mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
325 lines
No EOL
8.8 KiB
C++
325 lines
No EOL
8.8 KiB
C++
/*
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* Copyright (C) Nemirtingas
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* This file is part of the ingame overlay project
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*
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* The ingame overlay project is free software; you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 3 of the License, or (at your option) any later version.
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*
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* The ingame overlay project is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with the ingame overlay project; if not, see
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* <http://www.gnu.org/licenses/>.
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*/
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#include "DX9_Hook.h"
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#include "Windows_Hook.h"
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#include "DirectX_VTables.h"
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#include <imgui.h>
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#include <backends/imgui_impl_dx9.h>
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DX9_Hook* DX9_Hook::_inst = nullptr;
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template<typename T>
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inline void SafeRelease(T*& pUnk)
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{
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if (pUnk != nullptr)
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{
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pUnk->Release();
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pUnk = nullptr;
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}
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}
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bool DX9_Hook::StartHook(std::function<bool(bool)> key_combination_callback)
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{
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if (!_Hooked)
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{
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if (Reset == nullptr || Present == nullptr)
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{
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SPDLOG_WARN("Failed to hook DirectX 9: Rendering functions missing.");
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return false;
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}
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if (!Windows_Hook::Inst()->StartHook(key_combination_callback))
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return false;
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_WindowsHooked = true;
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SPDLOG_INFO("Hooked DirectX 9");
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_Hooked = true;
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)Reset, &DX9_Hook::MyReset),
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std::make_pair<void**, void*>(&(PVOID&)Present, &DX9_Hook::MyPresent)
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);
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if (PresentEx != nullptr)
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{
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx)
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);
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}
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if (SwapChainPresent != nullptr)
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{
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)SwapChainPresent, &DX9_Hook::MySwapChainPresent)
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);
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}
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EndHook();
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}
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return true;
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}
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bool DX9_Hook::IsStarted()
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{
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return _Hooked;
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}
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void DX9_Hook::_ResetRenderState()
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{
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if (_Initialized)
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{
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OverlayHookReady(false);
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ImGui_ImplDX9_Shutdown();
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Windows_Hook::Inst()->_ResetRenderState();
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ImGui::DestroyContext();
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SafeRelease(_pDevice);
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_LastWindow = nullptr;
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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 DX9_Hook::_PrepareForOverlay(IDirect3DDevice9 *pDevice, HWND destWindow)
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{
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if (!destWindow)
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{
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IDirect3DSwapChain9 *pSwapChain = nullptr;
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if (pDevice->GetSwapChain(0, &pSwapChain) == D3D_OK)
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{
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D3DPRESENT_PARAMETERS params;
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if (pSwapChain->GetPresentParameters(¶ms) == D3D_OK)
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{
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destWindow = params.hDeviceWindow;
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}
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pSwapChain->Release();
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}
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}
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//Is this necessary anymore?
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if (!destWindow)
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{
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D3DDEVICE_CREATION_PARAMETERS param;
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pDevice->GetCreationParameters(¶m);
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destWindow = param.hFocusWindow;
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}
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// Workaround to detect if we changed window.
