mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
42a22dd4bb
Some games don't like to free the DX objects after the game has shut down.
290 lines
No EOL
9.2 KiB
C++
290 lines
No EOL
9.2 KiB
C++
#include "DX12_Hook.h"
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#include "Windows_Hook.h"
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#include "Hook_Manager.h"
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#include "../dll/dll.h"
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#ifndef NO_OVERLAY
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#include <imgui.h>
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#include <impls/imgui_impl_dx12.h>
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#include <dxgi1_4.h>
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DX12_Hook* DX12_Hook::_inst = nullptr;
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bool DX12_Hook::start_hook()
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{
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if (!_hooked)
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{
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if (!Windows_Hook::Inst().start_hook())
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return false;
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return false;
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IDXGIFactory4* pDXGIFactory = nullptr;
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IDXGISwapChain1* pSwapChain = nullptr;
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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ID3D12CommandQueue* pCommandQueue = nullptr;
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ID3D12Device* pDevice = nullptr;
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decltype(D3D12CreateDevice)* D3D12CreateDevice =
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(decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice");
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D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice));
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if (pDevice)
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{
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DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {};
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SwapChainDesc.Width = 0;
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SwapChainDesc.Height = 0;
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SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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SwapChainDesc.Stereo = FALSE;
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SwapChainDesc.SampleDesc = { 1, 0 };
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SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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SwapChainDesc.BufferCount = 3;
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SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
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SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue));
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if (pCommandQueue)
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{
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reinterpret_cast<decltype(CreateDXGIFactory1)*>(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory));
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pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain);
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if (pSwapChain != nullptr)
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{
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PRINT_DEBUG("Hooked DirectX 12\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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loadFunctions(pDevice, pSwapChain);
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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers)
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);
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EndHook();
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get_steam_client()->steam_overlay->HookReady();
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}
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else
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{
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PRINT_DEBUG("Failed to hook DirectX 12\n");
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return false;
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}
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}
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}
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if (pSwapChain) pSwapChain->Release();
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if (pDXGIFactory) pDXGIFactory->Release();
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if (pCommandQueue) pCommandQueue->Release();
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if (pDevice) pDevice->Release();
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}
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return true;
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}
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void DX12_Hook::resetRenderState()
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{
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if (initialized)
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{
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pCmdAlloc->Release();
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pCmdList->Release();
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pDescriptorHeap->Release();
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ImGui_ImplDX12_Shutdown();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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}
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}
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// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
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void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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{
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DXGI_SWAP_CHAIN_DESC desc;
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pSwapChain->GetDesc(&desc);
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if (!initialized)
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{
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D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {};
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ID3D12Device* pDevice;
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if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
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return;
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d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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d3d12_desc.NumDescriptors = 1;
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d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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d3d12_desc.NodeMask = 1;
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if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK)
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{
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pDevice->Release();
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return;
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}
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mainRenderTargetDescriptor = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
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if (!SUCCEEDED(pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc))))
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{
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pDescriptorHeap->Release();
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pDevice->Release();
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return;
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}
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if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList))))
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{
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pCmdAlloc->Release();
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pDescriptorHeap->Release();
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pDevice->Release();
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return;
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}
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(),
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pDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
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pCmdList->Release();
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pCmdAlloc->Release();
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pDescriptorHeap->Release();
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pDevice->Release();
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initialized = true;
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}
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ImGui_ImplDX12_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height);
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ImGui::EndFrame();
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ImGui::Render();
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pCmdAlloc->Reset();
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pCmdList->Reset(pCmdAlloc, NULL);
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//pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL);
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pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL);
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pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap);
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 12 Initialization functions
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//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
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// _In_opt_ IUnknown* pAdapter,
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// D3D_FEATURE_LEVEL MinimumFeatureLevel,
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// _In_ REFIID riid, // Expected: ID3D12Device
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// _COM_Outptr_opt_ void** ppDevice)
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//{
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// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx12(MinimumFeatureLevel);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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DX12_Hook::Inst()->prepareForOverlay(_this);
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return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
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{
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DX12_Hook::Inst()->resetRenderState();
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return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
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{
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DX12_Hook::Inst()->resetRenderState();
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return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
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}
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DX12_Hook::DX12_Hook():
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initialized(false),
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pCmdAlloc(nullptr),
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pCmdList(nullptr),
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pDescriptorHeap(nullptr)
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{
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_library = LoadLibrary(DLL_NAME);
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PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.");
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// Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called.
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// If its called, then DX12 will be used to render the overlay.
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//D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice)
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//);
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//EndHook();
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}
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DX12_Hook::~DX12_Hook()
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{
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PRINT_DEBUG("DX12 Hook removed\n");
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if (initialized)
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{
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pCmdAlloc->Release();
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pCmdList->Release();
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pDescriptorHeap->Release();
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//ImGui_ImplDX12_Shutdown();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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}
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FreeLibrary(reinterpret_cast<HMODULE>(_library));
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_inst = nullptr;
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}
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DX12_Hook* DX12_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new DX12_Hook();
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return _inst;
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}
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void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain)
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{
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void** vTable = *reinterpret_cast<void***>(pDevice);
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/*
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X]
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#undef LOAD_FUNC
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*/
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vTable = *reinterpret_cast<void***>(pSwapChain);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
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LOAD_FUNC(Present);
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LOAD_FUNC(ResizeBuffers);
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LOAD_FUNC(ResizeTarget);
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#undef LOAD_FUNC
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}
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#endif//NO_OVERLAY
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