mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 05:04:01 +08:00
208 lines
6.0 KiB
C++
208 lines
6.0 KiB
C++
#include "DX10_Hook.h"
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#include "Windows_Hook.h"
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#include "Hook_Manager.h"
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#include "../dll/dll.h"
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#ifndef NO_OVERLAY
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#include <imgui.h>
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#include <impls/imgui_impl_dx10.h>
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DX10_Hook* DX10_Hook::_inst = nullptr;
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bool DX10_Hook::start_hook()
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{
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bool res = true;
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if (!_hooked)
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{
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if (!Windows_Hook::Inst().start_hook())
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return false;
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PRINT_DEBUG("Hooked DirectX 10\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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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&)DX10_Hook::Present, &DX10_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers)
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);
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EndHook();
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get_steam_client()->steam_overlay->HookReady();
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}
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return res;
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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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mainRenderTargetView->Release();
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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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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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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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ID3D10Texture2D* pBackBuffer;
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pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
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pBackBuffer->Release();
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ImGui_ImplDX10_Init(pDevice);
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pDevice->Release();
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initialized = true;
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}
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ImGui_ImplDX10_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height);
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ImGui::EndFrame();
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ImGui::Render();
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pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
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ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 10 Initialization functions
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//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice)
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//{
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// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx10(SDKVersion);
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//
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// return res;
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//}
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//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion,
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// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice)
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//{
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// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx10(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 DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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DX10_Hook::Inst()->prepareForOverlay(_this);
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return (_this->*DX10_Hook::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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DX10_Hook::Inst()->resetRenderState();
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return (_this->*DX10_Hook::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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DX10_Hook::Inst()->resetRenderState();
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return (_this->*DX10_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
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}
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DX10_Hook::DX10_Hook():
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initialized(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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{
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_library = LoadLibrary(DLL_NAME);
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// Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called.
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// If its called, then DX10 will be used to render the overlay.
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//_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice");
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//D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain");
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//
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//BeginHook();
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//HookFuncs(
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// //std::make_pair<void**, void*>(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice),
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// std::make_pair<void**, void*>(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain)
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//);
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//EndHook();
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}
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DX10_Hook::~DX10_Hook()
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{
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PRINT_DEBUG("DX10 Hook removed\n");
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if (initialized)
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{
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mainRenderTargetView->Release();
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//ImGui_ImplDX10_Shutdown();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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}
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FreeLibrary(reinterpret_cast<HMODULE>(_library));
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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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const char* DX10_Hook::get_lib_name() const
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{
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return DLL_NAME;
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}
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void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain)
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{
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void** vTable;
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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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