Then right click on the PS3EyeInstaller project in the solution explorer and click build. To build the installer, first build the 32 and 64 bit release configurations of the solution. If the DLL was built with a debug configuration it's possible to use WinDBG to set a breakpoint in the filter code which will be hit when using the camera with any DirectShow application. Use c:\windows\system32\regsvr32.exe /u to unregister the filter. If you have run the installer make sure to uninstall the package before doing this. If you would like to make the compiled DirectShow filters available to other applications, run c:\windows\system32\regsvr32.exe from an administrator command prompt. Next open PS3EyeDriverMSVC.sln and build the desired configs again. Build the solution with all desired configurations. If you don't have the Windows 8.1 SDK, change the SDK target to Windows 10 in all of the libusb project properties. Open libusb/msvc/libusb_2017.sln in Visual Studio 2017. There isn't any need to provide a custom DirectShow or WMF source for a native camera. Also Windows will automatically make those cameras available via the DirectShow API (both 32 and 64 bit) as well as Windows Media Foundation. On the other hand native camera drivers have slightly better performance. It provides a generic way for user space programs to communicate with the device.Īnother big advantage of a user space driver is it's much easier to directly make use of other libraries such as libusb and the github project that this driver is based on. The part that runs in kernel space is the WinUSB driver and it's a stable component provided by Microsoft. This means any flaws in this driver will only affect the program that's using the camera instead of crashing the entire operating system. The biggest advantage is all of the code runs in user space instead of kernel space. This has several advantages and disadvantages compared to a native camera driver.
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