gbe_fork/overlay_experimental/windows/DX11_Hook.cpp
2022-08-13 14:32:43 -04:00

328 lines
9.2 KiB
C++

/*
* Copyright (C) Nemirtingas
* This file is part of the ingame overlay project
*
* The ingame overlay project is free software; you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* The ingame overlay project is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with the ingame overlay project; if not, see
* <http://www.gnu.org/licenses/>.
*/
#include "DX11_Hook.h"
#include "Windows_Hook.h"
#include <imgui.h>
#include <backends/imgui_impl_dx11.h>
DX11_Hook* DX11_Hook::_inst = nullptr;
template<typename T>
inline void SafeRelease(T*& pUnk)
{
if (pUnk != nullptr)
{
pUnk->Release();
pUnk = nullptr;
}
}
static HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext)
{
HRESULT ret = pSwapChain->GetDevice(IID_PPV_ARGS(ppDevice));
if (SUCCEEDED(ret))
(*ppDevice)->GetImmediateContext(ppContext);
return ret;
}
bool DX11_Hook::StartHook(std::function<bool(bool)> key_combination_callback, std::set<ingame_overlay::ToggleKey> toggle_keys)
{
if (!_Hooked)
{
if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr)
{
SPDLOG_WARN("Failed to hook DirectX 11: Rendering functions missing.");
return false;
}
if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys))
return false;
_WindowsHooked = true;
SPDLOG_INFO("Hooked DirectX 11");
_Hooked = true;
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Present , &DX11_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)ResizeTarget , &DX11_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)ResizeBuffers, &DX11_Hook::MyResizeBuffers)
);
if (Present1 != nullptr)
{
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Present1, &DX11_Hook::MyPresent1)
);
}
EndHook();
}
return true;
}
bool DX11_Hook::IsStarted()
{
return _Hooked;
}
void DX11_Hook::_ResetRenderState()
{
if (_Initialized)
{
OverlayHookReady(false);
ImGui_ImplDX11_Shutdown();
Windows_Hook::Inst()->ResetRenderState();
//ImGui::DestroyContext();
SafeRelease(mainRenderTargetView);
SafeRelease(pContext);
SafeRelease(pDevice);
_Initialized = false;
}
}
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
void DX11_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain)
{
DXGI_SWAP_CHAIN_DESC desc;
pSwapChain->GetDesc(&desc);
if (!_Initialized)
{
pDevice = nullptr;
if (FAILED(GetDeviceAndCtxFromSwapchain(pSwapChain, &pDevice, &pContext)))
return;
ID3D11Texture2D* pBackBuffer;
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
//ID3D11RenderTargetView* targets[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {};
//pContext->OMGetRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, targets, NULL);
//bool bind_target = true;
//
//for (unsigned i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT && targets[i] != nullptr; ++i)
//{
// ID3D11Resource* res = NULL;
// targets[i]->GetResource(&res);
// if (res)
// {
// if (res == (ID3D11Resource*)pBackBuffer)
// {
// pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
// }
//
// res->Release();
// }
//
// targets[i]->Release();
//}
SafeRelease(pBackBuffer);
if (mainRenderTargetView == nullptr)
return;
if(ImGui::GetCurrentContext() == nullptr)
ImGui::CreateContext();
ImGui_ImplDX11_Init(pDevice, pContext);
Windows_Hook::Inst()->SetInitialWindowSize(desc.OutputWindow);
_Initialized = true;
OverlayHookReady(true);
}
if (ImGui_ImplDX11_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(desc.OutputWindow))
{
ImGui::NewFrame();
OverlayProc();
ImGui::Render();
if (mainRenderTargetView)
{
pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
}
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
}
}
HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
auto inst = DX11_Hook::Inst();
inst->_PrepareForOverlay(_this);
return (_this->*inst->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
auto inst = DX11_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
auto inst = DX11_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters)
{
auto inst = DX11_Hook::Inst();
inst->_PrepareForOverlay(_this);
return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters);
}
DX11_Hook::DX11_Hook():
_Initialized(false),
_Hooked(false),
_WindowsHooked(false),
pContext(nullptr),
mainRenderTargetView(nullptr),
Present(nullptr),
ResizeBuffers(nullptr),
ResizeTarget(nullptr),
Present1(nullptr)
{
}
DX11_Hook::~DX11_Hook()
{
SPDLOG_INFO("DX11 Hook removed");
if (_WindowsHooked)
delete Windows_Hook::Inst();
if (_Initialized)
{
SafeRelease(mainRenderTargetView);
SafeRelease(pContext);
ImGui_ImplDX11_InvalidateDeviceObjects();
ImGui::DestroyContext();
_Initialized = false;
}
_inst = nullptr;
}
DX11_Hook* DX11_Hook::Inst()
{
if (_inst == nullptr)
_inst = new DX11_Hook;
return _inst;
}
std::string DX11_Hook::GetLibraryName() const
{
return LibraryName;
}
void DX11_Hook::LoadFunctions(
decltype(Present) PresentFcn,
decltype(ResizeBuffers) ResizeBuffersFcn,
decltype(ResizeTarget) ResizeTargetFcn,
decltype(Present1) Present1Fcn)
{
Present = PresentFcn;
ResizeBuffers = ResizeBuffersFcn;
ResizeTarget = ResizeTargetFcn;
Present1 = Present1Fcn;
}
std::weak_ptr<uint64_t> DX11_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
{
ID3D11ShaderResourceView** resource = new ID3D11ShaderResourceView*(nullptr);
// Create texture
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = static_cast<UINT>(width);
desc.Height = static_cast<UINT>(height);
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D* pTexture = nullptr;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = image_data;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
pDevice->CreateTexture2D(&desc, &subResource, &pTexture);
if (pTexture != nullptr)
{
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
pDevice->CreateShaderResourceView(pTexture, &srvDesc, resource);
// Release Texture, the shader resource increases the reference count.
pTexture->Release();
}
if (*resource == nullptr)
return std::shared_ptr<uint64_t>();
auto ptr = std::shared_ptr<uint64_t>((uint64_t*)resource, [](uint64_t* handle)
{
if(handle != nullptr)
{
ID3D11ShaderResourceView** resource = reinterpret_cast<ID3D11ShaderResourceView**>(handle);
(*resource)->Release();
delete resource;
}
});
_ImageResources.emplace(ptr);
return ptr;
}
void DX11_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);
}
}