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#include "DX12_Hook.h"
#include "Windows_Hook.h"
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#include "../Renderer_Detector.h"
#include "../../dll/dll.h"
#ifndef NO_OVERLAY
#include <imgui.h>
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#include <impls/windows/imgui_impl_dx12.h>
#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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bool res = true;
if (!hooked)
{
if (!Windows_Hook::Inst()->start_hook())
return false;
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PRINT_DEBUG("Hooked DirectX 12\n");
hooked = true;
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Renderer_Detector::Inst().renderer_found(this);
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BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers),
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists),
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose)
);
EndHook();
get_steam_client()->steam_overlay->HookReady();
}
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return res;
}
void DX12_Hook::resetRenderState()
{
if (initialized)
{
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pSrvDescHeap->Release();
ImGui_ImplDX12_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 DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
{
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pSwapChain->GetDesc(&sc_desc);
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if (!initialized)
{
ID3D12Device* pDevice;
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if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
return;
{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
{
pDevice->Release();
return;
}
}
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
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ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
pDevice->Release();
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get_steam_client()->steam_overlay->CreateFonts();
initialized = true;
}
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
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DX12_Hook::Inst()->prepareForOverlay(_this);
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return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
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DX12_Hook::Inst()->resetRenderState();
return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
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DX12_Hook::Inst()->resetRenderState();
return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
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void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
{
DX12_Hook* me = DX12_Hook::Inst();
// ----------------------------------------------------- //
// \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ //
// I'd like to put it in IDXGISwapChain::Present //
// ----------------------------------------------------- //
if (me->initialized)
{
static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant
std::lock_guard<std::recursive_mutex> lock(render_mutex);
for (int i = 0; i < NumCommandLists; ++i)
{
if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
{
ImGui_ImplDX12_NewFrame();
Windows_Hook::Inst()->prepareForOverlay(me->sc_desc.OutputWindow);
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ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc();
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((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap);
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]);
(((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)();
}
}
}
(_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this)
{
if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
return S_OK;
else
return (_this->*DX12_Hook::Inst()->Close)();
}
DX12_Hook::DX12_Hook():
initialized(false),
hooked(false),
pSrvDescHeap(nullptr),
Present(nullptr),
ResizeBuffers(nullptr),
ResizeTarget(nullptr),
ExecuteCommandLists(nullptr),
Close(nullptr)
{
_library = LoadLibrary(DLL_NAME);
PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n");
}
DX12_Hook::~DX12_Hook()
{
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PRINT_DEBUG("DX12 Hook removed\n");
if (initialized)
{
ImGui_ImplDX12_InvalidateDeviceObjects();
ImGui::DestroyContext();
initialized = false;
}
FreeLibrary(reinterpret_cast<HMODULE>(_library));
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_inst = nullptr;
}
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DX12_Hook* DX12_Hook::Inst()
{
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if (_inst == nullptr)
_inst = new DX12_Hook();
return _inst;
}
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const char* DX12_Hook::get_lib_name() const
{
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return DLL_NAME;
}
void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain)
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{
void** vTable;
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vTable = *reinterpret_cast<void***>(pCommandQueue);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X]
LOAD_FUNC(ExecuteCommandLists);
#undef LOAD_FUNC
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vTable = *reinterpret_cast<void***>(pCommandList);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X]
LOAD_FUNC(Close);
#undef LOAD_FUNC
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