Some kind of DX12 hook
parent
8e07dd0c6b
commit
d0251b0b01
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@ -20,75 +20,23 @@ 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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PRINT_DEBUG("Hooked DirectX 12\n");
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_hooked = true;
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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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ID3D12CommandQueue* pCommandQueue = nullptr;
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ID3D12Device* pDevice = nullptr;
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decltype(D3D12CreateDevice)* D3D12CreateDevice =
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(decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice");
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Hook_Manager::Inst().FoundRenderer(this);
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D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice));
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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose)
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);
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EndHook();
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if (pDevice)
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{
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DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {};
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SwapChainDesc.Width = 0;
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SwapChainDesc.Height = 0;
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SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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SwapChainDesc.Stereo = FALSE;
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SwapChainDesc.SampleDesc = { 1, 0 };
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SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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SwapChainDesc.BufferCount = 3;
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SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
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SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue));
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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, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain);
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if (pSwapChain != nullptr)
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{
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PRINT_DEBUG("Hooked DirectX 12\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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loadFunctions(pDevice, pSwapChain);
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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget),
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std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers)
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);
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EndHook();
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get_steam_client()->steam_overlay->HookReady();
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}
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else
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{
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PRINT_DEBUG("Failed to hook DirectX 12\n");
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res = false;
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}
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}
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}
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if (pSwapChain) pSwapChain->Release();
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if (pDXGIFactory) pDXGIFactory->Release();
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if (pCommandQueue) pCommandQueue->Release();
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if (pDevice) pDevice->Release();
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get_steam_client()->steam_overlay->HookReady();
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}
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return res;
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}
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@ -97,9 +45,7 @@ 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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pSrvDescHeap->Release();
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ImGui_ImplDX12_Shutdown();
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Windows_Hook::Inst().resetRenderState();
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@ -112,75 +58,41 @@ void DX12_Hook::resetRenderState()
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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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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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pSwapChain->GetDesc(&sc_desc);
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IDXGISwapChain3* pSwapChain3;
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pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
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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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if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
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if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
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return;
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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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mainRenderTargetDescriptor = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
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if (!SUCCEEDED(pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc))))
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{
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pDescriptorHeap->Release();
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pDevice->Release();
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return;
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}
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if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList))))
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{
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pCmdAlloc->Release();
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pDescriptorHeap->Release();
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pDevice->Release();
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return;
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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desc.NumDescriptors = 1;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != 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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}
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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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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pCmdList->Release();
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pCmdAlloc->Release();
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pDescriptorHeap->Release();
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ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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pDevice->Release();
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initialized = true;
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}
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ImGui_ImplDX12_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc(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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@ -219,15 +131,54 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT
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return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
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}
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void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
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{
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DX12_Hook* me = DX12_Hook::Inst();
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// ----------------------------------------------------- //
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// \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ //
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// I'd like to put it in IDXGISwapChain::Present //
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// ----------------------------------------------------- //
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if (me->initialized)
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{
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static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant
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std::lock_guard<std::recursive_mutex> lock(render_mutex);
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for (int i = 0; i < NumCommandLists; ++i)
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{
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if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
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{
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ImGui_ImplDX12_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(me->sc_desc.OutputWindow);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc(me->sc_desc.BufferDesc.Width, me->sc_desc.BufferDesc.Height);
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ImGui::EndFrame();
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((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap);
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ImGui::Render();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]);
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(((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)();
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}
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}
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}
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(_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this)
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{
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if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
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return S_OK;
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else
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return (_this->*DX12_Hook::Inst()->Close)();
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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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initialized(false)
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{
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_library = LoadLibrary(DLL_NAME);
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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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PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.\n");
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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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@ -246,10 +197,6 @@ DX12_Hook::~DX12_Hook()
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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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ImGui_ImplDX12_InvalidateDeviceObjects();
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Windows_Hook::Inst().resetRenderState();
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@ -271,21 +218,44 @@ DX12_Hook* DX12_Hook::Inst()
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return _inst;
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}
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void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain)
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const char* DX12_Hook::get_lib_name() const
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{
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return DLL_NAME;
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}
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void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pCommandQueue, 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***>(pCommandQueue);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X]
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LOAD_FUNC(ExecuteCommandLists);
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#undef LOAD_FUNC
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ID3D12CommandAllocator* pCommandAllocator;
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ID3D12CommandList* pCommandList;
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pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator));
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pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList));
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vTable = *reinterpret_cast<void***>(pCommandList);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X]
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LOAD_FUNC(Close);
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#undef LOAD_FUNC
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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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pCommandList->Release();
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pCommandAllocator->Release();
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}
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#endif//NO_OVERLAY
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@ -18,10 +18,9 @@ private:
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// Variables
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bool initialized;
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ID3D12CommandAllocator* pCmdAlloc;
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ID3D12GraphicsCommandList* pCmdList;
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ID3D12DescriptorHeap* pDescriptorHeap;
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D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor;
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DXGI_SWAP_CHAIN_DESC sc_desc;
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ID3D12DescriptorHeap* pSrvDescHeap;
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// Functions
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DX12_Hook();
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@ -34,10 +33,14 @@ private:
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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 MyClose(ID3D12GraphicsCommandList* _this);
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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(&ID3D12GraphicsCommandList::Close) Close;
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// Hook functions so we know we use DX11
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//static decltype(D3D12CreateDevice) MyD3D12CreateDevice;
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@ -47,8 +50,9 @@ private:
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public:
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bool start_hook();
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static DX12_Hook* Inst();
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virtual const char* get_lib_name() const;
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void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain);
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void loadFunctions(ID3D12Device *pDevice, ID3D12CommandQueue *pCommandQueue, IDXGISwapChain *pSwapChain);
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};
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#endif//NO_OVERLAY
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