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

Moved hooks calls and added hook retry

With that change, I no longer re-hook rendering functions as Hook_Manager::FoundRenderer removes all hooks and then we hook the true functions in the renderer specialization.
Added a retry count.
This commit is contained in:
Nemirtingas 2019-08-18 17:12:57 +02:00
parent 5b0306dccc
commit ca0ef4380a
8 changed files with 83 additions and 106 deletions

View file

@ -14,7 +14,8 @@ bool DX10_Hook::start_hook()
{
if (!_hooked)
{
Hook_Manager::Inst().FoundRenderer(this);
if (!Windows_Hook::Inst().start_hook())
return false;
IDXGISwapChain* pSwapChain;
ID3D10Device* pDevice;
@ -37,8 +38,11 @@ bool DX10_Hook::start_hook()
if (pDevice != nullptr && pSwapChain != nullptr)
{
_hooked = true;
PRINT_DEBUG("Hooked DirectX 10\n");
_hooked = true;
Hook_Manager::Inst().FoundRenderer(this);
loadFunctions(pDevice, pSwapChain);
UnhookAll();
@ -50,7 +54,6 @@ bool DX10_Hook::start_hook()
);
EndHook();
if (Windows_Hook::Inst().start_hook())
get_steam_client()->steam_overlay->HookReady();
}
else

View file

@ -24,7 +24,8 @@ bool DX11_Hook::start_hook()
{
if (!_hooked)
{
Hook_Manager::Inst().FoundRenderer(this);
if (!Windows_Hook::Inst().start_hook())
return false;
IDXGISwapChain* pSwapChain;
ID3D11Device* pDevice;
@ -47,8 +48,11 @@ bool DX11_Hook::start_hook()
if (pDevice != nullptr && pSwapChain != nullptr)
{
_hooked = true;
PRINT_DEBUG("Hooked DirectX 11\n");
_hooked = true;
Hook_Manager::Inst().FoundRenderer(this);
loadFunctions(pDevice, pSwapChain);
UnhookAll();
@ -60,7 +64,6 @@ bool DX11_Hook::start_hook()
);
EndHook();
if (Windows_Hook::Inst().start_hook())
get_steam_client()->steam_overlay->HookReady();
}
else

View file

@ -14,6 +14,9 @@ bool DX12_Hook::start_hook()
{
if (!_hooked)
{
//if (!Windows_Hook::Inst().start_hook())
// return false;
PRINT_DEBUG("Hooked DirectX 12\n");
return false;
}

View file

@ -16,7 +16,8 @@ bool DX9_Hook::start_hook()
{
if (!_hooked)
{
Hook_Manager::Inst().FoundRenderer(this);
if (!Windows_Hook::Inst().start_hook())
return false;
IDirect3D9Ex* pD3D;
IDirect3DDevice9Ex* pDeviceEx;
@ -33,8 +34,11 @@ bool DX9_Hook::start_hook()
if (pDeviceEx != nullptr)
{
_hooked = true;
PRINT_DEBUG("Hooked DirectX 9\n");
_hooked = true;
Hook_Manager::Inst().FoundRenderer(this);
loadFunctions(pDeviceEx);
UnhookAll();
@ -47,7 +51,6 @@ bool DX9_Hook::start_hook()
);
EndHook();
if (Windows_Hook::Inst().start_hook())
get_steam_client()->steam_overlay->HookReady();
}
else

