mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 21:24:01 +08:00
613 lines
20 KiB
C++
613 lines
20 KiB
C++
/*
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* Copyright (C) Nemirtingas
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* This file is part of the ingame overlay project
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*
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* The ingame overlay project is free software; you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 3 of the License, or (at your option) any later version.
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*
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* The ingame overlay project is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with the ingame overlay project; if not, see
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* <http://www.gnu.org/licenses/>.
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*/
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#include "DX12_Hook.h"
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#include "Windows_Hook.h"
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#include <imgui.h>
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#include <backends/imgui_impl_dx12.h>
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DX12_Hook* DX12_Hook::_inst = nullptr;
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template<typename T>
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inline void SafeRelease(T*& pUnk)
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{
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if (pUnk != nullptr)
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{
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pUnk->Release();
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pUnk = nullptr;
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}
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}
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bool DX12_Hook::StartHook(std::function<bool(bool)> key_combination_callback, std::set<ingame_overlay::ToggleKey> toggle_keys)
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{
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if (!_Hooked)
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{
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if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr || ExecuteCommandLists == nullptr)
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{
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SPDLOG_WARN("Failed to hook DirectX 12: Rendering functions missing.");
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return false;
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}
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if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys))
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return false;
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_WindowsHooked = true;
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SPDLOG_INFO("Hooked DirectX 12");
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_Hooked = true;
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)Present , &DX12_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)ResizeTarget , &DX12_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)ResizeBuffers , &DX12_Hook::MyResizeBuffers),
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std::make_pair<void**, void*>(&(PVOID&)ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists)
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);
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if (Present1 != nullptr)
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{
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)Present1, &DX12_Hook::MyPresent1)
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);
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}
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EndHook();
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}
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return true;
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}
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bool DX12_Hook::IsStarted()
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{
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return _Hooked;
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}
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//DX12_Hook::heap_t DX12_Hook::get_free_texture_heap()
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//{
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// int64_t i;
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// std::vector<bool>::reference* free_heap;
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// for (i = 0; i < srvDescHeapBitmap.size(); ++i)
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// {
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// if (!srvDescHeapBitmap[i])
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// {
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// srvDescHeapBitmap[i] = true;
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// break;
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// }
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// }
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//
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// if (i == srvDescHeapBitmap.size())
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// return heap_t{ {}, {}, -1 };
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//
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// UINT inc = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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//
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// return heap_t{
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// pSrvDescHeap->GetGPUDescriptorHandleForHeapStart().ptr + inc * i,
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// pSrvDescHeap->GetCPUDescriptorHandleForHeapStart().ptr + inc * i,
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// i
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// };
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//}
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//
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//bool DX12_Hook::release_texture_heap(int64_t heap_id)
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//{
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// srvDescHeapBitmap[heap_id] = false;
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// return true;
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//}
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ID3D12CommandQueue* DX12_Hook::_FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain)
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{
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ID3D12CommandQueue* pCommandQueue = nullptr;
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if (CommandQueueOffset == 0 && pCmdQueue != nullptr)
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{
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for (size_t i = 0; i < 1024; ++i)
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{
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if (*reinterpret_cast<ID3D12CommandQueue**>(reinterpret_cast<uintptr_t>(pSwapChain) + i) == pCmdQueue)
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{
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SPDLOG_INFO("Found IDXGISwapChain::ppCommandQueue at offset {}.", i);
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CommandQueueOffset = i;
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break;
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}
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}
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}
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if (CommandQueueOffset != 0)
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pCommandQueue = *reinterpret_cast<ID3D12CommandQueue**>(reinterpret_cast<uintptr_t>(pSwapChain) + CommandQueueOffset);
