mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-28 03:14:15 +08:00
reset images textures on window resize
This commit is contained in:
parent
0af025ea5d
commit
0db011f94b
@ -152,21 +152,34 @@ void DX12_Hook::_ResetRenderState()
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Windows_Hook::Inst()->ResetRenderState();
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ImGui::DestroyContext();
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OverlayFrames.clear();
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SafeRelease(pSrvDescHeap);
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SafeRelease(pRtvDescHeap);
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SafeRelease(pDevice);
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_ResetStatesOnly();
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_Initialized = false;
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}
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}
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void DX12_Hook::_ResetStatesOnly()
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{
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// each image texture holds a reference to its CPU and GPU descriptors
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// when the state is reset we have to reload everything again
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// I don't know a better way to handle this
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while (_ImageResources.size()) {
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_ImageResources.erase(std::prev(_ImageResources.end()));
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}
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srvDescHeapBitmap.clear();
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OverlayFrames.clear();
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SafeRelease(pCmdList);
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SafeRelease(pSrvDescHeap);
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SafeRelease(pRtvDescHeap);
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SafeRelease(pDevice);
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}
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// https://github.com/ocornut/imgui/blob/06ce312745e0b25bfa8412b324503393964e3812/examples/example_win32_directx12/main.cpp#L237
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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 DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueue* pCommandQueue)
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{
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if (pCommandQueue == nullptr)
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if (!pCommandQueue || !pSwapChain)
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return;
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IDXGISwapChain3* pSwapChain3 = nullptr;
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@ -183,44 +196,43 @@ void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueu
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// UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
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pDevice = nullptr;
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if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) {
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_ResetStatesOnly();
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pSwapChain3->Release();
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return;
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}
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UINT bufferCount = sc_desc.BufferCount;
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srvDescHeapBitmap.clear();
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// https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#example-for-directx12-users
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constexpr UINT descriptor_count = 1024;
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srvDescHeapBitmap.clear();
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constexpr const static UINT DESCRIPTOR_COUNT = 1024;
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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// desc.NumDescriptors = 1;
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// <-- Set this value to 2 (the first descriptor is used for the built-in font texture, the second for our new texture)
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desc.NumDescriptors = descriptor_count * 2;
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desc.NumDescriptors = DESCRIPTOR_COUNT * 2;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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pSrvDescHeap = nullptr;
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if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
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{
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pDevice->Release();
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_ResetStatesOnly();
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pSwapChain3->Release();
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return;
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}
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}
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srvDescHeapBitmap.resize(descriptor_count, false);
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srvDescHeapBitmap.resize(DESCRIPTOR_COUNT, false);
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const UINT bufferCount = sc_desc.BufferCount;
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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desc.NumDescriptors = bufferCount;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 1;
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pRtvDescHeap = nullptr;
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if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK)
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{
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pSrvDescHeap->Release();
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pDevice->Release();
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_ResetStatesOnly();
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pSwapChain3->Release();
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return;
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}
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@ -228,45 +240,36 @@ void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueu
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SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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OverlayFrames.clear();
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pCmdList = nullptr;
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for (UINT i = 0; i < bufferCount; ++i)
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{
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ID3D12CommandAllocator* pCmdAlloc = nullptr;
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ID3D12Resource* pBackBuffer = nullptr;
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if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)) != S_OK || pCmdAlloc == nullptr)
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{
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OverlayFrames.clear();
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pSrvDescHeap->Release();
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pRtvDescHeap->Release();
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pDevice->Release();
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pSwapChain3->Release();
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_ResetStatesOnly();
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SafeRelease(pSwapChain3);
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return;
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}
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if (i == 0)
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{
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if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)) != S_OK ||
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pCmdList == nullptr || pCmdList->Close() != S_OK)
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pCmdList == nullptr ||
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pCmdList->Close() != S_OK)
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{
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OverlayFrames.clear();
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SafeRelease(pCmdList);
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pCmdAlloc->Release();
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pSrvDescHeap->Release();
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pRtvDescHeap->Release();
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pDevice->Release();
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_ResetStatesOnly();
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pSwapChain3->Release();
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return;
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}
