mirror of
https://github.com/Detanup01/gbe_fork.git
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05f3fa09b3
Create a NULL Device (We only need it to retrieve its vtable)
237 lines
8.0 KiB
C++
237 lines
8.0 KiB
C++
#include "../dll/base.h"
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#ifndef NO_OVERLAY
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#include "DX11_Hook.h"
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#include "Hook_Manager.h"
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#include <imgui.h>
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#include <impls/imgui_impl_win32.h>
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#include <impls/imgui_impl_dx11.h>
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// This is created by DX11_Hook::Create, and deleted by the Hook_Manager if not used
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static DX11_Hook* hook;
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HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext)
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{
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HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D11Device), (PVOID*)ppDevice);
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if (SUCCEEDED(ret))
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(*ppDevice)->GetImmediateContext(ppContext);
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return ret;
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}
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void DX11_Hook::start_hook()
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{
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if (!_hooked)
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{
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Hook_Manager::Inst().FoundRenderer(this);
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IDXGISwapChain* pSwapChain;
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ID3D11Device* pDevice;
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DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
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decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain =
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(decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain");
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SwapChainDesc.BufferCount = 1;
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SwapChainDesc.BufferDesc.Width = 1;
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SwapChainDesc.BufferDesc.Height = 1;
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SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
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SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
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SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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SwapChainDesc.OutputWindow = GetForegroundWindow();
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SwapChainDesc.SampleDesc.Count = 1;
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SwapChainDesc.SampleDesc.Quality = 0;
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SwapChainDesc.Windowed = TRUE;
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D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL);
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if (pDevice != nullptr && pSwapChain != nullptr)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked DirectX 11\n");
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loadFunctions(pDevice, pSwapChain);
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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers)
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);
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EndHook();
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}
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else
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{
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PRINT_DEBUG("Failed to hook DirectX 11\n");
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}
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if(pDevice) pDevice->Release();
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if(pSwapChain) pSwapChain->Release();
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}
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}
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void DX11_Hook::resetRenderState()
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{
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if (initialized)
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{
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mainRenderTargetView->Release();
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pContext->Release();
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ImGui_ImplDX11_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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initialized = false;
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}
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}
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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 DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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{
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DXGI_SWAP_CHAIN_DESC desc;
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pSwapChain->GetDesc(&desc);
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if (!initialized)
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{
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ID3D11Device* pDevice = nullptr;
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if (FAILED(GetDeviceAndCtxFromSwapchain(pSwapChain, &pDevice, &pContext)))
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return;
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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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ID3D11Texture2D* pBackBuffer;
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pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)& pBackBuffer);
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pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
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pBackBuffer->Release();
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Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow);
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ImGui_ImplWin32_Init(desc.OutputWindow);
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ImGui_ImplDX11_Init(pDevice, pContext);
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initialized = true;
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}
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height);
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ImGui::EndFrame();
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ImGui::Render();
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pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 11 Initialization functions
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//HRESULT WINAPI DX11_Hook::MyD3D11CreateDevice(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
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// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice,
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// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext)
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//{
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// auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx11(SDKVersion);
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//
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// return res;
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//}
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//HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
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// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion,
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// __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice,
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// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext)
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//{
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// auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx11(SDKVersion);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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hook->prepareForOverlay(_this);
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return (_this->*hook->Present)(SyncInterval, Flags);
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}
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HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
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{
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hook->resetRenderState();
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return (_this->*hook->ResizeTarget)(pNewTargetParameters);
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}
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HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
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{
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hook->resetRenderState();
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return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
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}
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DX11_Hook::DX11_Hook():
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initialized(false),
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pContext(nullptr),
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mainRenderTargetView(nullptr)
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{
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_dll = GetModuleHandle(DLL_NAME);
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// Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called.
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// If its called, then DX11 will be used to render the overlay.
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//D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice");
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//D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain");
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//
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//BeginHook();
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//HookFuncs(
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// //std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice),
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// std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain)
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//);
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//EndHook();
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}
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DX11_Hook::~DX11_Hook()
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{
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PRINT_DEBUG("DX11 Hook removed\n");
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if (_hooked)
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resetRenderState();
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hook = nullptr;
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}
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void DX11_Hook::Create()
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{
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if (hook == nullptr)
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{
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hook = new DX11_Hook;
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hook->start_hook();
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// Register the hook to the Hook Manager
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Hook_Manager::Inst().AddHook(hook);
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}
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}
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void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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{
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void** vTable = *reinterpret_cast<void***>(pDevice);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D11DeviceVTable::X]
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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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LOAD_FUNC(ResizeBuffers);
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LOAD_FUNC(ResizeTarget);
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#undef LOAD_FUNC
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}
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#endif//NO_OVERLAY
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