Refactor dx device creation
Find the game's window instead of using the foreground window.merge-requests/28/head
parent
dc7480c633
commit
5a0653d080
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@ -17,6 +17,10 @@ bool DX10_Hook::start_hook()
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if (!Windows_Hook::Inst().start_hook())
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return false;
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return false;
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IDXGISwapChain* pSwapChain;
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ID3D10Device* pDevice;
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DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
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@ -29,7 +33,7 @@ bool DX10_Hook::start_hook()
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SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
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SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
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SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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SwapChainDesc.OutputWindow = GetForegroundWindow();
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SwapChainDesc.OutputWindow = hWnd;
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SwapChainDesc.SampleDesc.Count = 1;
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SwapChainDesc.SampleDesc.Quality = 0;
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SwapChainDesc.Windowed = TRUE;
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@ -27,6 +27,10 @@ bool DX11_Hook::start_hook()
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if (!Windows_Hook::Inst().start_hook())
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return false;
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return false;
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IDXGISwapChain* pSwapChain;
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ID3D11Device* pDevice;
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DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
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@ -39,7 +43,7 @@ bool DX11_Hook::start_hook()
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SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
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SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
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SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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SwapChainDesc.OutputWindow = GetForegroundWindow();
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SwapChainDesc.OutputWindow = hWnd;
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SwapChainDesc.SampleDesc.Count = 1;
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SwapChainDesc.SampleDesc.Quality = 0;
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SwapChainDesc.Windowed = TRUE;
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@ -19,6 +19,10 @@ bool DX12_Hook::start_hook()
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if (!Windows_Hook::Inst().start_hook())
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return false;
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return false;
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IDXGIFactory4* pDXGIFactory = nullptr;
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IDXGISwapChain1* pSwapChain = nullptr;
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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@ -50,7 +54,7 @@ bool DX12_Hook::start_hook()
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if (pCommandQueue)
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{
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reinterpret_cast<decltype(CreateDXGIFactory1)*>(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory));
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pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain);
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pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain);
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if (pSwapChain != nullptr)
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{
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@ -19,6 +19,10 @@ bool DX9_Hook::start_hook()
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if (!Windows_Hook::Inst().start_hook())
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return false;
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return false;
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IDirect3D9Ex* pD3D;
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IDirect3DDevice9Ex* pDeviceEx;
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decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast<HMODULE>(_library), "Direct3DCreate9Ex");
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@ -28,7 +32,7 @@ bool DX9_Hook::start_hook()
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D3DPRESENT_PARAMETERS params = {};
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params.BackBufferWidth = 1;
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params.BackBufferHeight = 1;
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params.hDeviceWindow = GetForegroundWindow();
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params.hDeviceWindow = hWnd;
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pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx);
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@ -10,12 +10,15 @@
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#include "DX11_Hook.h"
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#include "DX10_Hook.h"
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#include "DX9_Hook.h"
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#include "Windows_Hook.h"
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#endif
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#include "OpenGL_Hook.h"
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#include <algorithm>
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constexpr int max_hook_retries = 500;
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#ifdef STEAM_WIN32
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static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present;
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static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present;
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@ -147,6 +150,10 @@ void Hook_Manager::hook_dx9()
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{
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if (!_dx9_hooked && !_renderer_found)
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{
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return;
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IDirect3D9Ex* pD3D;
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IDirect3DDevice9Ex* pDeviceEx;
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decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex");
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@ -156,7 +163,7 @@ void Hook_Manager::hook_dx9()
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D3DPRESENT_PARAMETERS params = {};
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params.BackBufferWidth = 1;
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params.BackBufferHeight = 1;
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params.hDeviceWindow = GetForegroundWindow();
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params.hDeviceWindow = hWnd;
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pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &pDeviceEx);
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@ -181,6 +188,10 @@ void Hook_Manager::hook_dx10()
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{
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if (!_dxgi_hooked && !_renderer_found)
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{
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return;
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IDXGISwapChain* pSwapChain;
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ID3D10Device* pDevice;
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DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
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@ -193,7 +204,7 @@ void Hook_Manager::hook_dx10()
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SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
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SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
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SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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SwapChainDesc.OutputWindow = GetForegroundWindow();
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SwapChainDesc.OutputWindow = hWnd;
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SwapChainDesc.SampleDesc.Count = 1;
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SwapChainDesc.SampleDesc.Quality = 0;
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SwapChainDesc.Windowed = TRUE;
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@ -219,6 +230,10 @@ void Hook_Manager::hook_dx11()
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{
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if (!_dxgi_hooked && !_renderer_found)
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{
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return;
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IDXGISwapChain* pSwapChain;
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ID3D11Device* pDevice;
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DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
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@ -231,7 +246,7 @@ void Hook_Manager::hook_dx11()
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SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
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SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
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SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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SwapChainDesc.OutputWindow = GetForegroundWindow();
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SwapChainDesc.OutputWindow = hWnd;
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SwapChainDesc.SampleDesc.Count = 1;
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SwapChainDesc.SampleDesc.Quality = 0;
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SwapChainDesc.Windowed = TRUE;
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@ -258,6 +273,10 @@ void Hook_Manager::hook_dx12()
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{
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if (!_dxgi_hooked && !_renderer_found)
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{
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HWND hWnd = GetGameWindow();
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if (!hWnd)
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return;
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IDXGIFactory4* pDXGIFactory = nullptr;
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IDXGISwapChain1* pSwapChain = nullptr;
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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@ -289,7 +308,7 @@ void Hook_Manager::hook_dx12()
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if (pCommandQueue)
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{
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reinterpret_cast<decltype(CreateDXGIFactory1)*>(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory));
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pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain);
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pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain);
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if (pSwapChain != nullptr)
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{
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PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n");
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@ -378,13 +397,10 @@ void Hook_Manager::create_hook(const char* libname)
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bool Hook_Manager::stop_retry()
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{
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// Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames"
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bool stop = ++_hook_retries >= 200;
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bool stop = ++_hook_retries >= max_hook_retries;
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if (stop)
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{
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PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n");
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FoundRenderer(nullptr);
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}
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return stop;
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}
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@ -457,6 +473,11 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook)
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{
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_renderer_found = true;
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if (hook == nullptr)
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PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n");
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else
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PRINT_DEBUG("Hooked renderer in %d tries\n", _hook_retries);
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_hook_thread->join();
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delete _hook_thread;
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@ -7,6 +7,26 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam
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#include "../dll/dll.h"
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HWND GetGameWindow()
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{
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HWND hWnd = FindWindow(NULL, NULL);
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while (hWnd)
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{
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if (!GetParent(hWnd))
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{
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#if defined(_WIN64)
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if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWLP_HINSTANCE))
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break;
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#elif defined(_WIN32)
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if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE))
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break;
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#endif
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}
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hWnd = GetWindow(hWnd, GW_HWNDNEXT);
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}
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return hWnd;
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}
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bool Windows_Hook::start_hook()
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{
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if (!_hooked)
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@ -42,5 +42,7 @@ public:
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static Windows_Hook& Inst();
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};
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HWND GetGameWindow();
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#endif//NO_OVERLAY
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#endif//__INCLUDED_WINDOWS_HOOK_H__
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