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}
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ID3D12Resource* pBackBuffer = nullptr;
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if (pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)) != S_OK || pBackBuffer == nullptr)
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{
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OverlayFrames.clear();
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pCmdList->Release();
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pCmdAlloc->Release();
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pSrvDescHeap->Release();
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pRtvDescHeap->Release();
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pDevice->Release();
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_ResetStatesOnly();
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pSwapChain3->Release();
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return;
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}
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@ -280,7 +283,9 @@ void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueu
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// auto heaps = std::move(get_free_texture_heap());
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ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas);
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if(ImGui::GetCurrentContext() == nullptr)
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ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas);
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ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap,
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pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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@ -299,7 +304,11 @@ void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueu
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OverlayProc();
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UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
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ImGui::Render();
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const UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
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OverlayFrames[bufferIndex].pCmdAlloc->Reset();
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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@ -308,14 +317,12 @@ void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueu
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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OverlayFrames[bufferIndex].pCmdAlloc->Reset();
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pCmdList->Reset(OverlayFrames[bufferIndex].pCmdAlloc, NULL);
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pCmdList->ResourceBarrier(1, &barrier);
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pCmdList->OMSetRenderTargets(1, &OverlayFrames[bufferIndex].RenderTarget, FALSE, NULL);
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pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap);
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ImGui::Render();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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@ -324,6 +331,7 @@ void DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueu
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pCmdList->Close();
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pCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&pCmdList);
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}
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pSwapChain3->Release();
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@ -404,10 +412,7 @@ DX12_Hook::~DX12_Hook()
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if (_Initialized)
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{
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OverlayFrames.clear();
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pSrvDescHeap->Release();
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pRtvDescHeap->Release();
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_ResetStatesOnly();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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@ -450,24 +455,20 @@ void DX12_Hook::LoadFunctions(
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// source: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#example-for-directx12-users
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std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
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{
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// return std::shared_ptr<uint64_t>();
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heap_t heap = get_free_texture_heap();
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if (heap.id == -1) return {};
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if (heap.id == -1)
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return {};
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/////////////////////////
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D3D12_HEAP_PROPERTIES props{};
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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D3D12_HEAP_PROPERTIES props;
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SecureZeroMemory(&props, sizeof(props));
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props.Type = D3D12_HEAP_TYPE_DEFAULT;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc{};
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D3D12_RESOURCE_DESC desc;
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SecureZeroMemory(&desc, sizeof(desc));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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desc.Alignment = 0;
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desc.Width = static_cast<UINT>(width);
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desc.Width = static_cast<UINT64>(width);
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desc.Height = static_cast<UINT>(height);
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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@ -478,8 +479,12 @@ std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, u
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* pTexture = NULL;
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pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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HRESULT hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
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if (!SUCCEEDED(hr)) {
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release_texture_heap(heap.id);
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return {};
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}
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UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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UINT uploadSize = height * uploadPitch;
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@ -500,16 +505,31 @@ std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, u
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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ID3D12Resource* uploadBuffer = NULL;
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HRESULT hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
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IM_ASSERT(SUCCEEDED(hr));
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if (!SUCCEEDED(hr)) {
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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void* mapped = NULL;
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D3D12_RANGE range = { 0, uploadSize };
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hr = uploadBuffer->Map(0, &range, &mapped);
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IM_ASSERT(SUCCEEDED(hr));
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for (int y = 0; y < height; y++)
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memcpy((void*)((uintptr_t)mapped + y * uploadPitch), reinterpret_cast<const uint8_t*>(image_data) + y * width * 4, width * 4);
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if (!SUCCEEDED(hr)) {
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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for (int y = 0; y < height; y++) {
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memcpy(
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(void*)((uintptr_t)mapped + y * uploadPitch),
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reinterpret_cast<const uint8_t*>(image_data) + y * width * 4,
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width * 4
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);
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}
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uploadBuffer->Unmap(0, &range);
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D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
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@ -536,10 +556,13 @@ std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, u