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return pCommandQueue;
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}
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void DX12_Hook::_ResetRenderState()
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{
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if (_Initialized)
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{
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OverlayHookReady(false);
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ImGui_ImplDX12_Shutdown();
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Windows_Hook::Inst()->ResetRenderState();
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ImGui::DestroyContext();
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OverlayFrames.clear();
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SafeRelease(pSrvDescHeap);
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SafeRelease(pRtvDescHeap);
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SafeRelease(pDevice);
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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 DX12_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueue* pCommandQueue)
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{
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if (pCommandQueue == nullptr)
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return;
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IDXGISwapChain3* pSwapChain3 = nullptr;
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DXGI_SWAP_CHAIN_DESC sc_desc;
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pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
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if (pSwapChain3 == nullptr)
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return;
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pSwapChain3->GetDesc(&sc_desc);
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if (!_Initialized)
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{
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UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
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pDevice = nullptr;
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if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
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return;
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UINT bufferCount = sc_desc.BufferCount;
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//srvDescHeapBitmap.clear();
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//constexpr UINT descriptor_count = 1024;
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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desc.NumDescriptors = 1;
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//desc.NumDescriptors = descriptor_count;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
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{
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pDevice->Release();
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pSwapChain3->Release();
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return;
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}
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}
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//srvDescHeapBitmap.resize(descriptor_count, false);
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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desc.NumDescriptors = bufferCount;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 1;
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if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK)
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{
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pDevice->Release();
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pSwapChain3->Release();
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pSrvDescHeap->Release();
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return;
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}
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SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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ID3D12CommandAllocator* pCmdAlloc;
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ID3D12Resource* pBackBuffer;
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for (UINT i = 0; i < bufferCount; ++i)
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{
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pCmdAlloc = nullptr;
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pBackBuffer = nullptr;
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if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)) != S_OK || pCmdAlloc == nullptr)
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{
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OverlayFrames.clear();
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pSrvDescHeap->Release();
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pRtvDescHeap->Release();
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pDevice->Release();
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pSwapChain3->Release();
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return;
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}
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if (i == 0)
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{
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if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)) != S_OK ||
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pCmdList == nullptr || pCmdList->Close() != S_OK)
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{
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OverlayFrames.clear();
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SafeRelease(pCmdList);
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pCmdAlloc->Release();
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pSrvDescHeap->Release();
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pRtvDescHeap->Release();
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pDevice->Release();
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pSwapChain3->Release();
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return;
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}
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}
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if (pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)) != S_OK || pBackBuffer == nullptr)
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{
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OverlayFrames.clear();
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pCmdList->Release();
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pCmdAlloc->Release();
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pSrvDescHeap->Release();
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pRtvDescHeap->Release();
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pDevice->Release();
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pSwapChain3->Release();
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return;
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}
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pDevice->CreateRenderTargetView(pBackBuffer, NULL, rtvHandle);
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OverlayFrames.emplace_back(rtvHandle, pCmdAlloc, pBackBuffer);
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rtvHandle.ptr += rtvDescriptorSize;
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}
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}
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//auto heaps = std::move(get_free_texture_heap());
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ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas);
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ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap,
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pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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//heaps.cpu_handle,