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if (destWindow != _LastWindow || _pDevice != pDevice)
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_ResetRenderState();
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if (!_Initialized)
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{
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pDevice->AddRef();
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_pDevice = pDevice;
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ImGui::CreateContext();
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ImGui_ImplDX9_Init(pDevice);
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_LastWindow = destWindow;
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_Initialized = true;
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OverlayHookReady(true);
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}
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if (ImGui_ImplDX9_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(destWindow))
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{
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ImGui::NewFrame();
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OverlayProc();
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ImGui::Render();
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ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
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}
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}
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
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{
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auto inst = DX9_Hook::Inst();
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inst->_ResetRenderState();
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return (_this->*inst->Reset)(pPresentationParameters);
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}
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
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{
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auto inst = DX9_Hook::Inst();
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inst->_PrepareForOverlay(_this, hDestWindowOverride);
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return (_this->*inst->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
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}
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
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{
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auto inst = DX9_Hook::Inst();
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inst->_PrepareForOverlay(_this, hDestWindowOverride);
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return (_this->*inst->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
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}
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HRESULT STDMETHODCALLTYPE DX9_Hook::MySwapChainPresent(IDirect3DSwapChain9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
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{
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IDirect3DDevice9* pDevice;
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auto inst = DX9_Hook::Inst();
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if (SUCCEEDED(_this->GetDevice(&pDevice)))
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{
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HWND destWindow = hDestWindowOverride;
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if (!destWindow)
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{
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D3DPRESENT_PARAMETERS param;
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if (_this->GetPresentParameters(¶m) == D3D_OK)
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{
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destWindow = param.hDeviceWindow;
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}
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}
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inst->_PrepareForOverlay(pDevice, destWindow);
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pDevice->Release();
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}
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return (_this->*inst->SwapChainPresent)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
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}
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DX9_Hook::DX9_Hook():
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_Initialized(false),
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_Hooked(false),
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_WindowsHooked(false),
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_LastWindow(nullptr),
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Present(nullptr),
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PresentEx(nullptr),
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Reset(nullptr)
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{
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}
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DX9_Hook::~DX9_Hook()
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{
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SPDLOG_INFO("DX9 Hook removed");
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if (_WindowsHooked)
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delete Windows_Hook::Inst();
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if (_Initialized)
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{
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ImGui_ImplDX9_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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}
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_inst = nullptr;
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}
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DX9_Hook* DX9_Hook::Inst()
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{
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if( _inst == nullptr )
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_inst = new DX9_Hook;
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return _inst;
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}
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std::string DX9_Hook::GetLibraryName() const
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{
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return LibraryName;
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}
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void DX9_Hook::LoadFunctions(decltype(Present) PresentFcn, decltype(Reset) ResetFcn, decltype(PresentEx) PresentExFcn, decltype(&IDirect3DSwapChain9::Present) SwapChainPresentFcn)
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{
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Present = PresentFcn;
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Reset = ResetFcn;
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PresentEx = PresentExFcn;
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SwapChainPresent = SwapChainPresentFcn;
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}
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std::weak_ptr<uint64_t> DX9_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
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{
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IDirect3DTexture9** pTexture = new IDirect3DTexture9*(nullptr);
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_pDevice->CreateTexture(
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width,
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height,
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1,
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D3DUSAGE_DYNAMIC,
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D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT,
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pTexture,
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nullptr
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);
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if (*pTexture != nullptr)
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{
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D3DLOCKED_RECT rect;
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if (SUCCEEDED((*pTexture)->LockRect(0, &rect, nullptr, D3DLOCK_DISCARD)))
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{
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const uint32_t* pixels = reinterpret_cast<const uint32_t*>(image_data);
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uint8_t* texture_bits = reinterpret_cast<uint8_t*>(rect.pBits);
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for (int32_t i = 0; i < height; ++i)
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{
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for (int32_t j = 0; j < width; ++j)
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{
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// RGBA to ARGB Conversion, DX9 doesn't have a RGBA loader
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uint32_t color = *pixels++;
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reinterpret_cast<uint32_t*>(texture_bits)[j] = ((color & 0xff) << 16) | (color & 0xff00) | ((color & 0xff0000) >> 16) | (color & 0xff000000);
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}
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texture_bits += rect.Pitch;
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}
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if (FAILED((*pTexture)->UnlockRect(0)))
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{
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(*pTexture)->Release();
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delete pTexture;
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pTexture = nullptr;
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}
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}
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else
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{
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(*pTexture)->Release();
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delete pTexture;
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pTexture = nullptr;
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}
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}
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if (pTexture == nullptr)
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return std::shared_ptr<uint64_t>();
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auto ptr = std::shared_ptr<uint64_t>((uint64_t*)pTexture, [](uint64_t* handle)
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{
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if (handle != nullptr)
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{
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IDirect3DTexture9** resource = reinterpret_cast<IDirect3DTexture9**>(handle);
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(*resource)->Release();
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delete resource;
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}
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});
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_ImageResources.emplace(ptr);
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return ptr;
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}
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void DX9_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
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{
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auto ptr = resource.lock();
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if (ptr)
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{
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auto it = _ImageResources.find(ptr);
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if (it != _ImageResources.end())
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_ImageResources.erase(it);
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}
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} |