mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-24 03:35:35 +08:00
290 lines
8.0 KiB
C++
290 lines
8.0 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 "DX10_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_dx10.h>
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DX10_Hook* DX10_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 DX10_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)
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{
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SPDLOG_WARN("Failed to hook DirectX 11: 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 10");
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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 , &DX10_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)ResizeTarget , &DX10_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)ResizeBuffers, &DX10_Hook::MyResizeBuffers)
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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, &DX10_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 DX10_Hook::IsStarted()
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{
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return _Hooked;
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}
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void DX10_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_ImplDX10_Shutdown();
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Windows_Hook::Inst()->ResetRenderState();
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ImGui::DestroyContext();
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SafeRelease(mainRenderTargetView);
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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 DX10_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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if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
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return;
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ID3D10Texture2D* pBackBuffer = nullptr;
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pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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if (pBackBuffer == nullptr)
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{
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pDevice->Release();
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return;
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}
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pDevice->CreateRenderTargetView(pBackBuffer, nullptr, &mainRenderTargetView);
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pBackBuffer->Release();
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ImGui::CreateContext();
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ImGui_ImplDX10_Init(pDevice);
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Windows_Hook::Inst()->SetInitialWindowSize(desc.OutputWindow);
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_Initialized = true;
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OverlayHookReady(true);
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}
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if (ImGui_ImplDX10_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(desc.OutputWindow))
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{
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ImGui::NewFrame();
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OverlayProc();
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ImGui::Render();
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pDevice->OMSetRenderTargets(1, &mainRenderTargetView, nullptr);
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ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
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}
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}
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HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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auto inst= DX10_Hook::Inst();
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inst->_PrepareForOverlay(_this);
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return (_this->*inst->Present)(SyncInterval, Flags);
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}
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HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
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{
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auto inst= DX10_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 DX10_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= DX10_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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HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters)
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{
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auto inst = DX10_Hook::Inst();
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inst->_PrepareForOverlay(_this);
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return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters);
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}
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DX10_Hook::DX10_Hook():
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_Initialized(false),
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_Hooked(false),
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_WindowsHooked(false),
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pDevice(nullptr),
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mainRenderTargetView(nullptr),
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Present(nullptr),
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ResizeBuffers(nullptr),
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ResizeTarget(nullptr),
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Present1(nullptr)
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{
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}
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DX10_Hook::~DX10_Hook()
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{
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//SPDLOG_INFO("DX10 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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mainRenderTargetView->Release();
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ImGui_ImplDX10_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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DX10_Hook* DX10_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new DX10_Hook;
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return _inst;
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}
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std::string DX10_Hook::GetLibraryName() const
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{
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return LibraryName;
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}
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void DX10_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(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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Present1 = Present1Fcn;
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}
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std::weak_ptr<uint64_t> DX10_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
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{
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ID3D10ShaderResourceView** resource = new ID3D10ShaderResourceView*(nullptr);
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// Create texture
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D3D10_TEXTURE2D_DESC desc = {};
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desc.Width = static_cast<UINT>(width);
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desc.Height = static_cast<UINT>(height);
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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ID3D10Texture2D* pTexture = nullptr;
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D3D10_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = image_data;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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pDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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if (pTexture != nullptr)
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{
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// Create texture view
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D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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pDevice->CreateShaderResourceView(pTexture, &srvDesc, resource);
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// Release Texure, the shader resource increases the reference count.
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pTexture->Release();
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}
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if (*resource == nullptr)
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return std::shared_ptr<uint64_t>();
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auto ptr = std::shared_ptr<uint64_t>((uint64_t*)resource, [](uint64_t* handle)
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{
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if (handle != nullptr)
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{
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ID3D10ShaderResourceView** resource = reinterpret_cast<ID3D10ShaderResourceView**>(handle);
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(*resource)->Release();
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delete resource;
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}
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});
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_ImageResources.emplace(ptr);
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return ptr;
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}
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void DX10_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
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{
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auto ptr = resource.lock();
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if (ptr)
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{
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auto it = _ImageResources.find(ptr);
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if (it != _ImageResources.end())
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_ImageResources.erase(it);
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}
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} |