pochoco24
pochoco24
@Calinou I am using Game Capture, but there aren't any options for capturing minimized windows. Some Unity programs like VSeeFace keep rendering while minimized with Game Capture without any extra...
In vulkan_context.cpp: ``` if (window->width == 0 || window->height == 0) { free(presentModes); // Likely window minimized, no swapchain created. return ERR_SKIP; } ``` I've tried to change it so...
@Calinou Apart from `can_any_window_draw()`, there's another function in display_server_windows.cpp: ``` bool DisplayServerWindows::window_can_draw(WindowID p_window) const { _THREAD_SAFE_METHOD_ ERR_FAIL_COND_V(!windows.has(p_window), false); const WindowData &wd = windows[p_window]; return !wd.minimized; } ``` After changing it...
@dsnopek What are your thoughts on what could be causing this? (Mentioning since you added the minimized rendering feature)
@Calinou @dsnopek From the [OBS Documentation](https://obsproject.com/kb/game-capture-source), OBS directly captures the DirectX or OpenGL of the game, and it also supports Vulkan. Do you know what files handle Vulkan (Forward+) or...
@Calinou In `gl_manager_windows_native.cpp`, there's a function that gets called every frame, **even** if the window is minimized: ``` void GLManagerNative_Windows::swap_buffers() { SwapBuffers(_current_window->hDC); } ``` I want to check if SwapBuffers()...
@Calinou I managed to get it working (kind of) with a bare-bones Vulkan renderer. I just removed the [handling minimization](https://vulkan-tutorial.com/Drawing_a_triangle/Swap_chain_recreation#page_Handling-minimization) snippet and ensured that the swapchain renders at window resolution....
@Calinou ITS FIXED NOW!! It works specifically for Windows using Direct3D 12 on the new Godot 4.3 build In the source code, go to file rendering_device_driver_d3d12.cpp and change the line...
The minimized rendering fix is now in Godot 4.4! (only for the `d3d12` rendering driver) And yes, a better way of enabling minimized rendering is using RefCounted: ```gdscript var additional_output...