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//heaps.gpu_handle);
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Windows_Hook::Inst()->SetInitialWindowSize(sc_desc.OutputWindow);
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_Initialized = true;
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OverlayHookReady(true);
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}
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if (ImGui_ImplDX12_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(sc_desc.OutputWindow))
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{
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ImGui::NewFrame();
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OverlayProc();
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UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = OverlayFrames[bufferIndex].pBackBuffer;
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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OverlayFrames[bufferIndex].pCmdAlloc->Reset();
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pCmdList->Reset(OverlayFrames[bufferIndex].pCmdAlloc, NULL);
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pCmdList->ResourceBarrier(1, &barrier);
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pCmdList->OMSetRenderTargets(1, &OverlayFrames[bufferIndex].RenderTarget, FALSE, NULL);
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pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap);
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ImGui::Render();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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pCmdList->ResourceBarrier(1, &barrier);
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pCmdList->Close();
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pCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&pCmdList);
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}
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pSwapChain3->Release();
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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auto inst = DX12_Hook::Inst();
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ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this);
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if (pCommandQueue != nullptr)
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{
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inst->_PrepareForOverlay(_this, pCommandQueue);
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}
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return (_this->*inst->Present)(SyncInterval, Flags);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
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{
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auto inst = DX12_Hook::Inst();
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inst->_ResetRenderState();
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return (_this->*inst->ResizeTarget)(pNewTargetParameters);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
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{
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auto inst = DX12_Hook::Inst();
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inst->_ResetRenderState();
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return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
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}
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void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
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{
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auto inst = DX12_Hook::Inst();
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inst->pCmdQueue = _this;
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(_this->*inst->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters)
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{
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auto inst = DX12_Hook::Inst();
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ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this);
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if (pCommandQueue != nullptr)
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{
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inst->_PrepareForOverlay(_this, pCommandQueue);
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}
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return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters);
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}
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DX12_Hook::DX12_Hook():
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_Initialized(false),
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CommandQueueOffset(0),
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pDevice(nullptr),
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pCmdQueue(nullptr),
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pSrvDescHeap(nullptr),
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pCmdList(nullptr),
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pRtvDescHeap(nullptr),
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_Hooked(false),
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_WindowsHooked(false),
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Present(nullptr),
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ResizeBuffers(nullptr),
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ResizeTarget(nullptr),
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ExecuteCommandLists(nullptr),
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Present1(nullptr)
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{
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SPDLOG_WARN("DX12 support is experimental, don't complain if it doesn't work as expected.");
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}
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DX12_Hook::~DX12_Hook()
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{
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SPDLOG_INFO("DX12 Hook removed");
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if (_WindowsHooked)
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delete Windows_Hook::Inst();
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if (_Initialized)
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{
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OverlayFrames.clear();
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pSrvDescHeap->Release();
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pRtvDescHeap->Release();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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_Initialized = false;
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}
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_inst = nullptr;
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}
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DX12_Hook* DX12_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new DX12_Hook();
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return _inst;
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}
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std::string DX12_Hook::GetLibraryName() const
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{
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return LibraryName;
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}
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void DX12_Hook::LoadFunctions(
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decltype(Present) PresentFcn,
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decltype(ResizeBuffers) ResizeBuffersFcn,
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decltype(ResizeTarget) ResizeTargetFcn,
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decltype(ExecuteCommandLists) ExecuteCommandListsFcn,
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decltype(Present1) Present1Fcn)
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{
