/* * 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 * . */ // read this: //https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#example-for-directx12-users #include "DX12_Hook.h" #include "Windows_Hook.h" #include #include DX12_Hook* DX12_Hook::_inst = nullptr; template inline void SafeRelease(T*& pUnk) { if (pUnk != nullptr) { pUnk->Release(); pUnk = nullptr; } } bool DX12_Hook::StartHook(std::function key_combination_callback, std::set toggle_keys) { if (!_Hooked) { if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr || ExecuteCommandLists == nullptr) { SPDLOG_WARN("Failed to hook DirectX 12: Rendering functions missing."); return false; } if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys)) return false; _WindowsHooked = true; SPDLOG_INFO("Hooked DirectX 12"); _Hooked = true; BeginHook(); HookFuncs( std::make_pair(&(PVOID&)Present , &DX12_Hook::MyPresent), std::make_pair(&(PVOID&)ResizeTarget , &DX12_Hook::MyResizeTarget), std::make_pair(&(PVOID&)ResizeBuffers , &DX12_Hook::MyResizeBuffers), std::make_pair(&(PVOID&)ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists) ); if (Present1 != nullptr) { HookFuncs( std::make_pair(&(PVOID&)Present1, &DX12_Hook::MyPresent1) ); } EndHook(); } return true; } bool DX12_Hook::IsStarted() { return _Hooked; } DX12_Hook::heap_t DX12_Hook::get_free_texture_heap() { uint32_t i; for (i = 0; i < srvDescHeapBitmap.size(); ++i) { if (!srvDescHeapBitmap[i]) { srvDescHeapBitmap[i] = true; break; } } if (i == srvDescHeapBitmap.size()) return heap_t{ {}, {}, -1 }; UINT inc = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); return heap_t{ // i * 2 because each 2 handles are used per 1 image, // 1st handle for ImGui internal font, 2nd for our texture // then +1 because the 1st handle is reserved for internal font pSrvDescHeap->GetGPUDescriptorHandleForHeapStart().ptr + inc * ((i * 2) + 1), pSrvDescHeap->GetCPUDescriptorHandleForHeapStart().ptr + inc * ((i * 2) + 1), i }; } bool DX12_Hook::release_texture_heap(int64_t heap_id) { srvDescHeapBitmap[heap_id] = false; return true; } ID3D12CommandQueue* DX12_Hook::_FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain) { ID3D12CommandQueue* pCommandQueue = nullptr; if (CommandQueueOffset == 0 && pCmdQueue != nullptr) { for (size_t i = 0; i < 1024; ++i) { if (*reinterpret_cast(reinterpret_cast(pSwapChain) + i) == pCmdQueue) { SPDLOG_INFO("Found IDXGISwapChain::ppCommandQueue at offset {}.", i); CommandQueueOffset = i; break; } } } if (CommandQueueOffset != 0) pCommandQueue = *reinterpret_cast(reinterpret_cast(pSwapChain) + CommandQueueOffset); return pCommandQueue; } void DX12_Hook::_ResetRenderState() { if (_Initialized) { OverlayHookReady(false); ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst()->ResetRenderState(); ImGui::DestroyContext(); _ResetStatesOnly(); _Initialized = false; } } void DX12_Hook::_ResetStatesOnly() { // each image texture holds a reference to its CPU and GPU descriptors // when the state is reset we have to reload everything again // I don't know a better way to handle this while (_ImageResources.size()) { _ImageResources.erase(std::prev(_ImageResources.end())); } srvDescHeapBitmap.clear(); OverlayFrames.clear(); SafeRelease(pCmdList); SafeRelease(pSrvDescHeap); SafeRelease(pRtvDescHeap); SafeRelease(pDevice); } // https://github.com/ocornut/imgui/blob/06ce312745e0b25bfa8412b324503393964e3812/examples/example_win32_directx12/main.cpp#L237 // 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, ID3D12CommandQueue* pCommandQueue) { if (!pCommandQueue || !pSwapChain) return; IDXGISwapChain3* pSwapChain3 = nullptr; pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); if (pSwapChain3 == nullptr) return; DXGI_SWAP_CHAIN_DESC sc_desc{}; SecureZeroMemory(&sc_desc, sizeof(sc_desc)); pSwapChain3->GetDesc(&sc_desc); if (!_Initialized) { // UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); pDevice = nullptr; if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) { _ResetStatesOnly(); pSwapChain3->Release(); return; } // https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#example-for-directx12-users srvDescHeapBitmap.clear(); constexpr const static UINT DESCRIPTOR_COUNT = 1024; { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; // desc.NumDescriptors = 1; // <-- Set this value to 2 (the first descriptor is used for the built-in font texture, the second for our new texture) desc.NumDescriptors = DESCRIPTOR_COUNT * 2; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; pSrvDescHeap = nullptr; if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK) { _ResetStatesOnly(); pSwapChain3->Release(); return; } } srvDescHeapBitmap.resize(DESCRIPTOR_COUNT, false); const UINT bufferCount = sc_desc.BufferCount; { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = bufferCount; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 1; pRtvDescHeap = nullptr; if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK) { _ResetStatesOnly(); pSwapChain3->Release(); return; } SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); OverlayFrames.clear(); pCmdList = nullptr; for (UINT i = 0; i < bufferCount; ++i) { ID3D12CommandAllocator* pCmdAlloc = nullptr; if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)) != S_OK || pCmdAlloc == nullptr) { _ResetStatesOnly(); SafeRelease(pSwapChain3); return; } if (i == 0) { if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)) != S_OK || pCmdList == nullptr || pCmdList->Close() != S_OK) { pCmdAlloc->Release(); _ResetStatesOnly(); pSwapChain3->Release(); return; } } ID3D12Resource* pBackBuffer = nullptr; if (pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)) != S_OK || pBackBuffer == nullptr) { pCmdAlloc->Release(); _ResetStatesOnly(); pSwapChain3->Release(); return; } pDevice->CreateRenderTargetView(pBackBuffer, NULL, rtvHandle); OverlayFrames.emplace_back(rtvHandle, pCmdAlloc, pBackBuffer); rtvHandle.ptr += rtvDescriptorSize; } } // auto heaps = std::move(get_free_texture_heap()); if(ImGui::GetCurrentContext() == nullptr) ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas); ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap, pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); // heaps.cpu_handle, // heaps.gpu_handle); Windows_Hook::Inst()->SetInitialWindowSize(sc_desc.OutputWindow); _Initialized = true; OverlayHookReady(true); } if (ImGui_ImplDX12_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(sc_desc.OutputWindow)) { ImGui::NewFrame(); OverlayProc(); ImGui::Render(); const UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex(); OverlayFrames[bufferIndex].pCmdAlloc->Reset(); D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = OverlayFrames[bufferIndex].pBackBuffer; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; pCmdList->Reset(OverlayFrames[bufferIndex].pCmdAlloc, NULL); pCmdList->ResourceBarrier(1, &barrier); pCmdList->OMSetRenderTargets(1, &OverlayFrames[bufferIndex].RenderTarget, FALSE, NULL); pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; pCmdList->ResourceBarrier(1, &barrier); pCmdList->Close(); pCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&pCmdList); } pSwapChain3->Release(); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { auto inst = DX12_Hook::Inst(); ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this); if (pCommandQueue != nullptr) { inst->_PrepareForOverlay(_this, pCommandQueue); } return (_this->*inst->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { auto inst = DX12_Hook::Inst(); inst->_ResetRenderState(); return (_this->*inst->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { auto inst = DX12_Hook::Inst(); inst->_ResetRenderState(); return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists) { auto inst = DX12_Hook::Inst(); inst->pCmdQueue = _this; (_this->*inst->ExecuteCommandLists)(NumCommandLists, ppCommandLists); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters) { auto inst = DX12_Hook::Inst(); ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this); if (pCommandQueue != nullptr) { inst->_PrepareForOverlay(_this, pCommandQueue); } return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters); } DX12_Hook::DX12_Hook(): _Initialized(false), CommandQueueOffset(0), pDevice(nullptr), pCmdQueue(nullptr), pSrvDescHeap(nullptr), pCmdList(nullptr), pRtvDescHeap(nullptr), _Hooked(false), _WindowsHooked(false), Present(nullptr), ResizeBuffers(nullptr), ResizeTarget(nullptr), ExecuteCommandLists(nullptr), Present1(nullptr) { SPDLOG_WARN("DX12 support is experimental, don't complain if it doesn't work as expected."); } DX12_Hook::~DX12_Hook() { SPDLOG_INFO("DX12 Hook removed"); if (_WindowsHooked) delete Windows_Hook::Inst(); if (_Initialized) { _ResetStatesOnly(); ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); _Initialized = false; } _inst = nullptr; } DX12_Hook* DX12_Hook::Inst() { if (_inst == nullptr) _inst = new DX12_Hook(); return _inst; } std::string DX12_Hook::GetLibraryName() const { return LibraryName; } void DX12_Hook::LoadFunctions( decltype(Present) PresentFcn, decltype(ResizeBuffers) ResizeBuffersFcn, decltype(ResizeTarget) ResizeTargetFcn, decltype(ExecuteCommandLists) ExecuteCommandListsFcn, decltype(Present1) Present1Fcn) { Present = PresentFcn; ResizeBuffers = ResizeBuffersFcn; ResizeTarget = ResizeTargetFcn; ExecuteCommandLists = ExecuteCommandListsFcn; Present1 = Present1Fcn; } // source: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#example-for-directx12-users std::weak_ptr DX12_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height) { heap_t heap = get_free_texture_heap(); if (heap.id == -1) return {}; D3D12_HEAP_PROPERTIES props; SecureZeroMemory(&props, sizeof(props)); props.Type = D3D12_HEAP_TYPE_DEFAULT; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; D3D12_RESOURCE_DESC desc; SecureZeroMemory(&desc, sizeof(desc)); desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; desc.Alignment = 0; desc.Width = static_cast(width); desc.Height = static_cast(height); desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Flags = D3D12_RESOURCE_FLAG_NONE; ID3D12Resource* pTexture = NULL; HRESULT hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); if (!SUCCEEDED(hr)) { release_texture_heap(heap.id); return {}; } UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); UINT uploadSize = height * uploadPitch; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Alignment = 0; desc.Width = uploadSize; desc.Height = 1; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_UNKNOWN; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; ID3D12Resource* uploadBuffer = NULL; hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); if (!SUCCEEDED(hr)) { pTexture->Release(); release_texture_heap(heap.id); return {}; } void* mapped = NULL; D3D12_RANGE range = { 0, uploadSize }; hr = uploadBuffer->Map(0, &range, &mapped); if (!SUCCEEDED(hr)) { uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } for (int y = 0; y < height; y++) { memcpy( (void*)((uintptr_t)mapped + y * uploadPitch), reinterpret_cast(image_data) + y * width * 4, width * 4 ); } uploadBuffer->Unmap(0, &range); D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; srcLocation.pResource = uploadBuffer; srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srcLocation.PlacedFootprint.Footprint.Width = width; srcLocation.PlacedFootprint.Footprint.Height = height; srcLocation.PlacedFootprint.Footprint.Depth = 1; srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; dstLocation.pResource = pTexture; dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; dstLocation.SubresourceIndex = 0; D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = pTexture; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; ID3D12Fence* fence = NULL; hr = pDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); if (!SUCCEEDED(hr)) { uploadBuffer->Unmap(0, &range); uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.NodeMask = 1; ID3D12CommandQueue* cmdQueue = NULL; hr = pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); if (!SUCCEEDED(hr)) { fence->Release(); uploadBuffer->Unmap(0, &range); uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } ID3D12CommandAllocator* cmdAlloc = NULL; hr = pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); if (!SUCCEEDED(hr)) { cmdQueue->Release(); fence->Release(); uploadBuffer->Unmap(0, &range); uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } ID3D12GraphicsCommandList* cmdList = NULL; hr = pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); if (!SUCCEEDED(hr)) { cmdAlloc->Release(); cmdQueue->Release(); fence->Release(); uploadBuffer->Unmap(0, &range); uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } HANDLE event = CreateEventW(0, 0, 0, 0); if (!event) { cmdList->Release(); cmdAlloc->Release(); cmdQueue->Release(); fence->Release(); uploadBuffer->Unmap(0, &range); uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); cmdList->ResourceBarrier(1, &barrier); hr = cmdList->Close(); if (!SUCCEEDED(hr)) { CloseHandle(event); cmdList->Release(); cmdAlloc->Release(); cmdQueue->Release(); fence->Release(); uploadBuffer->Unmap(0, &range); uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); hr = cmdQueue->Signal(fence, 1); if (!SUCCEEDED(hr)) { CloseHandle(event); cmdList->Close(); cmdList->Release(); cmdAlloc->Release(); cmdQueue->Release(); fence->Release(); uploadBuffer->Unmap(0, &range); uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } hr = fence->SetEventOnCompletion(1, event); if (!SUCCEEDED(hr)) { CloseHandle(event); cmdList->Close(); cmdList->Release(); cmdAlloc->Release(); cmdQueue->Release(); fence->Release(); uploadBuffer->Unmap(0, &range); uploadBuffer->Release(); pTexture->Release(); release_texture_heap(heap.id); return {}; } WaitForSingleObject(event, INFINITE); CloseHandle(event); cmdList->Release(); cmdAlloc->Release(); cmdQueue->Release(); fence->Release(); uploadBuffer->Release(); // Create texture view D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; SecureZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; pDevice->CreateShaderResourceView(pTexture, &srvDesc, heap.cpu_handle); texture_t* texture_data = new texture_t; texture_data->gpu_handle = heap.gpu_handle.ptr; texture_data->pTexture = pTexture; texture_data->heap_id = heap.id; auto ptr = std::shared_ptr((uint64_t*)texture_data, [this](uint64_t* handle) { if (handle != nullptr) { texture_t* pTextureData = reinterpret_cast(handle); pTextureData->pTexture->Release(); release_texture_heap(pTextureData->heap_id); delete pTextureData; } }); _ImageResources.emplace(ptr); return ptr; } void DX12_Hook::ReleaseImageResource(std::weak_ptr resource) { auto ptr = resource.lock(); if (ptr) { auto it = _ImageResources.find(ptr); if (it != _ImageResources.end()) _ImageResources.erase(it); } }