gbe_fork/overlay_experimental/windows/DX10_Hook.cpp

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/*
* 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/>.
*/
#include "DX10_Hook.h"
#include "Windows_Hook.h"
#include <imgui.h>
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#include <backends/imgui_impl_dx10.h>
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DX10_Hook* DX10_Hook::_inst = nullptr;
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template<typename T>
inline void SafeRelease(T*& pUnk)
{
if (pUnk != nullptr)
{
pUnk->Release();
pUnk = nullptr;
}
}
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bool DX10_Hook::StartHook(std::function<bool(bool)> key_combination_callback, std::set<ingame_overlay::ToggleKey> toggle_keys)
{
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if (!_Hooked)
{
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if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr)
{
SPDLOG_WARN("Failed to hook DirectX 11: Rendering functions missing.");
return false;
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}
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if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys))
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return false;
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_WindowsHooked = true;
SPDLOG_INFO("Hooked DirectX 10");
_Hooked = true;
BeginHook();
HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)Present , &DX10_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)ResizeTarget , &DX10_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)ResizeBuffers, &DX10_Hook::MyResizeBuffers)
);
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if (Present1 != nullptr)
{
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Present1, &DX10_Hook::MyPresent1)
);
}
EndHook();
}
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return true;
}
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bool DX10_Hook::IsStarted()
{
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return _Hooked;
}
void DX10_Hook::_ResetRenderState()
{
if (_Initialized)
{
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OverlayHookReady(false);
ImGui_ImplDX10_Shutdown();
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Windows_Hook::Inst()->ResetRenderState();
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ImGui::DestroyContext();
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SafeRelease(mainRenderTargetView);
SafeRelease(pDevice);
_Initialized = false;
}
}
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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 DX10_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain)
{
DXGI_SWAP_CHAIN_DESC desc;
pSwapChain->GetDesc(&desc);
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if (!_Initialized)
{
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if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
return;
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ID3D10Texture2D* pBackBuffer = nullptr;
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pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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if (pBackBuffer == nullptr)
{
pDevice->Release();
return;
}
pDevice->CreateRenderTargetView(pBackBuffer, nullptr, &mainRenderTargetView);
pBackBuffer->Release();
ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas);
ImGui_ImplDX10_Init(pDevice);
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Windows_Hook::Inst()->SetInitialWindowSize(desc.OutputWindow);
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_Initialized = true;
OverlayHookReady(true);
}
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if (ImGui_ImplDX10_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(desc.OutputWindow))
{
ImGui::NewFrame();
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OverlayProc();
ImGui::Render();
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pDevice->OMSetRenderTargets(1, &mainRenderTargetView, nullptr);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
}
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
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auto inst= DX10_Hook::Inst();
inst->_PrepareForOverlay(_this);
return (_this->*inst->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
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auto inst= DX10_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
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auto inst= DX10_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters)
{
auto inst = DX10_Hook::Inst();
inst->_PrepareForOverlay(_this);
return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters);
}
DX10_Hook::DX10_Hook():
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_Initialized(false),
_Hooked(false),
_WindowsHooked(false),
pDevice(nullptr),
mainRenderTargetView(nullptr),
Present(nullptr),
ResizeBuffers(nullptr),
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ResizeTarget(nullptr),
Present1(nullptr)
{
}
DX10_Hook::~DX10_Hook()
{
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//SPDLOG_INFO("DX10 Hook removed");
if (_WindowsHooked)
delete Windows_Hook::Inst();
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if (_Initialized)
{
mainRenderTargetView->Release();
ImGui_ImplDX10_InvalidateDeviceObjects();
ImGui::DestroyContext();
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_Initialized = false;
}
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_inst = nullptr;
}
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DX10_Hook* DX10_Hook::Inst()
{
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if (_inst == nullptr)
_inst = new DX10_Hook;
return _inst;
}
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std::string DX10_Hook::GetLibraryName() const
{
return LibraryName;
}
void DX10_Hook::LoadFunctions(
decltype(Present) PresentFcn,
decltype(ResizeBuffers) ResizeBuffersFcn,
decltype(ResizeTarget) ResizeTargetFcn,
decltype(Present1) Present1Fcn)
{
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Present = PresentFcn;
ResizeBuffers = ResizeBuffersFcn;
ResizeTarget = ResizeTargetFcn;
Present1 = Present1Fcn;
}
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std::weak_ptr<uint64_t> DX10_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
{
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ID3D10ShaderResourceView** resource = new ID3D10ShaderResourceView*(nullptr);
// Create texture
D3D10_TEXTURE2D_DESC desc = {};
desc.Width = static_cast<UINT>(width);
desc.Height = static_cast<UINT>(height);
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D10Texture2D* pTexture = nullptr;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = image_data;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
pDevice->CreateTexture2D(&desc, &subResource, &pTexture);
if (pTexture != nullptr)
{
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
pDevice->CreateShaderResourceView(pTexture, &srvDesc, resource);
// Release Texure, the shader resource increases the reference count.
pTexture->Release();
}
if (*resource == nullptr)
return std::shared_ptr<uint64_t>();
auto ptr = std::shared_ptr<uint64_t>((uint64_t*)resource, [](uint64_t* handle)
{
if (handle != nullptr)
{
ID3D10ShaderResourceView** resource = reinterpret_cast<ID3D10ShaderResourceView**>(handle);
(*resource)->Release();
delete resource;
}
});
_ImageResources.emplace(ptr);
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return ptr;
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}
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void DX10_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);
}
}