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mirror of https://gitlab.com/Mr_Goldberg/goldberg_emulator.git synced 2024-11-14 10:50:13 +01:00

Rework DX12 overlay to use Present to render the overlay

This commit is contained in:
Nemirtingas 2019-10-15 08:41:07 +02:00
parent c006555b01
commit c667dbd3af
2 changed files with 127 additions and 55 deletions

View file

@ -30,8 +30,7 @@ bool DX12_Hook::start_hook()
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers),
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists),
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose)
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists)
);
EndHook();
@ -45,6 +44,11 @@ void DX12_Hook::resetRenderState()
if (initialized)
{
pSrvDescHeap->Release();
for (UINT i = 0; i < bufferCount; ++i)
pCmdAlloc[i]->Release();
pRtvDescHeap->Release();
delete[]pMainRenderTargets;
delete[]pCmdAlloc;
ImGui_ImplDX12_Shutdown();
Windows_Hook::Inst()->resetRenderState();
@ -57,14 +61,28 @@ void DX12_Hook::resetRenderState()
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
{
pSwapChain->GetDesc(&sc_desc);
if (pCmdQueue == nullptr)
return;
ID3D12CommandQueue* pCmdQueue = this->pCmdQueue;
IDXGISwapChain3* pSwapChain3 = nullptr;
DXGI_SWAP_CHAIN_DESC sc_desc;
pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
if (pSwapChain3 == nullptr)
return;
pSwapChain3->GetDesc(&sc_desc);
if (!initialized)
{
UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
ID3D12Device* pDevice;
if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
return;
bufferCount = sc_desc.BufferCount;
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
@ -73,24 +91,108 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
{
pDevice->Release();
pSwapChain3->Release();
return;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = bufferCount;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK)
{
pDevice->Release();
pSwapChain3->Release();
pSrvDescHeap->Release();
return;
}
SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
pMainRenderTargets = new D3D12_CPU_DESCRIPTOR_HANDLE[bufferCount];
pCmdAlloc = new ID3D12CommandAllocator * [bufferCount];
for (int i = 0; i < bufferCount; ++i)
{
pMainRenderTargets[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
}
}
for (UINT i = 0; i < sc_desc.BufferCount; ++i)
{
if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK)
{
pDevice->Release();
pSwapChain3->Release();
pSrvDescHeap->Release();
for (UINT j = 0; j < i; ++j)
{
pCmdAlloc[j]->Release();
}
pRtvDescHeap->Release();
delete[]pMainRenderTargets;
delete[]pCmdAlloc;
return;
}
}
if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc[0], NULL, IID_PPV_ARGS(&pCmdList)) != S_OK ||
pCmdList->Close() != S_OK)
{
pDevice->Release();
pSwapChain3->Release();
pSrvDescHeap->Release();
for (UINT i = 0; i < bufferCount; ++i)
pCmdAlloc[i]->Release();
pRtvDescHeap->Release();
delete[]pMainRenderTargets;
delete[]pCmdAlloc;
return;
}
for (UINT i = 0; i < bufferCount; i++)
{
ID3D12Resource* pBackBuffer = NULL;
pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
pDevice->CreateRenderTargetView(pBackBuffer, NULL, pMainRenderTargets[i]);
}
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM,
pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
pDevice->Release();
get_steam_client()->steam_overlay->CreateFonts();
initialized = true;
pDevice->Release();
}
ImGui_ImplDX12_NewFrame();
Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow);
ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc();
UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
pCmdList->Reset(pCmdAlloc[bufferIndex], NULL);
pCmdList->OMSetRenderTargets(1, &pMainRenderTargets[bufferIndex], FALSE, NULL);
pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap);
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
pCmdList->Close();
pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList);
pSwapChain3->Release();
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
@ -115,52 +217,24 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT
void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
{
DX12_Hook* me = DX12_Hook::Inst();
// ----------------------------------------------------- //
// \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ //
// I'd like to put it in IDXGISwapChain::Present //
// ----------------------------------------------------- //
if (me->initialized)
{
static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant
std::lock_guard<std::recursive_mutex> lock(render_mutex);
for (int i = 0; i < NumCommandLists; ++i)
{
if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
{
ImGui_ImplDX12_NewFrame();
Windows_Hook::Inst()->prepareForOverlay(me->sc_desc.OutputWindow);
ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc();
((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap);
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]);
(((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)();
}
}
}
me->pCmdQueue = _this;
(_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this)
{
if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
return S_OK;
else
return (_this->*DX12_Hook::Inst()->Close)();
}
DX12_Hook::DX12_Hook():
initialized(false),
hooked(false),
pCmdQueue(nullptr),
bufferCount(0),
pMainRenderTargets(nullptr),
pCmdAlloc(nullptr),
pSrvDescHeap(nullptr),
pCmdList(nullptr),
pRtvDescHeap(nullptr),
hooked(false),
Present(nullptr),
ResizeBuffers(nullptr),
ResizeTarget(nullptr),
ExecuteCommandLists(nullptr),
Close(nullptr)
ExecuteCommandLists(nullptr)
{
_library = LoadLibrary(DLL_NAME);
@ -197,7 +271,7 @@ const char* DX12_Hook::get_lib_name() const
return DLL_NAME;
}
void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain)
void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain)
{
void** vTable;
@ -206,11 +280,6 @@ void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsC
LOAD_FUNC(ExecuteCommandLists);
#undef LOAD_FUNC
vTable = *reinterpret_cast<void***>(pCommandList);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X]
LOAD_FUNC(Close);
#undef LOAD_FUNC
vTable = *reinterpret_cast<void***>(pSwapChain);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
LOAD_FUNC(Present);

View file

@ -20,8 +20,13 @@ private:
bool hooked;
bool initialized;
DXGI_SWAP_CHAIN_DESC sc_desc;
ID3D12CommandQueue* pCmdQueue;
UINT bufferCount;
D3D12_CPU_DESCRIPTOR_HANDLE* pMainRenderTargets;
ID3D12CommandAllocator** pCmdAlloc;
ID3D12DescriptorHeap* pSrvDescHeap;
ID3D12GraphicsCommandList* pCmdList;
ID3D12DescriptorHeap* pRtvDescHeap;
// Functions
DX12_Hook();
@ -34,13 +39,11 @@ private:
static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters);
static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists);
static HRESULT STDMETHODCALLTYPE MyClose(ID3D12GraphicsCommandList* _this);
decltype(&IDXGISwapChain::Present) Present;
decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists;
decltype(&ID3D12GraphicsCommandList::Close) Close;
public:
virtual ~DX12_Hook();
@ -49,7 +52,7 @@ public:
static DX12_Hook* Inst();
virtual const char* get_lib_name() const;
void loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain* pSwapChain);
void loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain* pSwapChain);
};
#endif//NO_OVERLAY