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.
Vulkan Direct Display uses extensions:
VK_KHR_display/VK_EXT_direct_mode_display
This workflow allows creating swapchains that arn't active on the
desktop, so they don't have HWNDs.
Avoid trying to create swap_data when a HWND can't be found.
Fixes#11581
Fix the macro to prevent unnecessary headers from being included by
<windows.h>. This reduces compilation time and may prevent future bugs
due to unexpected includes.
Multiple APIs may be set up to capture without being initialized in
graphics-hook when multiple threads are sending present calls. This just
prevents those invalid captures from completing.
Prevents Display capture from capturing the first display on creation.
This issue is due to the properties view combo box automatically
selecting the first item in the list by default, but this needs explicit
text anyway to indicate display, so this adds a "[Select a display]"
item that will prevent that from happening and tell the user to select a
display.
This is due to the property view widget not having an item to select, so
it selects the first one, but we want to have specific text for this
anyway, so changing it here is still appropriate. (I don't want to touch
the properties view widget right now for the sake of my sanity)
This race condition is caused when one thread creates a swap chain,
which calls OBS_CreateSwapchainKHR, at the same time another thread
calls OBS_CreateImageView.
OBS_CreateSwapchainKHR allocates swap data, publishes this into the
data->swaps linked list, then initializes it. Meanwhile,
OBS_CreateImageView is iterating the swaps linked list, to see if the
image matches any swap chain images. Due to the order in
OBS_CreateSwapchainKHR, there's no guarantee this data is initialized
so it often ends up running out of bounds on the swap_images array.
The fix is simply to defer the swap data publish to after init.
Add:
Counter-Strike 2, UWP applications, Gaming Services applications,
Microsoft 365(Excel, PowerPoint, Word, Access, OneNote, Outlook,
Publisher and 365 software), Adobe After Effects,
Adobe Character Animator, Adobe Photoshop, Adobe Premiere Pro, Steam,
Epic Games Launcher, Ubisoft Connect, Tencent GUI applications, WeChat
and YY.
Tweak:
Change "Electron" name to "Chromium";
Change "%name% cannot be captured via Game Capture." to
"%name% cannot be captured using Game Capture.".
Remove:
Chrome and Edge (reason is based on Chromium).
Our solution for adding TRANSFER_SRC usage for imageless framebuffers
was triggering validation errors when combined with image view usage
overrides. Add TRANSFER_SRC onto usage overrides for swap chain image
views to fix mismatches.