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goldberg_emulator/overlay_experimental/DX12_Hook.cpp
Nemirtingas 42a22dd4bb Don't free objects with shutdown
Some games don't like to free the DX objects after the game has shut down.
2019-08-21 21:52:08 +02:00

290 lines
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9.2 KiB
C++

#include "DX12_Hook.h"
#include "Windows_Hook.h"
#include "Hook_Manager.h"
#include "../dll/dll.h"
#ifndef NO_OVERLAY
#include <imgui.h>
#include <impls/imgui_impl_dx12.h>
#include <dxgi1_4.h>
DX12_Hook* DX12_Hook::_inst = nullptr;
bool DX12_Hook::start_hook()
{
if (!_hooked)
{
if (!Windows_Hook::Inst().start_hook())
return false;
HWND hWnd = GetGameWindow();
if (!hWnd)
return false;
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");
D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice));
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");
return false;
}
}
}
if (pSwapChain) pSwapChain->Release();
if (pDXGIFactory) pDXGIFactory->Release();
if (pCommandQueue) pCommandQueue->Release();
if (pDevice) pDevice->Release();
}
return true;
}
void DX12_Hook::resetRenderState()
{
if (initialized)
{
pCmdAlloc->Release();
pCmdList->Release();
pDescriptorHeap->Release();
ImGui_ImplDX12_Shutdown();
Windows_Hook::Inst().resetRenderState();
ImGui::DestroyContext();
initialized = false;
}
}
// 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);
if (!initialized)
{
D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {};
ID3D12Device* pDevice;
if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
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;
}
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();
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);
}
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 12 Initialization functions
//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
// _In_opt_ IUnknown* pAdapter,
// D3D_FEATURE_LEVEL MinimumFeatureLevel,
// _In_ REFIID riid, // Expected: ID3D12Device
// _COM_Outptr_opt_ void** ppDevice)
//{
// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx12(MinimumFeatureLevel);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
DX12_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
DX12_Hook::Inst()->resetRenderState();
return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
DX12_Hook::Inst()->resetRenderState();
return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
DX12_Hook::DX12_Hook():
initialized(false),
pCmdAlloc(nullptr),
pCmdList(nullptr),
pDescriptorHeap(nullptr)
{
_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.");
// Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX12 will be used to render the overlay.
//D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice");
//
//BeginHook();
//HookFuncs(
// std::make_pair<void**, void*>(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice)
//);
//EndHook();
}
DX12_Hook::~DX12_Hook()
{
PRINT_DEBUG("DX12 Hook removed\n");
if (initialized)
{
pCmdAlloc->Release();
pCmdList->Release();
pDescriptorHeap->Release();
//ImGui_ImplDX12_Shutdown();
ImGui_ImplDX12_InvalidateDeviceObjects();
Windows_Hook::Inst().resetRenderState();
ImGui::DestroyContext();
initialized = false;
}
FreeLibrary(reinterpret_cast<HMODULE>(_library));
_inst = nullptr;
}
DX12_Hook* DX12_Hook::Inst()
{
if (_inst == nullptr)
_inst = new DX12_Hook();
return _inst;
}
void DX12_Hook::loadFunctions(ID3D12Device *pDevice, 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***>(pSwapChain);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
LOAD_FUNC(Present);
LOAD_FUNC(ResizeBuffers);
LOAD_FUNC(ResizeTarget);
#undef LOAD_FUNC
}
#endif//NO_OVERLAY