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ID3D12Fence* fence = NULL;
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hr = pDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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IM_ASSERT(SUCCEEDED(hr));
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HANDLE event = CreateEvent(0, 0, 0, 0);
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IM_ASSERT(event != NULL);
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if (!SUCCEEDED(hr)) {
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uploadBuffer->Unmap(0, &range);
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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@ -548,33 +571,107 @@ std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, u
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ID3D12CommandQueue* cmdQueue = NULL;
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hr = pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
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IM_ASSERT(SUCCEEDED(hr));
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if (!SUCCEEDED(hr)) {
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fence->Release();
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uploadBuffer->Unmap(0, &range);
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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ID3D12CommandAllocator* cmdAlloc = NULL;
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hr = pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
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IM_ASSERT(SUCCEEDED(hr));
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if (!SUCCEEDED(hr)) {
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cmdQueue->Release();
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fence->Release();
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uploadBuffer->Unmap(0, &range);
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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ID3D12GraphicsCommandList* cmdList = NULL;
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hr = pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
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IM_ASSERT(SUCCEEDED(hr));
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if (!SUCCEEDED(hr)) {
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cmdAlloc->Release();
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cmdQueue->Release();
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fence->Release();
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uploadBuffer->Unmap(0, &range);
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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HANDLE event = CreateEventW(0, 0, 0, 0);
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if (!event) {
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cmdList->Release();
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cmdAlloc->Release();
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cmdQueue->Release();
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fence->Release();
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uploadBuffer->Unmap(0, &range);
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
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cmdList->ResourceBarrier(1, &barrier);
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hr = cmdList->Close();
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IM_ASSERT(SUCCEEDED(hr));
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if (!SUCCEEDED(hr)) {
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CloseHandle(event);
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cmdList->Release();
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cmdAlloc->Release();
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cmdQueue->Release();
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fence->Release();
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uploadBuffer->Unmap(0, &range);
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
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hr = cmdQueue->Signal(fence, 1);
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IM_ASSERT(SUCCEEDED(hr));
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if (!SUCCEEDED(hr)) {
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CloseHandle(event);
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cmdList->Close();
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cmdList->Release();
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cmdAlloc->Release();
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cmdQueue->Release();
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fence->Release();
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uploadBuffer->Unmap(0, &range);
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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fence->SetEventOnCompletion(1, event);
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hr = fence->SetEventOnCompletion(1, event);
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if (!SUCCEEDED(hr)) {
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CloseHandle(event);
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cmdList->Close();
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cmdList->Release();
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cmdAlloc->Release();
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cmdQueue->Release();
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fence->Release();
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uploadBuffer->Unmap(0, &range);
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uploadBuffer->Release();
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pTexture->Release();
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release_texture_heap(heap.id);
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return {};
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}
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WaitForSingleObject(event, INFINITE);
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CloseHandle(event);
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cmdList->Release();
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cmdAlloc->Release();
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cmdQueue->Release();
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CloseHandle(event);
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fence->Release();
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uploadBuffer->Release();
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@ -589,15 +686,6 @@ std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, u
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pDevice->CreateShaderResourceView(pTexture, &srvDesc, heap.cpu_handle);
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// pTexture->Release();
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using gpu_heap_t = decltype(D3D12_GPU_DESCRIPTOR_HANDLE::ptr);
|
||||
struct texture_t{
|
||||
gpu_heap_t gpu_handle; // This must be the first member, ImGui will use the content of the pointer as a D3D12_GPU_DESCRIPTOR_HANDLE::ptr
|
||||
ID3D12Resource* pTexture;
|
||||
int64_t heap_id;
|
||||
};
|
||||
|
||||
texture_t* texture_data = new texture_t;
|
||||
texture_data->gpu_handle = heap.gpu_handle.ptr;
|
||||
texture_data->pTexture = pTexture;
|
||||
@ -628,4 +716,4 @@ void DX12_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
|
||||
if (it != _ImageResources.end())
|
||||
_ImageResources.erase(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -35,6 +35,14 @@ private:
|
||||
static DX12_Hook* _inst;
|
||||
std::set<std::shared_ptr<uint64_t>> _ImageResources;
|
||||
|
||||
struct texture_t{
|
||||
using gpu_heap_t = decltype(D3D12_GPU_DESCRIPTOR_HANDLE::ptr);
|
||||
|
||||
gpu_heap_t gpu_handle; // This must be the first member, ImGui will use the content of the pointer as a D3D12_GPU_DESCRIPTOR_HANDLE::ptr
|
||||
ID3D12Resource* pTexture;
|
||||
int64_t heap_id;
|
||||
};
|
||||
|
||||
struct DX12Frame_t
|
||||
{
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget = {};
|
||||
@ -47,6 +55,7 @@ private:
|
||||
pBackBuffer = nullptr;
|
||||
}
|
||||
|
||||
DX12Frame_t() {}
|
||||
DX12Frame_t(DX12Frame_t const&) = delete;
|
||||
DX12Frame_t& operator=(DX12Frame_t const&) = delete;
|
||||
|
||||
@ -78,6 +87,13 @@ private:
|
||||
}
|
||||
};
|
||||
|
||||
struct heap_t
|
||||
{
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
|
||||
int64_t id;
|
||||
};
|
||||
|
||||
// Variables
|
||||
bool _Hooked;
|
||||
bool _WindowsHooked;
|
||||
@ -95,19 +111,13 @@ private:
|
||||
// Functions
|
||||
DX12_Hook();
|
||||
|
||||
struct heap_t
|
||||
{
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
|
||||
int64_t id;
|
||||
};
|
||||
|
||||
heap_t get_free_texture_heap();
|
||||
bool release_texture_heap(int64_t heap_id);
|
||||
|
||||
ID3D12CommandQueue* _FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain);
|
||||
|
||||
void _ResetRenderState();
|
||||
void _ResetStatesOnly();
|
||||
void _PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueue* pCommandQueue);
|
||||
|
||||
// Hook to render functions
|
||||
|
Loading…
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Reference in New Issue
Block a user