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Rework DX12 overlay to use Present to render the overlay
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c006555b01
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c667dbd3af
@ -30,8 +30,7 @@ bool DX12_Hook::start_hook()
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose)
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists)
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);
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EndHook();
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@ -45,6 +44,11 @@ void DX12_Hook::resetRenderState()
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if (initialized)
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{
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pSrvDescHeap->Release();
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for (UINT i = 0; i < bufferCount; ++i)
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pCmdAlloc[i]->Release();
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pRtvDescHeap->Release();
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delete[]pMainRenderTargets;
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delete[]pCmdAlloc;
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ImGui_ImplDX12_Shutdown();
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Windows_Hook::Inst()->resetRenderState();
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@ -57,14 +61,28 @@ void DX12_Hook::resetRenderState()
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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)
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{
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pSwapChain->GetDesc(&sc_desc);
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if (pCmdQueue == nullptr)
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return;
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ID3D12CommandQueue* pCmdQueue = this->pCmdQueue;
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IDXGISwapChain3* pSwapChain3 = nullptr;
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DXGI_SWAP_CHAIN_DESC sc_desc;
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pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
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if (pSwapChain3 == nullptr)
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return;
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pSwapChain3->GetDesc(&sc_desc);
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if (!initialized)
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{
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UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
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ID3D12Device* pDevice;
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if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
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if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
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return;
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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_CBV_SRV_UAV;
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@ -73,24 +91,108 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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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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pSwapChain3->Release();
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return;
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}
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}
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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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if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK)
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{
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pDevice->Release();
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pSwapChain3->Release();
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pSrvDescHeap->Release();
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return;
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}
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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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pMainRenderTargets = new D3D12_CPU_DESCRIPTOR_HANDLE[bufferCount];
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pCmdAlloc = new ID3D12CommandAllocator * [bufferCount];
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for (int i = 0; i < bufferCount; ++i)
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{
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pMainRenderTargets[i] = rtvHandle;
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rtvHandle.ptr += rtvDescriptorSize;
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}
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}
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for (UINT i = 0; i < sc_desc.BufferCount; ++i)
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{
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if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK)
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{
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pDevice->Release();
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pSwapChain3->Release();
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pSrvDescHeap->Release();
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for (UINT j = 0; j < i; ++j)
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{
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pCmdAlloc[j]->Release();
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}
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pRtvDescHeap->Release();
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delete[]pMainRenderTargets;
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delete[]pCmdAlloc;
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return;
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}
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}
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if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc[0], NULL, IID_PPV_ARGS(&pCmdList)) != S_OK ||
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pCmdList->Close() != S_OK)
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{
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pDevice->Release();
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pSwapChain3->Release();
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pSrvDescHeap->Release();
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for (UINT i = 0; i < bufferCount; ++i)
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pCmdAlloc[i]->Release();
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pRtvDescHeap->Release();
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delete[]pMainRenderTargets;
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delete[]pCmdAlloc;
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return;
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}
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for (UINT i = 0; i < bufferCount; i++)
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{
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ID3D12Resource* pBackBuffer = NULL;
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pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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pDevice->CreateRenderTargetView(pBackBuffer, NULL, pMainRenderTargets[i]);
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}
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM,
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pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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pDevice->Release();
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get_steam_client()->steam_overlay->CreateFonts();
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initialized = true;
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pDevice->Release();
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}
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ImGui_ImplDX12_NewFrame();
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Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc();
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UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
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pCmdList->Reset(pCmdAlloc[bufferIndex], NULL);
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pCmdList->OMSetRenderTargets(1, &pMainRenderTargets[bufferIndex], 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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pCmdList->Close();
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pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList);
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pSwapChain3->Release();
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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@ -115,52 +217,24 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT
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void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
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{
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DX12_Hook* me = DX12_Hook::Inst();
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// ----------------------------------------------------- //
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// \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ //
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// I'd like to put it in IDXGISwapChain::Present //
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// ----------------------------------------------------- //
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if (me->initialized)
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{
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static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant
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std::lock_guard<std::recursive_mutex> lock(render_mutex);
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for (int i = 0; i < NumCommandLists; ++i)
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{
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if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
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{
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ImGui_ImplDX12_NewFrame();
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Windows_Hook::Inst()->prepareForOverlay(me->sc_desc.OutputWindow);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc();
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((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap);
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ImGui::Render();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]);
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(((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)();
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}
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}
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}
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me->pCmdQueue = _this;
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(_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this)
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{
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if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
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return S_OK;
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else
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return (_this->*DX12_Hook::Inst()->Close)();
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}
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DX12_Hook::DX12_Hook():
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initialized(false),
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hooked(false),
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pCmdQueue(nullptr),
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bufferCount(0),
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pMainRenderTargets(nullptr),
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pCmdAlloc(nullptr),
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pSrvDescHeap(nullptr),
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pCmdList(nullptr),
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pRtvDescHeap(nullptr),
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hooked(false),
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Present(nullptr),
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ResizeBuffers(nullptr),
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ResizeTarget(nullptr),
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ExecuteCommandLists(nullptr),
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Close(nullptr)
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ExecuteCommandLists(nullptr)
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{
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_library = LoadLibrary(DLL_NAME);
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@ -197,7 +271,7 @@ const char* DX12_Hook::get_lib_name() const
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return DLL_NAME;
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}
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void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain)
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void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain)
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{
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void** vTable;
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@ -206,11 +280,6 @@ void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsC
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LOAD_FUNC(ExecuteCommandLists);
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#undef LOAD_FUNC
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vTable = *reinterpret_cast<void***>(pCommandList);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X]
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LOAD_FUNC(Close);
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#undef LOAD_FUNC
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vTable = *reinterpret_cast<void***>(pSwapChain);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
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LOAD_FUNC(Present);
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@ -20,8 +20,13 @@ private:
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bool hooked;
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bool initialized;
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DXGI_SWAP_CHAIN_DESC sc_desc;
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ID3D12CommandQueue* pCmdQueue;
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UINT bufferCount;
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D3D12_CPU_DESCRIPTOR_HANDLE* pMainRenderTargets;
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ID3D12CommandAllocator** pCmdAlloc;
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ID3D12DescriptorHeap* pSrvDescHeap;
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ID3D12GraphicsCommandList* pCmdList;
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ID3D12DescriptorHeap* pRtvDescHeap;
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// Functions
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DX12_Hook();
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@ -34,13 +39,11 @@ private:
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static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters);
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static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
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static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists);
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static HRESULT STDMETHODCALLTYPE MyClose(ID3D12GraphicsCommandList* _this);
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decltype(&IDXGISwapChain::Present) Present;
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decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
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decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
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decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists;
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decltype(&ID3D12GraphicsCommandList::Close) Close;
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public:
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virtual ~DX12_Hook();
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@ -49,7 +52,7 @@ public:
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static DX12_Hook* Inst();
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virtual const char* get_lib_name() const;
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void loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain* pSwapChain);
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void loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain* pSwapChain);
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};
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#endif//NO_OVERLAY
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