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

Some kind of DX12 hook

This commit is contained in:
Nemirtingas 2019-08-26 16:46:56 +02:00
parent 8e07dd0c6b
commit d0251b0b01
2 changed files with 115 additions and 141 deletions

View file

@ -20,75 +20,23 @@ bool DX12_Hook::start_hook()
if (!Windows_Hook::Inst().start_hook())
return false;
HWND hWnd = GetGameWindow();
if (!hWnd)
return false;
PRINT_DEBUG("Hooked DirectX 12\n");
_hooked = true;
IDXGIFactory4* pDXGIFactory = nullptr;
IDXGISwapChain1* pSwapChain = nullptr;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
ID3D12CommandQueue* pCommandQueue = nullptr;
ID3D12Device* pDevice = nullptr;
decltype(D3D12CreateDevice)* D3D12CreateDevice =
(decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice");
Hook_Manager::Inst().FoundRenderer(this);
D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice));
UnhookAll();
BeginHook();
HookFuncs(
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)
);
EndHook();
if (pDevice)
{
DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {};
SwapChainDesc.Width = 0;
SwapChainDesc.Height = 0;
SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
SwapChainDesc.Stereo = FALSE;
SwapChainDesc.SampleDesc = { 1, 0 };
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.BufferCount = 3;
SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue));
if (pCommandQueue)
{
reinterpret_cast<decltype(CreateDXGIFactory1)*>(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory));
pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain);
if (pSwapChain != nullptr)
{
PRINT_DEBUG("Hooked DirectX 12\n");
_hooked = true;
Hook_Manager::Inst().FoundRenderer(this);
loadFunctions(pDevice, pSwapChain);
UnhookAll();
BeginHook();
HookFuncs(
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)
);
EndHook();
get_steam_client()->steam_overlay->HookReady();
}
else
{
PRINT_DEBUG("Failed to hook DirectX 12\n");
res = false;
}
}
}
if (pSwapChain) pSwapChain->Release();
if (pDXGIFactory) pDXGIFactory->Release();
if (pCommandQueue) pCommandQueue->Release();
if (pDevice) pDevice->Release();
get_steam_client()->steam_overlay->HookReady();
}
return res;
}
@ -97,9 +45,7 @@ void DX12_Hook::resetRenderState()
{
if (initialized)
{
pCmdAlloc->Release();
pCmdList->Release();
pDescriptorHeap->Release();
pSrvDescHeap->Release();
ImGui_ImplDX12_Shutdown();
Windows_Hook::Inst().resetRenderState();
@ -112,75 +58,41 @@ 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)
{
DXGI_SWAP_CHAIN_DESC desc;
pSwapChain->GetDesc(&desc);
pSwapChain->GetDesc(&sc_desc);
IDXGISwapChain3* pSwapChain3;
pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
if (!initialized)
{
D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {};
ID3D12Device* pDevice;
if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
return;
d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
d3d12_desc.NumDescriptors = 1;
d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
d3d12_desc.NodeMask = 1;
if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK)
{
pDevice->Release();
return;
}
mainRenderTargetDescriptor = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
if (!SUCCEEDED(pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc))))
{
pDescriptorHeap->Release();
pDevice->Release();
return;
}
if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList))))
{
pCmdAlloc->Release();
pDescriptorHeap->Release();
pDevice->Release();
return;
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
{
pDevice->Release();
return;
}
}
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(),
pDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
pCmdList->Release();
pCmdAlloc->Release();
pDescriptorHeap->Release();
ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
pDevice->Release();
initialized = true;
}
ImGui_ImplDX12_NewFrame();
Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow);
ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height);
ImGui::EndFrame();
ImGui::Render();
pCmdAlloc->Reset();
pCmdList->Reset(pCmdAlloc, NULL);
//pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL);
pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL);
pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap);
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
}
/////////////////////////////////////////////////////////////////////////////////////
@ -219,15 +131,54 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT
return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
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(me->sc_desc.BufferDesc.Width, me->sc_desc.BufferDesc.Height);
ImGui::EndFrame();
((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap);
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]);
(((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)();
}
}
}
(_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),
pCmdAlloc(nullptr),
pCmdList(nullptr),
pDescriptorHeap(nullptr)
initialized(false)
{
_library = LoadLibrary(DLL_NAME);
PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.");
PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.\n");
// Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX12 will be used to render the overlay.
@ -246,10 +197,6 @@ DX12_Hook::~DX12_Hook()
if (initialized)
{
pCmdAlloc->Release();
pCmdList->Release();
pDescriptorHeap->Release();
//ImGui_ImplDX12_Shutdown();
ImGui_ImplDX12_InvalidateDeviceObjects();
Windows_Hook::Inst().resetRenderState();
@ -271,21 +218,44 @@ DX12_Hook* DX12_Hook::Inst()
return _inst;
}
void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain)
const char* DX12_Hook::get_lib_name() const
{
return DLL_NAME;
}
void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain)
{
void** vTable = *reinterpret_cast<void***>(pDevice);
/*
#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X]
#undef LOAD_FUNC
*/
vTable = *reinterpret_cast<void***>(pCommandQueue);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X]
LOAD_FUNC(ExecuteCommandLists);
#undef LOAD_FUNC
ID3D12CommandAllocator* pCommandAllocator;
ID3D12CommandList* pCommandList;
pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator));
pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList));
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);
LOAD_FUNC(ResizeBuffers);
LOAD_FUNC(ResizeTarget);
#undef LOAD_FUNC
pCommandList->Release();
pCommandAllocator->Release();
}
#endif//NO_OVERLAY

View file

@ -18,10 +18,9 @@ private:
// Variables
bool initialized;
ID3D12CommandAllocator* pCmdAlloc;
ID3D12GraphicsCommandList* pCmdList;
ID3D12DescriptorHeap* pDescriptorHeap;
D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor;
DXGI_SWAP_CHAIN_DESC sc_desc;
ID3D12DescriptorHeap* pSrvDescHeap;
// Functions
DX12_Hook();
@ -34,10 +33,14 @@ private:
static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
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;
// Hook functions so we know we use DX11
//static decltype(D3D12CreateDevice) MyD3D12CreateDevice;
@ -47,8 +50,9 @@ private:
public:
bool start_hook();
static DX12_Hook* Inst();
virtual const char* get_lib_name() const;
void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain);
void loadFunctions(ID3D12Device *pDevice, ID3D12CommandQueue *pCommandQueue, IDXGISwapChain *pSwapChain);
};
#endif//NO_OVERLAY