gbe_fork/overlay_experimental/windows/DX12_Hook.cpp
2024-02-10 06:23:08 +02:00

720 lines
23 KiB
C++

/*
* Copyright (C) Nemirtingas
* This file is part of the ingame overlay project
*
* The ingame overlay project is free software; you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* The ingame overlay project is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with the ingame overlay project; if not, see
* <http://www.gnu.org/licenses/>.
*/
// read this:
//https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#example-for-directx12-users
#include "DX12_Hook.h"
#include "Windows_Hook.h"
#include <imgui.h>
#include <backends/imgui_impl_dx12.h>
DX12_Hook* DX12_Hook::_inst = nullptr;
template<typename T>
inline void SafeRelease(T*& pUnk)
{
if (pUnk != nullptr)
{
pUnk->Release();
pUnk = nullptr;
}
}
bool DX12_Hook::StartHook(std::function<bool(bool)> key_combination_callback, std::set<ingame_overlay::ToggleKey> toggle_keys)
{
if (!_Hooked)
{
if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr || ExecuteCommandLists == nullptr)
{
SPDLOG_WARN("Failed to hook DirectX 12: Rendering functions missing.");
return false;
}
if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys))
return false;
_WindowsHooked = true;
SPDLOG_INFO("Hooked DirectX 12");
_Hooked = true;
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Present , &DX12_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)ResizeTarget , &DX12_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)ResizeBuffers , &DX12_Hook::MyResizeBuffers),
std::make_pair<void**, void*>(&(PVOID&)ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists)
);
if (Present1 != nullptr)
{
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Present1, &DX12_Hook::MyPresent1)
);
}
EndHook();
}
return true;
}
bool DX12_Hook::IsStarted()
{
return _Hooked;
}
DX12_Hook::heap_t DX12_Hook::get_free_texture_heap()
{
uint32_t i;
for (i = 0; i < srvDescHeapBitmap.size(); ++i) {
if (!srvDescHeapBitmap[i]) {
srvDescHeapBitmap[i] = true;
break;
}
}
if (i == srvDescHeapBitmap.size())
return heap_t{ {}, {}, -1 };
UINT inc = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
return heap_t{
// i * 2 because each 2 handles are used per 1 image,
// 1st handle for ImGui internal font, 2nd for our texture
// then +1 because the 1st handle is reserved for internal font
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart().ptr + inc * ((i * 2) + 1),
pSrvDescHeap->GetCPUDescriptorHandleForHeapStart().ptr + inc * ((i * 2) + 1),
i
};
}
bool DX12_Hook::release_texture_heap(int64_t heap_id)
{
srvDescHeapBitmap[heap_id] = false;
return true;
}
ID3D12CommandQueue* DX12_Hook::_FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain)
{
ID3D12CommandQueue* pCommandQueue = nullptr;
if (CommandQueueOffset == 0 && pCmdQueue != nullptr)
{
for (size_t i = 0; i < 1024; ++i)
{
if (*reinterpret_cast<ID3D12CommandQueue**>(reinterpret_cast<uintptr_t>(pSwapChain) + i) == pCmdQueue)
{
SPDLOG_INFO("Found IDXGISwapChain::ppCommandQueue at offset {}.", i);
CommandQueueOffset = i;
break;
}
}
}
if (CommandQueueOffset != 0)
pCommandQueue = *reinterpret_cast<ID3D12CommandQueue**>(reinterpret_cast<uintptr_t>(pSwapChain) + CommandQueueOffset);
return pCommandQueue;
}
void DX12_Hook::_ResetRenderState()
{
if (_Initialized)
{
OverlayHookReady(false);
ImGui_ImplDX12_Shutdown();
Windows_Hook::Inst()->ResetRenderState();
ImGui::DestroyContext();
_ResetStatesOnly();
_Initialized = false;
}
}
void DX12_Hook::_ResetStatesOnly()
{
// each image texture holds a reference to its CPU and GPU descriptors
// when the state is reset we have to reload everything again
// I don't know a better way to handle this
while (_ImageResources.size()) {
_ImageResources.erase(std::prev(_ImageResources.end()));
}
srvDescHeapBitmap.clear();
OverlayFrames.clear();
SafeRelease(pCmdList);
SafeRelease(pSrvDescHeap);
SafeRelease(pRtvDescHeap);
SafeRelease(pDevice);
}
// https://github.com/ocornut/imgui/blob/06ce312745e0b25bfa8412b324503393964e3812/examples/example_win32_directx12/main.cpp#L237
// 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, ID3D12CommandQueue* pCommandQueue)
{
if (!pCommandQueue || !pSwapChain)
return;
IDXGISwapChain3* pSwapChain3 = nullptr;
pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
if (pSwapChain3 == nullptr)
return;
DXGI_SWAP_CHAIN_DESC sc_desc{};
SecureZeroMemory(&sc_desc, sizeof(sc_desc));
pSwapChain3->GetDesc(&sc_desc);
if (!_Initialized)
{
// UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
pDevice = nullptr;
if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) {
_ResetStatesOnly();
pSwapChain3->Release();
return;
}
// https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#example-for-directx12-users
srvDescHeapBitmap.clear();
constexpr const static UINT DESCRIPTOR_COUNT = 1024;
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
// desc.NumDescriptors = 1;
// <-- Set this value to 2 (the first descriptor is used for the built-in font texture, the second for our new texture)
