gbe_fork/overlay_experimental/DX10_Hook.cpp

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#include "DX10_Hook.h"
#include "Windows_Hook.h"
#include "Hook_Manager.h"
#include "../dll/dll.h"
#ifndef NO_OVERLAY
#include <imgui.h>
#include <impls/imgui_impl_dx10.h>
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DX10_Hook* DX10_Hook::_inst = nullptr;
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bool DX10_Hook::start_hook()
{
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bool res = true;
if (!_hooked)
{
if (!Windows_Hook::Inst().start_hook())
return false;
PRINT_DEBUG("Hooked DirectX 10\n");
_hooked = true;
Hook_Manager::Inst().FoundRenderer(this);
UnhookAll();
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers)
);
EndHook();
get_steam_client()->steam_overlay->HookReady();
}
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return res;
}
void DX10_Hook::resetRenderState()
{
if (initialized)
{
mainRenderTargetView->Release();
ImGui_ImplDX10_Shutdown();
Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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.
void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
{
DXGI_SWAP_CHAIN_DESC desc;
pSwapChain->GetDesc(&desc);
if (!initialized)
{
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if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
return;
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ID3D10Texture2D* pBackBuffer;
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pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
pBackBuffer->Release();
ImGui_ImplDX10_Init(pDevice);
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pDevice->Release();
initialized = true;
}
ImGui_ImplDX10_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();
pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
}
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 10 Initialization functions
//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice)
//{
// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx10(SDKVersion);
//
// return res;
//}
//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion,
// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice)
//{
// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx10(SDKVersion);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
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DX10_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX10_Hook::Inst()->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
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DX10_Hook::Inst()->resetRenderState();
return (_this->*DX10_Hook::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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DX10_Hook::Inst()->resetRenderState();
return (_this->*DX10_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
DX10_Hook::DX10_Hook():
initialized(false),
pDevice(nullptr),
mainRenderTargetView(nullptr),
Present(nullptr),
ResizeBuffers(nullptr),
ResizeTarget(nullptr)
{
_library = LoadLibrary(DLL_NAME);
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// Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX10 will be used to render the overlay.
//_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice");
//D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain");
//
//BeginHook();
//HookFuncs(
// //std::make_pair<void**, void*>(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice),
// std::make_pair<void**, void*>(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain)
//);
//EndHook();
}
DX10_Hook::~DX10_Hook()
{
PRINT_DEBUG("DX10 Hook removed\n");
if (initialized)
{
mainRenderTargetView->Release();
//ImGui_ImplDX10_Shutdown();
ImGui_ImplDX10_InvalidateDeviceObjects();
Windows_Hook::Inst().resetRenderState();
ImGui::DestroyContext();
initialized = false;
}
FreeLibrary(reinterpret_cast<HMODULE>(_library));
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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;
}
const char* DX10_Hook::get_lib_name() const
{
return DLL_NAME;
}
void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain)
{
void** vTable;
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
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}
#endif//NO_OVERLAY