gbe_fork/overlay_experimental/DX9_Hook.cpp
Nemirtingas 5a0653d080 Refactor dx device creation
Find the game's window instead of using the foreground window.
2019-08-20 23:27:17 +02:00

234 lines
6.9 KiB
C++

#include "DX9_Hook.h"
#include "Windows_Hook.h"
#include "Hook_Manager.h"
#include "../dll/dll.h"
#ifndef NO_OVERLAY
#include <imgui.h>
#include <impls/imgui_impl_dx9.h>
#include "steam_overlay.h"
DX9_Hook* DX9_Hook::_inst = nullptr;
bool DX9_Hook::start_hook()
{
if (!_hooked)
{
if (!Windows_Hook::Inst().start_hook())
return false;
HWND hWnd = GetGameWindow();
if (!hWnd)
return false;
IDirect3D9Ex* pD3D;
IDirect3DDevice9Ex* pDeviceEx;
decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast<HMODULE>(_library), "Direct3DCreate9Ex");
Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D);
D3DPRESENT_PARAMETERS params = {};
params.BackBufferWidth = 1;
params.BackBufferHeight = 1;
params.hDeviceWindow = hWnd;
pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &params, NULL, &pDeviceEx);
if (pDeviceEx != nullptr)
{
PRINT_DEBUG("Hooked DirectX 9\n");
_hooked = true;
Hook_Manager::Inst().FoundRenderer(this);
loadFunctions(pDeviceEx);
UnhookAll();
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Reset, &DX9_Hook::MyReset),
std::make_pair<void**, void*>(&(PVOID&)Present, &DX9_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx)
//std::make_pair<void**, void*>(&(PVOID&)EndScene, &DX9_Hook::MyEndScene)
);
EndHook();
get_steam_client()->steam_overlay->HookReady();
}
else
{
PRINT_DEBUG("Failed to DirectX 9\n");
return false;
}
if(pDeviceEx)pDeviceEx->Release();
if(pD3D)pD3D->Release();
}
return true;
}
void DX9_Hook::resetRenderState()
{
if (initialized)
{
initialized = false;
ImGui_ImplDX9_Shutdown();
Windows_Hook::Inst().resetRenderState();
ImGui::DestroyContext();
}
}
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
{
IDirect3DSwapChain9* pSwapChain;
pDevice->GetSwapChain(0, &pSwapChain);
D3DPRESENT_PARAMETERS PresentParameters;
pSwapChain->GetPresentParameters(&PresentParameters);
pSwapChain->Release();
D3DDEVICE_CREATION_PARAMETERS param;
pDevice->GetCreationParameters(&param);
// Workaround to detect if we changed window.
if (param.hFocusWindow != Windows_Hook::Inst().GetGameHwnd())
resetRenderState();
if (!initialized)
{
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ImGui_ImplDX9_Init(pDevice);
initialized = true;
}
ImGui_ImplDX9_NewFrame();
Windows_Hook::Inst().prepareForOverlay(param.hFocusWindow);
ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight);
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
}
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 9 Initialization functions
//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion)
//{
// auto res = hook->Direct3DCreate9(SDKVersion);
//
// if( res != nullptr )
// hook->hook_dx9(SDKVersion);
//
// return res;
//}
//
//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice)
//{
// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx9(SDKVersion);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
{
DX9_Hook::Inst()->resetRenderState();
return (_this->*DX9_Hook::Inst()->Reset)(pPresentationParameters);
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this)
{
if( !DX9_Hook::Inst()->uses_present )
DX9_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX9_Hook::Inst()->EndScene)();
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
{
DX9_Hook::Inst()->uses_present = true;
DX9_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX9_Hook::Inst()->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
{
DX9_Hook::Inst()->uses_present = true;
DX9_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX9_Hook::Inst()->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
}
DX9_Hook::DX9_Hook():
initialized(false),
uses_present(false),
EndScene(nullptr),
Present(nullptr),
PresentEx(nullptr),
Reset(nullptr)
{
_library = LoadLibrary(DLL_NAME);
// Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called.
// If its called, then DX9 will be used to render the overlay.
//Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9");
//Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
//
//BeginHook();
//HookFuncs(
// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9),
// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex)
//);
//EndHook();
}
DX9_Hook::~DX9_Hook()
{
PRINT_DEBUG("DX9 Hook removed\n");
//resetRenderState();
if (initialized)
{
//ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release())
// maybe because D3D is already shut down when we try to free the device?
ImGui_ImplDX9_InvalidateDeviceObjects();
Windows_Hook::Inst().resetRenderState();
ImGui::DestroyContext();
}
FreeLibrary(reinterpret_cast<HMODULE>(_library));
_inst = nullptr;
}
DX9_Hook* DX9_Hook::Inst()
{
if( _inst == nullptr )
_inst = new DX9_Hook;
return _inst;
}
void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx)
{
void** vTable = *reinterpret_cast<void***>(pDeviceEx);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X]
LOAD_FUNC(Reset);
LOAD_FUNC(EndScene);
LOAD_FUNC(Present);
LOAD_FUNC(PresentEx);
#undef LOAD_FUNC
}
#endif//NO_OVERLAY