mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 19:04:19 +08:00
156 lines
5.3 KiB
C++
156 lines
5.3 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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#pragma once
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#include "overlay/internal_includes.h"
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#include <d3d12.h>
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#include <dxgi1_4.h>
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class DX12_Hook :
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public ingame_overlay::Renderer_Hook,
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public Base_Hook
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{
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public:
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static constexpr const char *DLL_NAME = "d3d12.dll";
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private:
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static DX12_Hook* _inst;
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std::set<std::shared_ptr<uint64_t>> _ImageResources;
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struct texture_t{
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using gpu_heap_t = decltype(D3D12_GPU_DESCRIPTOR_HANDLE::ptr);
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gpu_heap_t gpu_handle; // This must be the first member, ImGui will use the content of the pointer as a D3D12_GPU_DESCRIPTOR_HANDLE::ptr
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ID3D12Resource* pTexture;
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int64_t heap_id;
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};
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struct DX12Frame_t
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{
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget = {};
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ID3D12CommandAllocator* pCmdAlloc = nullptr;
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ID3D12Resource* pBackBuffer = nullptr;
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inline void Reset()
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{
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pCmdAlloc = nullptr;
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pBackBuffer = nullptr;
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}
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DX12Frame_t() {}
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DX12Frame_t(DX12Frame_t const&) = delete;
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DX12Frame_t& operator=(DX12Frame_t const&) = delete;
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DX12Frame_t(D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget, ID3D12CommandAllocator* pCmdAlloc, ID3D12Resource* pBackBuffer):
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RenderTarget(RenderTarget), pCmdAlloc(pCmdAlloc), pBackBuffer(pBackBuffer)
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{}
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DX12Frame_t(DX12Frame_t&& other) noexcept:
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RenderTarget(other.RenderTarget), pCmdAlloc(other.pCmdAlloc), pBackBuffer(other.pBackBuffer)
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{
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other.Reset();
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}
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DX12Frame_t& operator=(DX12Frame_t&& other) noexcept
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{
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DX12Frame_t tmp(std::move(other));
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RenderTarget = tmp.RenderTarget;
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pCmdAlloc = tmp.pCmdAlloc;
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pBackBuffer = tmp.pBackBuffer;
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tmp.Reset();
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return *this;
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}
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~DX12Frame_t()
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{
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if (pCmdAlloc != nullptr) pCmdAlloc->Release();
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if (pBackBuffer != nullptr) pBackBuffer->Release();
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}
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};
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struct heap_t
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{
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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int64_t id;
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};
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// Variables
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bool _Hooked;
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bool _WindowsHooked;
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bool _Initialized;
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size_t CommandQueueOffset;
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ID3D12CommandQueue* pCmdQueue;
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ID3D12Device* pDevice;
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std::vector<DX12Frame_t> OverlayFrames;
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std::vector<bool> srvDescHeapBitmap;
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ID3D12DescriptorHeap* pSrvDescHeap;
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ID3D12GraphicsCommandList* pCmdList;
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ID3D12DescriptorHeap* pRtvDescHeap;
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// Functions
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DX12_Hook();
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heap_t get_free_texture_heap();
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bool release_texture_heap(int64_t heap_id);
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ID3D12CommandQueue* _FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain);
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void _ResetRenderState();
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void _ResetStatesOnly();
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void _PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueue* pCommandQueue);
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// Hook to render functions
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static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
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static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters);
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static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
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static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists);
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static HRESULT STDMETHODCALLTYPE MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters);
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decltype(&IDXGISwapChain::Present) Present;
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decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
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decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
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decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists;
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decltype(&IDXGISwapChain1::Present1) Present1;
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public:
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std::string LibraryName;
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virtual ~DX12_Hook();
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virtual bool StartHook(std::function<bool(bool)> key_combination_callback, std::set<ingame_overlay::ToggleKey> toggle_keys);
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virtual bool IsStarted();
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static DX12_Hook* Inst();
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virtual std::string GetLibraryName() const;
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void 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(ExecuteCommandLists) ExecuteCommandListsFcn,
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decltype(Present1) Present1Fcn1);
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virtual std::weak_ptr<uint64_t> CreateImageResource(const void* image_data, uint32_t width, uint32_t height);
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virtual void ReleaseImageResource(std::weak_ptr<uint64_t> resource);
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};
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