Nemirtingas 40615d07a7 Reworked how renderers are hooked.
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.
2019-08-16 10:36:44 +02:00

192 lines
5.7 KiB
C++

#include "../dll/base.h"
#ifndef NO_OVERLAY
#include "DX12_Hook.h"
#include "Hook_Manager.h"
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
#include <impls/imgui_impl_dx12.h>
// This is created by DX12_Hook::Create, and deleted by the Hook_Manager if not used
static DX12_Hook* hook;
void DX12_Hook::start_hook()
{
if (!_hooked)
{
PRINT_DEBUG("Hooked DirectX 12\n");
}
}
void DX12_Hook::resetRenderState()
{
if (initialized)
{
pCmdAlloc->Release();
pCmdList->Release();
pDescriptorHeap->Release();
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
initialized = false;
}
}
// 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)
{
DXGI_SWAP_CHAIN_DESC desc;
pSwapChain->GetDesc(&desc);
if (!initialized)
{
D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {};
ID3D12Device* pDevice;
HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D12Device), (PVOID*)&pDevice);
d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
d3d12_desc.NumDescriptors = 1;
d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
d3d12_desc.NodeMask = 1;
if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK)
{
pDevice->Release();
return;
}
SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
mainRenderTargetDescriptor = rtvHandle;
pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc));
pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList));
Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow);
ImGui_ImplWin32_Init(desc.OutputWindow);
ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(),
pDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
initialized = true;
}
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height);
ImGui::EndFrame();
ImGui::Render();
pCmdAlloc->Reset();
pCmdList->Reset(pCmdAlloc, NULL);
//pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL);
pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL);
pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap);
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
}
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 12 Initialization functions
//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
// _In_opt_ IUnknown* pAdapter,
// D3D_FEATURE_LEVEL MinimumFeatureLevel,
// _In_ REFIID riid, // Expected: ID3D12Device
// _COM_Outptr_opt_ void** ppDevice)
//{
// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx12(MinimumFeatureLevel);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
hook->prepareForOverlay(_this);
return (_this->*hook->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
hook->resetRenderState();
return (_this->*hook->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
hook->resetRenderState();
return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
DX12_Hook::DX12_Hook():
initialized(false),
pCmdAlloc(nullptr),
pCmdList(nullptr),
pDescriptorHeap(nullptr)
{
_dll = GetModuleHandle(DLL_NAME);
PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.");
// Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX12 will be used to render the overlay.
//D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice");
//
//BeginHook();
//HookFuncs(
// std::make_pair<void**, void*>(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice)
//);
//EndHook();
}
DX12_Hook::~DX12_Hook()
{
PRINT_DEBUG("DX12 Hook removed\n");
if (_hooked)
resetRenderState();
hook = nullptr;
}
void DX12_Hook::Create()
{
if (hook == nullptr)
{
hook = new DX12_Hook;
hook->start_hook();
// Register the hook to the Hook Manager
Hook_Manager::Inst().AddHook(hook);
}
}
void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain)
{
void** vTable = *reinterpret_cast<void***>(pDevice);
/*
#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X]
#undef LOAD_FUNC
*/
vTable = *reinterpret_cast<void***>(pSwapChain);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
LOAD_FUNC(Present);
LOAD_FUNC(ResizeBuffers);
LOAD_FUNC(ResizeTarget);
#undef LOAD_FUNC
}
#endif//NO_OVERLAY