chore(windows-host): fix two stale file-path comments after the stage-6 move
capture/dxgi.rs -> capture/windows/dxgi.rs, inject/gamepad_windows.rs -> inject/windows/gamepad_windows.rs. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -155,7 +155,7 @@ windows = { version = "0.62", features = [
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"Win32_System_LibraryLoader",
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"Win32_System_LibraryLoader",
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# VirtualProtect — for the inline patch of the win32u GPU-preference shim (Apollo's MinHook port:
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# VirtualProtect — for the inline patch of the win32u GPU-preference shim (Apollo's MinHook port:
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# the hybrid-GPU output-reparenting hook that keeps Desktop Duplication stable on a 4090+iGPU box).
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# the hybrid-GPU output-reparenting hook that keeps Desktop Duplication stable on a 4090+iGPU box).
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# See capture/dxgi.rs `install_gpu_pref_hook`. No trampoline (we fully replace the fn) → no detour
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# See capture/windows/dxgi.rs `install_gpu_pref_hook`. No trampoline (we fully replace the fn) → no detour
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# crate / no C length-disassembler dep; a 12-byte absolute-jmp prologue patch suffices.
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# crate / no C length-disassembler dep; a 12-byte absolute-jmp prologue patch suffices.
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"Win32_System_Memory",
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"Win32_System_Memory",
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# Per-monitor-v2 DPI awareness — IDXGIOutput5::DuplicateOutput1 (the modern capture path Apollo
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# Per-monitor-v2 DPI awareness — IDXGIOutput5::DuplicateOutput1 (the modern capture path Apollo
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@@ -175,7 +175,7 @@ openh264 = "0.9"
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# WASAPI loopback audio capture (default render endpoint -> 48 kHz stereo f32 for the Opus path).
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# WASAPI loopback audio capture (default render endpoint -> 48 kHz stereo f32 for the Opus path).
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wasapi = "0.23"
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wasapi = "0.23"
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# Virtual Xbox 360 gamepad: the in-tree XUSB companion UMDF driver (packaging/windows/xusb-driver),
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# Virtual Xbox 360 gamepad: the in-tree XUSB companion UMDF driver (packaging/windows/xusb-driver),
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# driven over shared memory from inject/gamepad_windows.rs — no ViGEmBus dependency.
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# driven over shared memory from inject/windows/gamepad_windows.rs — no ViGEmBus dependency.
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# NVENC hardware encoder (NVENC SDK, D3D11 input). The SDK pins `cudarc` with
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# NVENC hardware encoder (NVENC SDK, D3D11 input). The SDK pins `cudarc` with
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# `cuda-version-from-build-system` (a build-time CUDA-toolkit probe); its `ci-check` feature switches
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# `cuda-version-from-build-system` (a build-time CUDA-toolkit probe); its `ci-check` feature switches
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# cudarc to `dynamic-loading` (loads nvcuda.dll at runtime — nothing needed at build), which is how
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# cudarc to `dynamic-loading` (loads nvcuda.dll at runtime — nothing needed at build), which is how
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