Nemirtingas dd530e80b1 Now passing to hooks device object.
Added Base_Hook::get_lib_name to track what renderer is hooked for overlay.
Objects used to detect renderer type are now also used to hook the rendering functions. So we don't have to build another device.
Updated VTables for DX12.
2019-08-26 16:38:01 +02:00

209 lines
6.0 KiB
C++

#include "DX10_Hook.h"
#include "Windows_Hook.h"
#include "Hook_Manager.h"
#include "../dll/dll.h"
#ifndef NO_OVERLAY
#include <imgui.h>
#include <impls/imgui_impl_dx10.h>
DX10_Hook* DX10_Hook::_inst = nullptr;
bool DX10_Hook::start_hook()
{
bool res = true;
if (!_hooked)
{
if (!Windows_Hook::Inst().start_hook())
return false;
PRINT_DEBUG("Hooked DirectX 10\n");
_hooked = true;
Hook_Manager::Inst().FoundRenderer(this);
UnhookAll();
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers)
);
EndHook();
get_steam_client()->steam_overlay->HookReady();
}
return res;
}
void DX10_Hook::resetRenderState()
{
if (initialized)
{
mainRenderTargetView->Release();
ImGui_ImplDX10_Shutdown();
Windows_Hook::Inst().resetRenderState();
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 DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
{
DXGI_SWAP_CHAIN_DESC desc;
pSwapChain->GetDesc(&desc);
if (!initialized)
{
if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
return;
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ID3D10Texture2D* pBackBuffer;
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
pBackBuffer->Release();
ImGui_ImplDX10_Init(pDevice);
pDevice->Release();
initialized = true;
}
ImGui_ImplDX10_NewFrame();
Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow);
ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height);
ImGui::EndFrame();
ImGui::Render();
pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
}
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 10 Initialization functions
//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice)
//{
// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx10(SDKVersion);
//
// return res;
//}
//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion,
// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice)
//{
// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx10(SDKVersion);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
DX10_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX10_Hook::Inst()->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
DX10_Hook::Inst()->resetRenderState();
return (_this->*DX10_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
DX10_Hook::Inst()->resetRenderState();
return (_this->*DX10_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
DX10_Hook::DX10_Hook():
initialized(false),
pDevice(nullptr),
mainRenderTargetView(nullptr)
{
_library = LoadLibrary(DLL_NAME);
// Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX10 will be used to render the overlay.
//_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice");
//D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain");
//
//BeginHook();
//HookFuncs(
// //std::make_pair<void**, void*>(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice),
// std::make_pair<void**, void*>(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain)
//);
//EndHook();
}
DX10_Hook::~DX10_Hook()
{
PRINT_DEBUG("DX10 Hook removed\n");
if (initialized)
{
mainRenderTargetView->Release();
//ImGui_ImplDX10_Shutdown();
ImGui_ImplDX10_InvalidateDeviceObjects();
Windows_Hook::Inst().resetRenderState();
ImGui::DestroyContext();
initialized = false;
}
FreeLibrary(reinterpret_cast<HMODULE>(_library));
_inst = nullptr;
}
DX10_Hook* DX10_Hook::Inst()
{
if (_inst == nullptr)
_inst = new DX10_Hook;
return _inst;
}
const char* DX10_Hook::get_lib_name() const
{
return DLL_NAME;
}
void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain)
{
void** vTable = *reinterpret_cast<void***>(pDevice);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D10DeviceVTable::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