Files
spice2x-r3d/src/spice2x/hooks/graphics/graphics.h
T
bicarusandGitHub 0934cce225 api: h.264 video stream (#876)
## Link to GitHub Issue or related Pull Request, if one exists
fixes #875

## Description of change
Adds `-apistream`, an optional HTTP video stream of the mirrored screen.
It listens on the API port +2.

Two endpoints, sharing the same `screen`, `fps` and `q` parameters:

    /stream.mjpg    JPEG frames, for clients with no container support
/stream.h264 H.264 annex-b, for an app driving MediaCodec or
VideoToolbox itself

One encoder per connection, fed by a per-screen pump that always hands
over the newest frame, so a slow reader drops frames instead of building
a backlog. `capture.get_jpg` behaviour is unchanged.

Additional documentation for developers:
https://github.com/spice2x/spice2x.github.io/wiki/Video-Stream

## Testing
2026-08-19 03:10:02 -07:00

194 lines
7.5 KiB
C++

#pragma once
#include <atomic>
#include <memory>
#include <string>
#include <vector>
#include <optional>
#include <cstdint>
#include <windows.h>
#include <d3d9.h>
#if !SPICE_XP
#include <dwmapi.h>
#endif
// order must match spice2x_AutoOrientation UI enum order
enum graphics_orientation {
ORIENTATION_CW = 0,
ORIENTATION_CCW = 1,
ORIENTATION_NORMAL = 2,
ORIENTATION_FLIPPED = 3
};
enum graphics_dx9on12_state {
DX9ON12_AUTO,
DX9ON12_FORCE_OFF,
DX9ON12_FORCE_ON,
};
// SDVX Live2D suppression policy. the mode comes from the launcher
// option; the in-gameplay flag is maintained by the SDVX scene-detection hook in
// games/sdvx (which does not require the SDVX game module to be enabled). the
// d3d9 backend reads graphics_sdvx_live2d_should_skip() on every draw.
// only the Live2D-capable SDVX versions are 64-bit, so the whole feature is
// compiled out of 32-bit builds.
#ifdef SPICE64
enum class SdvxLive2dMode {
Off, // leave Live2D untouched (default)
Always, // always skip Live2D draws (also removes the menu navigator)
InGame, // skip Live2D draws only during a song
};
extern SdvxLive2dMode GRAPHICS_SDVX_LIVE2D_MODE;
extern std::atomic<bool> GRAPHICS_SDVX_LIVE2D_IN_GAMEPLAY;
inline bool graphics_sdvx_live2d_should_skip() {
switch (GRAPHICS_SDVX_LIVE2D_MODE) {
case SdvxLive2dMode::Always:
return true;
case SdvxLive2dMode::InGame:
return GRAPHICS_SDVX_LIVE2D_IN_GAMEPLAY.load(std::memory_order_relaxed);
default:
return false;
}
}
#endif // SPICE64
// flag settings
extern bool GRAPHICS_CAPTURE_CURSOR;
extern bool GRAPHICS_LOG_HRESULT;
extern bool GRAPHICS_SDVX_FORCE_720;
extern bool GRAPHICS_SHOW_CURSOR;
extern bool GRAPHICS_WINDOWED;
extern std::vector<HWND> GRAPHICS_WINDOWS;
extern UINT GRAPHICS_FORCE_REFRESH;
extern std::optional<uint32_t> GRAPHICS_FORCE_REFRESH_SUB;
extern std::optional<int> GRAPHICS_FORCE_VSYNC_BUFFER;
extern bool GRAPHICS_FORCE_SINGLE_ADAPTER;
extern bool GRAPHICS_PREVENT_SECONDARY_WINDOWS;
extern bool GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION_SUB;
extern bool GRAPHICS_FS_ORIENTATION_SWAP;
extern uint32_t GRAPHICS_FS_ORIGINAL_WIDTH;
extern uint32_t GRAPHICS_FS_ORIGINAL_HEIGHT;
extern graphics_dx9on12_state GRAPHICS_9_ON_12_STATE;
extern bool GRAPHICS_9_ON_12_REQUESTED_BY_GAME;
extern std::optional<int> GRAPHICS_WINDOW_STYLE;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_WINDOW_SIZE;
extern std::optional<std::string> GRAPHICS_WINDOW_POS;
extern bool GRAPHICS_WINDOW_ALWAYS_ON_TOP;
extern bool GRAPHICS_WINDOW_BACKBUFFER_SCALE;
extern bool GRAPHICS_WINDOW_DISABLE_ROUNDED_CORNERS;
extern std::optional<HWND> GRAPHICS_HOOKED_WINDOW;
extern std::string GRAPHICS_GITADORA_MAIN_MONITOR;
extern std::string GRAPHICS_GITADORA_LEFT_MONITOR;
extern std::string GRAPHICS_GITADORA_RIGHT_MONITOR;
extern std::string GRAPHICS_GITADORA_SMALL_MONITOR;
extern std::optional<std::string> GRAPHICS_GITADORA_SMALL_SIZE;
extern std::optional<std::string> GRAPHICS_GITADORA_SMALL_POS;
extern bool GRAPHICS_IIDX_WSUB;
extern std::optional<std::string> GRAPHICS_WSUB_SIZE;
extern std::optional<std::string> GRAPHICS_WSUB_POS;
extern int GRAPHICS_WSUB_WIDTH;
extern int GRAPHICS_WSUB_HEIGHT;
extern int GRAPHICS_WSUB_X;
extern int GRAPHICS_WSUB_Y;