desc.NumDescriptors = DESCRIPTOR_COUNT * 2;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
pSrvDescHeap = nullptr;
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
{
_ResetStatesOnly();
pSwapChain3->Release();
return;
}
}
srvDescHeapBitmap.resize(DESCRIPTOR_COUNT, false);
const UINT bufferCount = sc_desc.BufferCount;
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = bufferCount;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
pRtvDescHeap = nullptr;
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK)
{
_ResetStatesOnly();
pSwapChain3->Release();
return;
}
SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
OverlayFrames.clear();
pCmdList = nullptr;
for (UINT i = 0; i < bufferCount; ++i)
{
ID3D12CommandAllocator* pCmdAlloc = nullptr;
if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)) != S_OK || pCmdAlloc == nullptr)
{
_ResetStatesOnly();
SafeRelease(pSwapChain3);
return;
}
if (i == 0)
{
if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)) != S_OK ||
pCmdList == nullptr ||
pCmdList->Close() != S_OK)
{
pCmdAlloc->Release();
_ResetStatesOnly();
pSwapChain3->Release();
return;
}
}
ID3D12Resource* pBackBuffer = nullptr;
if (pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)) != S_OK || pBackBuffer == nullptr)
{
pCmdAlloc->Release();
_ResetStatesOnly();
pSwapChain3->Release();
return;
}
pDevice->CreateRenderTargetView(pBackBuffer, NULL, rtvHandle);
OverlayFrames.emplace_back(rtvHandle, pCmdAlloc, pBackBuffer);
rtvHandle.ptr += rtvDescriptorSize;
}
}
// auto heaps = std::move(get_free_texture_heap());
if(ImGui::GetCurrentContext() == nullptr)
ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas);
ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap,
pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// heaps.cpu_handle,
// heaps.gpu_handle);
Windows_Hook::Inst()->SetInitialWindowSize(sc_desc.OutputWindow);
_Initialized = true;
OverlayHookReady(true);
}
if (ImGui_ImplDX12_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(sc_desc.OutputWindow))
{
ImGui::NewFrame();
OverlayProc();
ImGui::Render();
const UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
OverlayFrames[bufferIndex].pCmdAlloc->Reset();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = OverlayFrames[bufferIndex].pBackBuffer;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
pCmdList->Reset(OverlayFrames[bufferIndex].pCmdAlloc, NULL);
pCmdList->ResourceBarrier(1, &barrier);
pCmdList->OMSetRenderTargets(1, &OverlayFrames[bufferIndex].RenderTarget, FALSE, NULL);
pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
pCmdList->ResourceBarrier(1, &barrier);
pCmdList->Close();
pCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&pCmdList);
}
pSwapChain3->Release();
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
auto inst = DX12_Hook::Inst();
ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this);
if (pCommandQueue != nullptr)
{
inst->_PrepareForOverlay(_this, pCommandQueue);
}
return (_this->*inst->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
auto inst = DX12_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
auto inst = DX12_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
{
auto inst = DX12_Hook::Inst();
inst->pCmdQueue = _this;
(_this->*inst->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters)
{
auto inst = DX12_Hook::Inst();
ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this);
if (pCommandQueue != nullptr)
{
inst->_PrepareForOverlay(_this, pCommandQueue);
}
return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters);
}
DX12_Hook::DX12_Hook():
_Initialized(false),
CommandQueueOffset(0),
pDevice(nullptr),
pCmdQueue(nullptr),
pSrvDescHeap(nullptr),
pCmdList(nullptr),
pRtvDescHeap(nullptr),
_Hooked(false),
_WindowsHooked(false),
Present(nullptr),
ResizeBuffers(nullptr),
ResizeTarget(nullptr),
ExecuteCommandLists(nullptr),
Present1(nullptr)
{
SPDLOG_WARN("DX12 support is experimental, don't complain if it doesn't work as expected.");
}
DX12_Hook::~DX12_Hook()
{
SPDLOG_INFO("DX12 Hook removed");
if (_WindowsHooked)
delete Windows_Hook::Inst();
if (_Initialized)
{
_ResetStatesOnly();
ImGui_ImplDX12_InvalidateDeviceObjects();
ImGui::DestroyContext();
_Initialized = false;
}
_inst = nullptr;
}
DX12_Hook* DX12_Hook::Inst()
{
if (_inst == nullptr)
_inst = new DX12_Hook();
return _inst;
}
std::string DX12_Hook::GetLibraryName() const
{
return LibraryName;
}
void DX12_Hook::LoadFunctions(
decltype(Present) PresentFcn,
decltype(ResizeBuffers) ResizeBuffersFcn,
decltype(ResizeTarget) ResizeTargetFcn,
decltype(ExecuteCommandLists) ExecuteCommandListsFcn,
decltype(Present1) Present1Fcn)
{
Present = PresentFcn;
ResizeBuffers = ResizeBuffersFcn;
ResizeTarget = ResizeTargetFcn;
ExecuteCommandLists = ExecuteCommandListsFcn;
Present1 = Present1Fcn;
}
// source: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#example-for-directx12-users
