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https://github.com/Detanup01/gbe_fork.git
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40615d07a7
Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used.
53 lines
1.6 KiB
C++
53 lines
1.6 KiB
C++
#ifndef __INCLUDED_DX10_HOOK_H__
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#define __INCLUDED_DX10_HOOK_H__
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#include "Base_Hook.h"
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#ifndef NO_OVERLAY
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#include <d3d10.h>
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#include "DirectX_VTables.h"
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class DX10_Hook : public Base_Hook
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{
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public:
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static constexpr const char *DLL_NAME = "d3d10.dll";
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private:
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// Variables
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bool initialized;
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ID3D10Device* pDevice;
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ID3D10RenderTargetView* mainRenderTargetView;
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// Functions
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DX10_Hook();
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virtual ~DX10_Hook();
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void start_hook();
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void resetRenderState();
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void prepareForOverlay(IDXGISwapChain *pSwapChain);
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// Hook to render functions
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static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
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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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decltype(&IDXGISwapChain::Present) Present;
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decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
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decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
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// Hook functions so we know we use DX10
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//static decltype(D3D10CreateDevice) MyD3D10CreateDevice;
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//static decltype(D3D10CreateDeviceAndSwapChain) MyD3D10CreateDeviceAndSwapChain;
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//decltype(D3D10CreateDevice)* _D3D10CreateDevice;
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//decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain;
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public:
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static void Create(); // Initialize DX10 Hook.
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void loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain);
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};
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#endif//NO_OVERLAY
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#endif//__INCLUDED_DX10_HOOK_H__
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