2019-07-25 21:21:03 +00:00
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#include "../dll/base.h"
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2019-08-14 12:55:31 +00:00
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2019-08-14 13:09:57 +00:00
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#ifndef NO_OVERLAY
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2019-08-14 12:55:31 +00:00
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2019-07-25 21:21:03 +00:00
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#include "DX12_Hook.h"
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#include "Hook_Manager.h"
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#include <imgui.h>
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#include <impls/imgui_impl_win32.h>
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#include <impls/imgui_impl_dx12.h>
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// This is created by DX12_Hook::Create, and deleted by the Hook_Manager if not used
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static DX12_Hook* hook;
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void DX12_Hook::hook_dx12(D3D_FEATURE_LEVEL MinimumFeatureLevel)
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{
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if (!_hooked)
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{
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PRINT_DEBUG("Hooked DirectX 12\n");
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}
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}
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void DX12_Hook::resetRenderState()
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{
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if (initialized)
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{
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pCmdAlloc->Release();
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pCmdList->Release();
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pDescriptorHeap->Release();
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ImGui_ImplDX12_Shutdown();
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2019-07-31 20:20:27 +00:00
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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2019-07-25 21:21:03 +00:00
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initialized = false;
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}
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}
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2019-08-14 12:55:31 +00:00
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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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2019-07-25 21:21:03 +00:00
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void DX12_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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2019-07-31 20:20:27 +00:00
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2019-07-25 21:21:03 +00:00
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if (!initialized)
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{
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D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {};
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ID3D12Device* pDevice;
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HRESULT ret = pSwapChain->GetDevice(__uuidof(ID3D12Device), (PVOID*)&pDevice);
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d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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d3d12_desc.NumDescriptors = 1;
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d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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d3d12_desc.NodeMask = 1;
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if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK)
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{
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pDevice->Release();
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return;
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}
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SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
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mainRenderTargetDescriptor = rtvHandle;
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pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc));
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pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList));
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Hook_Manager::Inst().ChangeGameWindow(desc.OutputWindow);
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ImGui_ImplWin32_Init(desc.OutputWindow);
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ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(),
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pDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
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initialized = true;
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}
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ImGui_ImplDX12_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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Hook_Manager::Inst().CallOverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height);
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ImGui::EndFrame();
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ImGui::Render();
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pCmdAlloc->Reset();
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pCmdList->Reset(pCmdAlloc, NULL);
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//pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL);
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pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL);
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pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap);
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 12 Initialization functions
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HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
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_In_opt_ IUnknown* pAdapter,
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D3D_FEATURE_LEVEL MinimumFeatureLevel,
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_In_ REFIID riid, // Expected: ID3D12Device
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_COM_Outptr_opt_ void** ppDevice)
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{
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auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
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if (SUCCEEDED(res))
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hook->hook_dx12(MinimumFeatureLevel);
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return res;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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hook->prepareForOverlay(_this);
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return (_this->*hook->Present)(SyncInterval, Flags);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
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{
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hook->resetRenderState();
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return (_this->*hook->ResizeTarget)(pNewTargetParameters);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
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{
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hook->resetRenderState();
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return (_this->*hook->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
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}
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DX12_Hook::DX12_Hook():
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initialized(false),
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pCmdAlloc(nullptr),
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pCmdList(nullptr),
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pDescriptorHeap(nullptr)
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{
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_dll = GetModuleHandle(DLL_NAME);
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_hooked = false;
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2019-08-14 12:55:31 +00:00
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PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.");
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// Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called.
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// If its called, then DX12 will be used to render the overlay.
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//D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice)
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//);
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//EndHook();
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2019-07-25 21:21:03 +00:00
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}
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DX12_Hook::~DX12_Hook()
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{
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2019-08-14 12:55:31 +00:00
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PRINT_DEBUG("DX12 Hook removed\n");
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2019-07-25 21:21:03 +00:00
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if (_hooked)
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2019-07-31 20:20:27 +00:00
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resetRenderState();
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2019-07-25 21:21:03 +00:00
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hook = nullptr;
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}
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void DX12_Hook::Create()
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{
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if (hook == nullptr)
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{
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hook = new DX12_Hook;
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// Register the hook to the Hook Manager
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Hook_Manager::Inst().AddHook(hook);
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}
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}
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void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain)
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{
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void** vTable = *reinterpret_cast<void***>(pDevice);
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/*
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X]
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#undef LOAD_FUNC
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*/
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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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2019-08-14 12:55:31 +00:00
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}
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2019-08-14 13:09:57 +00:00
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#endif//NO_OVERLAY
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