std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
{
heap_t heap = get_free_texture_heap();
if (heap.id == -1) return {};
D3D12_HEAP_PROPERTIES props;
SecureZeroMemory(&props, sizeof(props));
props.Type = D3D12_HEAP_TYPE_DEFAULT;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
SecureZeroMemory(&desc, sizeof(desc));
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Alignment = 0;
desc.Width = static_cast<UINT64>(width);
desc.Height = static_cast<UINT>(height);
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = NULL;
HRESULT hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
if (!SUCCEEDED(hr)) {
release_texture_heap(heap.id);
return {};
}
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT uploadSize = height * uploadPitch;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = uploadSize;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
ID3D12Resource* uploadBuffer = NULL;
hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
if (!SUCCEEDED(hr)) {
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
void* mapped = NULL;
D3D12_RANGE range = { 0, uploadSize };
hr = uploadBuffer->Map(0, &range, &mapped);
if (!SUCCEEDED(hr)) {
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
for (int y = 0; y < height; y++) {
memcpy(
(void*)((uintptr_t)mapped + y * uploadPitch),
reinterpret_cast<const uint8_t*>(image_data) + y * width * 4,
width * 4
);
}
uploadBuffer->Unmap(0, &range);
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
srcLocation.pResource = uploadBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srcLocation.PlacedFootprint.Footprint.Width = width;
srcLocation.PlacedFootprint.Footprint.Height = height;
srcLocation.PlacedFootprint.Footprint.Depth = 1;
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
dstLocation.pResource = pTexture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = pTexture;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
ID3D12Fence* fence = NULL;
hr = pDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
if (!SUCCEEDED(hr)) {
uploadBuffer->Unmap(0, &range);
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
ID3D12CommandQueue* cmdQueue = NULL;
hr = pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
if (!SUCCEEDED(hr)) {
fence->Release();
uploadBuffer->Unmap(0, &range);
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
ID3D12CommandAllocator* cmdAlloc = NULL;
hr = pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
if (!SUCCEEDED(hr)) {
cmdQueue->Release();
fence->Release();
uploadBuffer->Unmap(0, &range);
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
ID3D12GraphicsCommandList* cmdList = NULL;
hr = pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
if (!SUCCEEDED(hr)) {
cmdAlloc->Release();
cmdQueue->Release();
fence->Release();
uploadBuffer->Unmap(0, &range);
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
HANDLE event = CreateEventW(0, 0, 0, 0);
if (!event) {
cmdList->Release();
cmdAlloc->Release();
cmdQueue->Release();
fence->Release();
uploadBuffer->Unmap(0, &range);
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
cmdList->ResourceBarrier(1, &barrier);
hr = cmdList->Close();
if (!SUCCEEDED(hr)) {
CloseHandle(event);
cmdList->Release();
cmdAlloc->Release();
cmdQueue->Release();
fence->Release();
uploadBuffer->Unmap(0, &range);
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1);
if (!SUCCEEDED(hr)) {
CloseHandle(event);
cmdList->Close();
cmdList->Release();
cmdAlloc->Release();
cmdQueue->Release();
fence->Release();
uploadBuffer->Unmap(0, &range);
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
hr = fence->SetEventOnCompletion(1, event);
if (!SUCCEEDED(hr)) {
CloseHandle(event);
cmdList->Close();
cmdList->Release();
cmdAlloc->Release();
cmdQueue->Release();
fence->Release();
uploadBuffer->Unmap(0, &range);
uploadBuffer->Release();
pTexture->Release();
release_texture_heap(heap.id);
return {};
}
WaitForSingleObject(event, INFINITE);
CloseHandle(event);
cmdList->Release();
cmdAlloc->Release();
cmdQueue->Release();
fence->Release();
uploadBuffer->Release();
// Create texture view
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
SecureZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
pDevice->CreateShaderResourceView(pTexture, &srvDesc, heap.cpu_handle);
texture_t* texture_data = new texture_t;
texture_data->gpu_handle = heap.gpu_handle.ptr;
texture_data->pTexture = pTexture;
texture_data->heap_id = heap.id;
auto ptr = std::shared_ptr<uint64_t>((uint64_t*)texture_data, [this](uint64_t* handle)
{
if (handle != nullptr) {
texture_t* pTextureData = reinterpret_cast<texture_t*>(handle);
pTextureData->pTexture->Release();
release_texture_heap(pTextureData->heap_id);
delete pTextureData;
}
});
_ImageResources.emplace(ptr);
return ptr;
}
void DX12_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
{
auto ptr = resource.lock();
if (ptr)
{
auto it = _ImageResources.find(ptr);
if (it != _ImageResources.end())
_ImageResources.erase(it);
}
}