extern bool GRAPHICS_WSUB_BORDERLESS;
extern bool GRAPHICS_WSUB_ALWAYS_ON_TOP;
extern HWND TDJ_SUBSCREEN_WINDOW;
extern HWND SDVX_SUBSCREEN_WINDOW;
extern HWND POPN_SUBSCREEN_WINDOW;
extern HWND GFDM_SUBSCREEN_WINDOW;
extern bool SUBSCREEN_FORCE_REDRAW;
extern bool FAKE_SUBSCREEN_ADAPTER;
// settings
extern std::string GRAPHICS_DEVICEID;
extern std::string GRAPHICS_SCREENSHOT_DIR;
extern bool GRAPHICS_SCREENSHOT_INCLUDE_OVERLAY;
extern bool GRAPHICS_SCREENSHOT_SUBSCREENS;
// Direct3D 9 settings
extern std::optional<UINT> D3D9_ADAPTER;
extern DWORD D3D9_BEHAVIOR_DISABLE;
extern bool D3D9_DEVICE_HOOK_DISABLE;
void graphics_init();
void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParameters);
bool graphics_gitadora_has_dedicated_subscreen();
// The native GITADORA two-head D3D9 group uses the game's named SMALL
// device window for the native physical SMALL head. The game requests
// D3DCREATE_NOWINDOWCHANGES, so this host must be made borderless and sized
// to the requested native SMALL mode before the native fullscreen device is
// created. During the adapter-group startup warmup, the monitor can briefly
// report a different mode; preserve its origin but not that temporary size.
bool graphics_gitadora_prepare_two_head_device_window(
HWND hWnd, HMONITOR target_monitor = nullptr, UINT desired_width = 0,
UINT desired_height = 0);
void graphics_add_wnd_proc(WNDPROC wndProc);
void graphics_remove_wnd_proc(WNDPROC wndProc);
void graphics_hook_subscreen_window(HWND hWnd);
void graphics_screens_register(int screen);
void graphics_screens_unregister(int screen);
void graphics_screens_get(std::vector<int> &screens);
void graphics_poll_screenshot_hotkey();
void graphics_screenshot_trigger();
bool graphics_screenshot_consume();
inline constexpr size_t GRAPHICS_CAPTURE_SCREEN_NO = 4;
void graphics_capture_trigger(int screen);
bool graphics_capture_consume(int *screen);
void graphics_capture_enqueue(int screen, uint8_t *data, size_t width, size_t height);
void graphics_capture_skip(int screen);
// on success `out` owns packed 24bpp RGB pixels, width * height * 3 bytes
bool graphics_capture_receive_raw(int screen, std::shared_ptr<uint8_t[]> &out,
int divide = 0,
uint64_t *timestamp = nullptr,
int *width = nullptr, int *height = nullptr);
// on success `out` holds the encoded JPEG; its storage is reused across calls
bool graphics_capture_receive_jpeg(int screen, std::vector<uint8_t> &out,
int quality = 80, int divide = 0,
uint64_t *timestamp = nullptr,
int *width = nullptr, int *height = nullptr);
// the returned path is for screen 0; any extra screens only reserve their suffixed names
std::string graphics_screenshot_genpath(const std::vector<int> &screens = {});
// graphics_windowed.cpp
void graphics_windowed_wndproc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
void graphics_capture_initial_window(HWND hWnd);
void graphics_update_window_style(HWND hWnd, bool force_update=false);
void graphics_update_z_order(HWND hWnd, bool always_on_top);
void graphics_set_corner_preference(HWND hWnd, bool disable);
void graphics_move_resize_window(HWND hWnd);
bool graphics_window_options_breaks_game();
bool graphics_window_decoration_change_crashes_game();
bool graphics_window_resize_breaks_game();
bool graphics_window_move_and_resize_breaks_game();
void graphics_load_windowed_subscreen_parameters();
void graphics_window_check_bounds_before_creation(int &x, int &y, const int width, const int height);
bool graphics_gitadora_is_borderless_windowed();
void graphics_gitadora_apply_window_style(DWORD &style, DWORD &style_ex);
bool graphics_gitadora_apply_window_monitor(
const std::string &window_name,
int &x,
int &y,
int &width,
int &height,
bool log_change);
bool graphics_gitadora_has_window_override(const std::string &window_name);
void change_primary_monitor(const std::string &monitor_name);
void update_monitor_on_boot(
std::optional<graphics_orientation> target_orientation,
UINT target_refresh_rate,
std::optional<std::pair<uint32_t, uint32_t>> target_resolution);
void update_monitor_at_runtime();
void reset_monitor_on_exit();