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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-03 09:40:14 +00:00
40615d07a7
Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used.
52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
#ifndef __INCLUDED_DX12_HOOK_H__
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#define __INCLUDED_DX12_HOOK_H__
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#include "Base_Hook.h"
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#ifndef NO_OVERLAY
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#include <d3d12.h>
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#include "DirectX_VTables.h"
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class DX12_Hook : public Base_Hook
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{
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public:
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static constexpr const char *DLL_NAME = "d3d12.dll";
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private:
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// Variables
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bool initialized;
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ID3D12CommandAllocator* pCmdAlloc;
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ID3D12GraphicsCommandList* pCmdList;
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ID3D12DescriptorHeap* pDescriptorHeap;
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D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor;
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// Functions
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DX12_Hook();
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virtual ~DX12_Hook();
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void start_hook();
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void resetRenderState();
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void prepareForOverlay(IDXGISwapChain* pSwapChain);
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// Hook to render functions
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static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
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static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters);
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static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
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decltype(&IDXGISwapChain::Present) Present;
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decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
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decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
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// Hook functions so we know we use DX11
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//static decltype(D3D12CreateDevice) MyD3D12CreateDevice;
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//decltype(D3D12CreateDevice)* D3D12CreateDevice;
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public:
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static void Create(); // Initialize DX11 Hook.
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void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain);
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};
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#endif//NO_OVERLAY
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#endif//__INCLUDED_DX12_HOOK_H__
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