's swap chain uses to try to reduce artifacts. The heuristics
for obtaining the queue are not perfect, so provide a toggle to use the
previous behavior.
For game capture, neither GL nor D3D9 support SRGB shared textures, so
disable linear SRGB support if the texture format doesn't support it.
Similarly, DXGI display capture doesn't work with SRGB at the moment.
Unsure if it will with more work, but disable for now.
Also force linear SRGB off if using GDI-compatible textures.
Modify game capture shared textures to be typeless if they could
potentially need SRGB and non-SRGB views in the future.
These capture APIs have been updated: D3D 10/11/12, Vulkan.
D3D8 capture does not use shared textures.
D3D9 and GL interop do not support typeless textures.
The new game capture DLL should be compatible with old versions of OBS.
Also removed a lot of dead code around pointless SRV/RTV support.
Add explicit casts to convert data pointers to function pointers.
Add references for unused parameters.
Replace accidental BOOL* return values with BOOL.
As os_gettime_ns() gets large the current scaling methods, mostly by casting
to uint64_t, may lead to numerical overflows. Sweep the code and use
util_mul_div64() where applicable.
Signed-off-by: Hans Petter Selasky <hps@selasky.org>
This fixes a bug where games like "Don't Starve Together" wouldn't
capture because their actual render window is a completely different
window than their actual window on the screen.
So, because we already have the hook info by this point with the last
known window handle available, instead of using 0 here, we can just use
the window handle provided by the shared memory. And we didn't even
have to change the hook! That's nice.
Certain UWP programs can't obtain a normal window handle from their API
for whatever reason (this was observed with minecraft win10 edition), so
if the normal window handle on the map fails, try window handle 0
instead.
Checks the hook version to ensure compatibility with hook DLL. It's
unlikely it'll ever be necessary to increment the hook version, but this
is just a precautionary thing that allows a hook DLL to make sure it's
rejected by an older OBS version if needed. Again however, very
unlikely that the major version will ever be incremented.
The inject helper should be able to specify the full path rather than
assume the path of the hook DLL. This change allows us to modify the
hook's location. This needs to be done because the hook needs to be
relocated to ProgramData to prevent the possibility of multiple Vulkan
capture hooks.
This re-uses the game capture code for checking whether the original
window still exists or not. If it doesn't or the name changed, it'll
insert the value at the top of the list so it doesn't automatically
select another when the user opens properties.
Basically, this fixes an issue where opening properties could sometimes
cause it to instantly capture whatever window was at the top of the
list, which is undesirable.
Closesobsproject/obs-studio#2421
Before this change, after a game capture source would send a signal to
init or restart a graphics hook, it would respond to any and all hook
ready signals.
With multiple game capture sources in the same scene, a source could
receive the signal intended for another source, and show the wrong
texture.
This change adds the window handle to the name for shared data with the
hook, resulting in hooks for other sources being ignored.
Code submissions have continually suffered from formatting
inconsistencies that constantly have to be addressed. Using
clang-format simplifies this by making code formatting more consistent,
and allows automation of the code formatting so that maintainers can
focus more on the code itself instead of code formatting.
The GDI+ based Text Source actually uses Premultiplied Alpha. The edges
of the fonts are therefore incorrectly blended, causing ugly artifacts
especially if bright text above a bright background is used. Here's an
image comparing the new text blending (left) to before (right):

Additionally, the game capture has the same problem, so premultiplied
alpha is used there as well now.
Occasionally users accidentally select the following applications built
into Windows 10 using game capture, which cannot be captured.
This PR simply hides them from the game capture list.
The latter takes up 6 entries in the dropdown.
LockApp.exe - the lock screen which doesn't run in user space
WindowsInternal.ComposableShell.Experiences.TextInput.InputApp