View file

@ -28,112 +28,74 @@ decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx;
decltype(wglMakeCurrent)* _wglMakeCurrent;
HRESULT STDMETHODCALLTYPE Hook_Manager::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags)
{
Hook_Manager& inst = Hook_Manager::Inst();
if (!inst.stop_retry())
{
IUnknown* pDevice;
_this->GetDevice(__uuidof(ID3D10Device), (void**)& pDevice);
if (pDevice)
{
Hook_Manager::Inst().UnHookAllRendererDetector();
DX10_Hook* hook = DX10_Hook::Inst();
if (!hook->start_hook())
{
// Hook failed, start over
delete static_cast<Base_Hook*>(hook);
Hook_Manager::Inst().HookRenderer();
}
else
{
Hook_Manager::Inst().AddHook(hook);
}
if (hook->start_hook())
inst.AddHook(hook);
}
else
{
_this->GetDevice(__uuidof(ID3D11Device), (void**)& pDevice);
if (pDevice)
{
Hook_Manager::Inst().UnHookAllRendererDetector();
DX11_Hook* hook = DX11_Hook::Inst();
if (!hook->start_hook())
{
// Hook failed, start over
delete static_cast<Base_Hook*>(hook);
Hook_Manager::Inst().HookRenderer();
}
else
{
Hook_Manager::Inst().AddHook(hook);
}
if (hook->start_hook())
inst.AddHook(hook);
}
else
{
_this->GetDevice(__uuidof(ID3D12Device), (void**)& pDevice);
DX12_Hook* hook = DX12_Hook::Inst();
if (!hook->start_hook())
{
// Hook failed, start over
delete static_cast<Base_Hook*>(hook);
Hook_Manager::Inst().HookRenderer();
}
else
{
Hook_Manager::Inst().AddHook(hook);
}
if (hook->start_hook())
inst.AddHook(hook);
}
}
if (pDevice) pDevice->Release();
}
return (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
{
Hook_Manager::Inst().UnHookAllRendererDetector();
Hook_Manager& inst = Hook_Manager::Inst();
if (!inst.stop_retry())
{
DX9_Hook* hook = DX9_Hook::Inst();
if (!hook->start_hook())
{
// Hook failed, start over
delete static_cast<Base_Hook*>(hook);
Hook_Manager::Inst().HookRenderer();
}
else
{
Hook_Manager::Inst().AddHook(hook);
if (hook->start_hook())
inst.AddHook(hook);
}
return (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT STDMETHODCALLTYPE Hook_Manager::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
{
Hook_Manager::Inst().UnHookAllRendererDetector();
Hook_Manager& inst = Hook_Manager::Inst();
if (!inst.stop_retry())
{
DX9_Hook* hook = DX9_Hook::Inst();
if (!hook->start_hook())
{
// Hook failed, start over
delete static_cast<Base_Hook*>(hook);
Hook_Manager::Inst().HookRenderer();
}
else
{
Hook_Manager::Inst().AddHook(hook);
if (hook->start_hook())
inst.AddHook(hook);
}
return (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
}
BOOL WINAPI Hook_Manager::MywglMakeCurrent(HDC hDC, HGLRC hGLRC)
{
Hook_Manager::Inst().UnHookAllRendererDetector();
Hook_Manager& inst = Hook_Manager::Inst();
if (!inst.stop_retry())
{
OpenGL_Hook* hook = OpenGL_Hook::Inst();
if (!hook->start_hook())
{
// Hook failed, start over
delete static_cast<Base_Hook*>(hook);
Hook_Manager::Inst().HookRenderer();
if (hook->start_hook())
inst.AddHook(hook);
}
else
{
Hook_Manager::Inst().AddHook(hook);
}
return _wglMakeCurrent(hDC, hGLRC);
}
@ -369,6 +331,20 @@ HMODULE WINAPI Hook_Manager::MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFil
return res;
}
bool Hook_Manager::stop_retry()
{
// Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames"
bool stop = ++_hook_retries >= 200;
if (stop)
{
PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n");
FoundRenderer(nullptr);
}
return stop;
}
void Hook_Manager::HookLoadLibrary()
{
if (!_renderer_found && !_loadlibrary_hooked)
@ -393,24 +369,8 @@ void Hook_Manager::HookLoadLibrary()
#endif
void Hook_Manager::UnHookAllRendererDetector()
{
auto it = std::find(_hooks.begin(), _hooks.end(), rendererdetect_hook);
if (it != _hooks.end())
{
_hooks.erase(it);
delete rendererdetect_hook;
rendererdetect_hook = nullptr;
}
_loadlibrary_hooked = false;
_ogl_hooked = false;
#ifdef STEAM_WIN32
_dxgi_hooked = _dx9_hooked = false;
#endif
}
Hook_Manager::Hook_Manager():
_hook_retries(0),
#ifdef STEAM_WIN32
_loadlibrary_hooked(false),
_dxgi_hooked(false),

View file

@ -31,6 +31,7 @@ protected:
// If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ?
std::vector<Base_Hook*> _hooks;
unsigned int _hook_retries;
bool _renderer_found; // Is the renderer hooked ?
bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl)
Base_Hook* rendererdetect_hook;
@ -39,10 +40,10 @@ protected:
Hook_Manager();
virtual ~Hook_Manager();
void UnHookAllRendererDetector();
// Setup opengl device
void hook_opengl();
bool stop_retry();
void HookLoadLibrary();
#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64)

View file

@ -18,14 +18,20 @@ bool OpenGL_Hook::start_hook()
{
if (!_hooked)
{
Hook_Manager::Inst().FoundRenderer(this);
if (!Windows_Hook::Inst().start_hook())
return false;
GLenum err = glewInit();
if (err == GLEW_OK)
{
_hooked = true;
PRINT_DEBUG("Hooked OpenGL\n");
_hooked = true;
Hook_Manager::Inst().FoundRenderer(this);
wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast<HMODULE>(_library), "wglSwapBuffers");
UnhookAll();
BeginHook();
HookFuncs(
@ -33,7 +39,6 @@ bool OpenGL_Hook::start_hook()
);
EndHook();
if (Windows_Hook::Inst().start_hook())
get_steam_client()->steam_overlay->HookReady();
}
else
@ -62,7 +67,6 @@ void OpenGL_Hook::resetRenderState()
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
void OpenGL_Hook::prepareForOverlay(HDC hDC)
{
HWND hWnd = WindowFromDC(hDC);
RECT rect;

View file

@ -11,7 +11,7 @@
class Windows_Hook : public Base_Hook
{
public:
//static constexpr const char* DLL_NAME = "user32.dll";
static constexpr const char* DLL_NAME = "user32.dll";
private:
// Variables