mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-09 01:10:34 +00:00
261 lines
8.3 KiB
C++
261 lines
8.3 KiB
C++
#include "DX12_Hook.h"
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#include "Windows_Hook.h"
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#include "Hook_Manager.h"
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#include "../dll/dll.h"
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#ifndef NO_OVERLAY
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#include <imgui.h>
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#include <impls/imgui_impl_dx12.h>
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#include <dxgi1_4.h>
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DX12_Hook* DX12_Hook::_inst = nullptr;
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bool DX12_Hook::start_hook()
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{
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bool res = true;
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if (!_hooked)
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{
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if (!Windows_Hook::Inst().start_hook())
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return false;
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PRINT_DEBUG("Hooked DirectX 12\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose)
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);
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EndHook();
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get_steam_client()->steam_overlay->HookReady();
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}
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return res;
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}
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void DX12_Hook::resetRenderState()
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{
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if (initialized)
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{
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pSrvDescHeap->Release();
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ImGui_ImplDX12_Shutdown();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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}
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}
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// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
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void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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{
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pSwapChain->GetDesc(&sc_desc);
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IDXGISwapChain3* pSwapChain3;
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pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
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if (!initialized)
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{
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ID3D12Device* pDevice;
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if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
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return;
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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desc.NumDescriptors = 1;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
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{
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pDevice->Release();
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return;
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}
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}
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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pDevice->Release();
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initialized = true;
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 12 Initialization functions
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//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
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// _In_opt_ IUnknown* pAdapter,
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// D3D_FEATURE_LEVEL MinimumFeatureLevel,
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// _In_ REFIID riid, // Expected: ID3D12Device
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// _COM_Outptr_opt_ void** ppDevice)
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//{
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// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx12(MinimumFeatureLevel);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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DX12_Hook::Inst()->prepareForOverlay(_this);
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return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
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{
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DX12_Hook::Inst()->resetRenderState();
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return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
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{
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DX12_Hook::Inst()->resetRenderState();
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return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
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}
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void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
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{
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DX12_Hook* me = DX12_Hook::Inst();
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// ----------------------------------------------------- //
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// \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ //
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// I'd like to put it in IDXGISwapChain::Present //
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// ----------------------------------------------------- //
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if (me->initialized)
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{
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static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant
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std::lock_guard<std::recursive_mutex> lock(render_mutex);
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for (int i = 0; i < NumCommandLists; ++i)
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{
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if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
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{
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ImGui_ImplDX12_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(me->sc_desc.OutputWindow);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc(me->sc_desc.BufferDesc.Width, me->sc_desc.BufferDesc.Height);
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ImGui::EndFrame();
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((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap);
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ImGui::Render();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]);
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(((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)();
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}
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}
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}
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(_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this)
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{
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if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
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return S_OK;
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else
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return (_this->*DX12_Hook::Inst()->Close)();
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}
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DX12_Hook::DX12_Hook():
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initialized(false)
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{
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_library = LoadLibrary(DLL_NAME);
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PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.\n");
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// Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called.
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// If its called, then DX12 will be used to render the overlay.
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//D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice)
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//);
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//EndHook();
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}
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DX12_Hook::~DX12_Hook()
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{
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PRINT_DEBUG("DX12 Hook removed\n");
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if (initialized)
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{
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//ImGui_ImplDX12_Shutdown();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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}
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FreeLibrary(reinterpret_cast<HMODULE>(_library));
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_inst = nullptr;
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}
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DX12_Hook* DX12_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new DX12_Hook();
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return _inst;
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}
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const char* DX12_Hook::get_lib_name() const
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{
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return DLL_NAME;
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}
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void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain)
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{
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void** vTable = *reinterpret_cast<void***>(pDevice);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X]
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#undef LOAD_FUNC
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vTable = *reinterpret_cast<void***>(pCommandQueue);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X]
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LOAD_FUNC(ExecuteCommandLists);
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#undef LOAD_FUNC
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ID3D12CommandAllocator* pCommandAllocator;
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ID3D12CommandList* pCommandList;
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pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator));
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pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList));
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vTable = *reinterpret_cast<void***>(pCommandList);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X]
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LOAD_FUNC(Close);
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#undef LOAD_FUNC
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vTable = *reinterpret_cast<void***>(pSwapChain);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
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LOAD_FUNC(Present);
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LOAD_FUNC(ResizeBuffers);
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LOAD_FUNC(ResizeTarget);
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#undef LOAD_FUNC
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pCommandList->Release();
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pCommandAllocator->Release();
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}
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#endif//NO_OVERLAY
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