mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-03 09:40:14 +00:00
230 lines
6.7 KiB
C++
230 lines
6.7 KiB
C++
#include "DX9_Hook.h"
|
|
|
|
#ifdef STEAM_WIN32
|
|
|
|
#include "Hook_Manager.h"
|
|
|
|
#include <imgui.h>
|
|
#include <impls/imgui_impl_win32.h>
|
|
#include <impls/imgui_impl_dx9.h>
|
|
|
|
#include "steam_overlay.h"
|
|
|
|
static DX9_Hook* hook;
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
///////// /////////
|
|
///////// This hook doesn't support game resize for now /////////
|
|
///////// /////////
|
|
//////////////////////////////////////////////////////////////////
|
|
|
|
void DX9_Hook::hook_dx9(UINT SDKVersion)
|
|
{
|
|
if (!_hooked)
|
|
{
|
|
_hooked = true;
|
|
Hook_Manager::Inst().FoundHook(this);
|
|
|
|
IDirect3D9Ex* pD3D;
|
|
IDirect3DDevice9Ex* pDeviceEx;
|
|
|
|
Direct3DCreate9Ex(SDKVersion, &pD3D);
|
|
|
|
D3DPRESENT_PARAMETERS params = {};
|
|
params.BackBufferWidth = 1;
|
|
params.BackBufferHeight = 1;
|
|
params.hDeviceWindow = GetForegroundWindow();
|
|
|
|
pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx);
|
|
|
|
if (pDeviceEx != nullptr)
|
|
{
|
|
PRINT_DEBUG("Hooked DirectX 9\n");
|
|
loadFunctions(pDeviceEx);
|
|
|
|
UnhookAll();
|
|
BeginHook();
|
|
HookFuncs(
|
|
std::make_pair<void**, void*>(&(PVOID&)Reset, &DX9_Hook::MyReset),
|
|
std::make_pair<void**, void*>(&(PVOID&)Present, &DX9_Hook::MyPresent),
|
|
std::make_pair<void**, void*>(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx)
|
|
//std::make_pair<void**, void*>(&(PVOID&)EndScene, &DX9_Hook::MyEndScene)
|
|
);
|
|
EndHook();
|
|
}
|
|
else
|
|
{
|
|
PRINT_DEBUG("Failed to DirectX 9\n");
|
|
_hooked = false;
|
|
}
|
|
|
|
if(pDeviceEx)pDeviceEx->Release();
|
|
if(pD3D)pD3D->Release();
|
|
}
|
|
}
|
|
|
|
void DX9_Hook::resetRenderState()
|
|
{
|
|
if (initialized)
|
|
{
|
|
initialized = false;
|
|
ImGui_ImplDX9_Shutdown();
|
|
ImGui_ImplWin32_Shutdown();
|
|
ImGui::DestroyContext();
|
|
}
|
|
}
|
|
|
|
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
|
|
void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
|
|
{
|
|
IDirect3DSwapChain9* pSwapChain;
|
|
pDevice->GetSwapChain(0, &pSwapChain);
|
|
D3DPRESENT_PARAMETERS PresentParameters;
|
|
pSwapChain->GetPresentParameters(&PresentParameters);
|
|
pSwapChain->Release();
|
|
|
|
D3DDEVICE_CREATION_PARAMETERS param;
|
|
pDevice->GetCreationParameters(¶m);
|
|
|
|
// Workaround to detect if we changed window.
|
|
if (param.hFocusWindow != Hook_Manager::Inst().GetOverlay()->GetGameHwnd())
|
|
resetRenderState();
|
|
|
|
if (!initialized)
|
|
{
|
|
ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.IniFilename = NULL;
|
|
|
|
Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow);
|
|
ImGui_ImplWin32_Init(param.hFocusWindow);
|
|
ImGui_ImplDX9_Init(pDevice);
|
|
initialized = true;
|
|
}
|
|
|
|
ImGui_ImplDX9_NewFrame();
|
|
ImGui_ImplWin32_NewFrame();
|
|
|
|
ImGui::NewFrame();
|
|
|
|
Hook_Manager::Inst().CallOverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight);
|
|
|
|
ImGui::EndFrame();
|
|
|
|
ImGui::Render();
|
|
|
|
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
// DirectX 9 Initialization functions
|
|
IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion)
|
|
{
|
|
auto res = hook->Direct3DCreate9(SDKVersion);
|
|
|
|
if( res != nullptr )
|
|
hook->hook_dx9(SDKVersion);
|
|
|
|
return res;
|
|
}
|
|
|
|
HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice)
|
|
{
|
|
auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice);
|
|
|
|
if (SUCCEEDED(res))
|
|
hook->hook_dx9(SDKVersion);
|
|
|
|
return res;
|
|
}
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
|
|
{
|
|
hook->resetRenderState();
|
|
return (_this->*hook->Reset)(pPresentationParameters);
|
|
}
|
|
|
|
HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this)
|
|
{
|
|
if( !hook->uses_present )
|
|
hook->prepareForOverlay(_this);
|
|
return (_this->*hook->EndScene)();
|
|
}
|
|
|
|
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
|
|
{
|
|
hook->uses_present = true;
|
|
hook->prepareForOverlay(_this);
|
|
return (_this->*hook->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
|
|
}
|
|
|
|
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
|
|
{
|
|
hook->uses_present = true;
|
|
hook->prepareForOverlay(_this);
|
|
return (_this->*hook->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
|
|
}
|
|
|
|
DX9_Hook::DX9_Hook():
|
|
initialized(false),
|
|
uses_present(false),
|
|
EndScene(nullptr),
|
|
Present(nullptr),
|
|
PresentEx(nullptr),
|
|
Reset(nullptr)
|
|
{
|
|
_dll = GetModuleHandle(DLL_NAME);
|
|
_hooked = false;
|
|
// Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called.
|
|
// If its called, then DX9 will be used to render the overlay.
|
|
Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9");
|
|
Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
|
|
|
|
BeginHook();
|
|
HookFuncs(
|
|
std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9),
|
|
std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex)
|
|
);
|
|
EndHook();
|
|
}
|
|
|
|
DX9_Hook::~DX9_Hook()
|
|
{
|
|
PRINT_DEBUG("DX9 Hook removed\n");
|
|
|
|
if (_hooked)
|
|
{
|
|
//ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release())
|
|
// maybe because D3D is already shut down when we try to free the device?
|
|
ImGui_ImplDX9_InvalidateDeviceObjects();
|
|
ImGui_ImplWin32_Shutdown();
|
|
ImGui::DestroyContext();
|
|
}
|
|
|
|
hook = nullptr;
|
|
}
|
|
|
|
void DX9_Hook::Create()
|
|
{
|
|
if( hook == nullptr )
|
|
{
|
|
hook = new DX9_Hook;
|
|
// Register the hook to the Hook Manager
|
|
Hook_Manager::Inst().AddHook(hook);
|
|
}
|
|
}
|
|
|
|
void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx)
|
|
{
|
|
void** vTable = *reinterpret_cast<void***>(pDeviceEx);
|
|
|
|
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X]
|
|
LOAD_FUNC(Reset);
|
|
LOAD_FUNC(EndScene);
|
|
LOAD_FUNC(Present);
|
|
LOAD_FUNC(PresentEx);
|
|
#undef LOAD_FUNC
|
|
}
|
|
|
|
#endif |