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Present = PresentFcn;
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ResizeBuffers = ResizeBuffersFcn;
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ResizeTarget = ResizeTargetFcn;
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ExecuteCommandLists = ExecuteCommandListsFcn;
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Present1 = Present1Fcn;
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}
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std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
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{
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return std::shared_ptr<uint64_t>();
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//heap_t heap = get_free_texture_heap();
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//
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//if (heap.id == -1)
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// return nullptr;
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//
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//HRESULT hr;
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//
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//D3D12_HEAP_PROPERTIES props;
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//memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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//props.Type = D3D12_HEAP_TYPE_DEFAULT;
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//props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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//props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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//
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//D3D12_RESOURCE_DESC desc;
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//ZeroMemory(&desc, sizeof(desc));
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//desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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//desc.Alignment = 0;
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//desc.Width = source->width();
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//desc.Height = source->height();
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//desc.DepthOrArraySize = 1;
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//desc.MipLevels = 1;
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//desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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//desc.SampleDesc.Count = 1;
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//desc.SampleDesc.Quality = 0;
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//desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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//desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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//
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//ID3D12Resource* pTexture = NULL;
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//pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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// D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
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//
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//UINT uploadPitch = (source->width() * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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//UINT uploadSize = source->height() * uploadPitch;
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//desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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//desc.Alignment = 0;
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//desc.Width = uploadSize;
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//desc.Height = 1;
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//desc.DepthOrArraySize = 1;
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//desc.MipLevels = 1;
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//desc.Format = DXGI_FORMAT_UNKNOWN;
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//desc.SampleDesc.Count = 1;
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//desc.SampleDesc.Quality = 0;
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//desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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//desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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//
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//props.Type = D3D12_HEAP_TYPE_UPLOAD;
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//props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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//props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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//
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//ID3D12Resource* uploadBuffer = NULL;
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//hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
|
// D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
|
|
//IM_ASSERT(SUCCEEDED(hr));
|
|
//
|
|
//void* mapped = NULL;
|
|
//D3D12_RANGE range = { 0, uploadSize };
|
|
//hr = uploadBuffer->Map(0, &range, &mapped);
|
|
//IM_ASSERT(SUCCEEDED(hr));
|
|
//for (int y = 0; y < source->height(); y++)
|
|
// memcpy((void*)((uintptr_t)mapped + y * uploadPitch), reinterpret_cast<uint8_t*>(source->get_raw_pointer()) + y * source->width() * 4, source->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 = source->width();
|
|
//srcLocation.PlacedFootprint.Footprint.Height = source->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));
|
|
//IM_ASSERT(SUCCEEDED(hr));
|
|
//
|
|
//HANDLE event = CreateEvent(0, 0, 0, 0);
|
|
//IM_ASSERT(event != NULL);
|
|
//
|
|
//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));
|
|
//IM_ASSERT(SUCCEEDED(hr));
|
|
//
|
|
//ID3D12CommandAllocator* cmdAlloc = NULL;
|
|
//hr = pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
|
//IM_ASSERT(SUCCEEDED(hr));
|
|
//
|
|
//ID3D12GraphicsCommandList* cmdList = NULL;
|
|
//hr = pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
|
|
//IM_ASSERT(SUCCEEDED(hr));
|
|
//
|
|
//cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
|
|
//cmdList->ResourceBarrier(1, &barrier);
|
|
//
|
|
//hr = cmdList->Close();
|
|
//IM_ASSERT(SUCCEEDED(hr));
|
|
//
|
|
//cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
|
|
//hr = cmdQueue->Signal(fence, 1);
|
|
//IM_ASSERT(SUCCEEDED(hr));
|
|
//
|
|
//fence->SetEventOnCompletion(1, event);
|
|
//WaitForSingleObject(event, INFINITE);
|
|
//
|
|
//cmdList->Release();
|
|
//cmdAlloc->Release();
|
|
//cmdQueue->Release();
|
|
//CloseHandle(event);
|
|
//fence->Release();
|
|
//uploadBuffer->Release();
|
|
//
|
|
//// Create texture view
|
|
//D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
|
//ZeroMemory(&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);
|
|
//
|
|
////pSrvDescHeap->Release();
|
|
////pTexture->Release();
|
|
//
|
|
//using gpu_heap_t = decltype(D3D12_GPU_DESCRIPTOR_HANDLE::ptr);
|
|
//struct texture_t{
|
|
// gpu_heap_t gpu_handle; // This must be the first member, ImGui will use the content of the pointer as a D3D12_GPU_DESCRIPTOR_HANDLE::ptr
|
|
// ID3D12Resource* pTexture;
|
|
// int64_t heap_id;
|
|
//};
|
|
//
|
|
//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;
|
|
//
|
|
//return std::shared_ptr<uint64_t>((uint64_t*)texture_data, [this](uint64_t* handle)
|
|
//{
|
|
// if (handle != nullptr)
|
|
// {
|
|
// texture_t* pTextureData = reinterpret_cast<texture_t*>(handle);
|
|
// pTextureData->pTexture->Release();
|
|
// release_texture_heap(pTextureData->heap_id);
|
|
//
|
|
// delete pTextureData;
|
|
// }
|
|
//});
|
|
}
|
|
|
|
void DX12_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
|
|
{
|
|
//auto ptr = resource.lock();
|
|
//if (ptr)
|
|
//{
|
|
// auto it = _ImageResources.find(ptr);
|
|
// if (it != _ImageResources.end())
|
|
// _ImageResources.erase(it);
|
|
//}
|
|
} |