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.
We don't know if there's a way to get window color space, so we've been
using the monitor color space of the window. This toggle forces OBS to
ignore the monitor color space, and assume the window is SDR.
Since this was included in things like the inject helper and game
capture DLLs, it added an additional export to those programs. Instead,
simply share the source files directly in the projects that need it.
Co-authored-by: jpark37 <jpark37@users.noreply.github.com>
When changing a subproject (e.g. graphics-hook), the generated binaries
are not installed without also building win-capture. This commit enables
the subprojects to be treated as "plugins" which are installed to rundir
and also the installation directory without any additional workarounds.
The `add_target_resource` function uses unnecessary path components
when copying files to the rundir, resulting in files added that way
not to end up where OBS expects them to.
The generated binaries created by sub-targets also need to be copied
as part of `win-capture`'s data files, which was easy to fix as the
target exists before CMake switches into the subdirectories.
Doesn't make sense to grab the oldest frame when not capturing overlays,
because the overlay was already rendered in it. This will grab the
latest frame (before the overlay is rendered).
Use D3D12_RESOURCE_STATE_PRESENT for CreateWrappedResource arguments. We
should assume the application will set the backbuffer to PRESENT, and
expect that to be preserved across the Present() call.
Remove unnecessary calls to ReleaseWrappedResources.
Clean up (void**) casts with modern patterns.
On my system with ~250 processes running, this loop has to run over 500
times before allocating enough memory. Use better initial and increment
values to avoid thrashing the heap.