/* * 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 * . */ #pragma once #include "overlay/internal_includes.h" #include #include class DX12_Hook : public ingame_overlay::Renderer_Hook, public Base_Hook { public: static constexpr const char *DLL_NAME = "d3d12.dll"; private: static DX12_Hook* _inst; std::set> _ImageResources; struct DX12Frame_t { D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget = {}; ID3D12CommandAllocator* pCmdAlloc = nullptr; ID3D12Resource* pBackBuffer = nullptr; inline void Reset() { pCmdAlloc = nullptr; pBackBuffer = nullptr; } DX12Frame_t(DX12Frame_t const&) = delete; DX12Frame_t& operator=(DX12Frame_t const&) = delete; DX12Frame_t(D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget, ID3D12CommandAllocator* pCmdAlloc, ID3D12Resource* pBackBuffer): RenderTarget(RenderTarget), pCmdAlloc(pCmdAlloc), pBackBuffer(pBackBuffer) {} DX12Frame_t(DX12Frame_t&& other) noexcept: RenderTarget(other.RenderTarget), pCmdAlloc(other.pCmdAlloc), pBackBuffer(other.pBackBuffer) { other.Reset(); } DX12Frame_t& operator=(DX12Frame_t&& other) noexcept { DX12Frame_t tmp(std::move(other)); RenderTarget = tmp.RenderTarget; pCmdAlloc = tmp.pCmdAlloc; pBackBuffer = tmp.pBackBuffer; tmp.Reset(); return *this; } ~DX12Frame_t() { if (pCmdAlloc != nullptr) pCmdAlloc->Release(); if (pBackBuffer != nullptr) pBackBuffer->Release(); } }; // Variables bool _Hooked; bool _WindowsHooked; bool _Initialized; size_t CommandQueueOffset; ID3D12CommandQueue* pCmdQueue; ID3D12Device* pDevice; std::vector OverlayFrames; std::vector srvDescHeapBitmap; ID3D12DescriptorHeap* pSrvDescHeap; ID3D12GraphicsCommandList* pCmdList; ID3D12DescriptorHeap* pRtvDescHeap; // 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 _PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueue* pCommandQueue); // Hook to render functions static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags); static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters); static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags); static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists); static HRESULT STDMETHODCALLTYPE MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; decltype(&IDXGISwapChain1::Present1) Present1; public: std::string LibraryName; virtual ~DX12_Hook(); virtual bool StartHook(std::function key_combination_callback, std::set toggle_keys); virtual bool IsStarted(); static DX12_Hook* Inst(); virtual std::string GetLibraryName() const; void LoadFunctions( decltype(Present) PresentFcn, decltype(ResizeBuffers) ResizeBuffersFcn, decltype(ResizeTarget) ResizeTargetFcn, decltype(ExecuteCommandLists) ExecuteCommandListsFcn, decltype(Present1) Present1Fcn1); virtual std::weak_ptr CreateImageResource(const void* image_data, uint32_t width, uint32_t height); virtual void ReleaseImageResource(std::weak_ptr resource); };