222 lines
6.7 KiB
C++
222 lines
6.7 KiB
C++
#include "DX12_Hook.h"
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#include "Windows_Hook.h"
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#include "Renderer_Detector.h"
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#include "../dll/dll.h"
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#ifndef NO_OVERLAY
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#include <imgui.h>
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#include <impls/imgui_impl_dx12.h>
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#include <dxgi1_4.h>
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DX12_Hook* DX12_Hook::_inst = nullptr;
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bool DX12_Hook::start_hook()
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{
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bool res = true;
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if (!hooked)
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{
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if (!Windows_Hook::Inst()->start_hook())
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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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Renderer_Detector::Inst().renderer_found(this);
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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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get_steam_client()->steam_overlay->HookReady();
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}
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return res;
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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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pSrvDescHeap->Release();
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ImGui_ImplDX12_Shutdown();
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Windows_Hook::Inst()->resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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}
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}
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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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pSwapChain->GetDesc(&sc_desc);
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if (!initialized)
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{
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ID3D12Device* pDevice;
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if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
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return;
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{
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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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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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}
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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DX12_Hook::Inst()->prepareForOverlay(_this);
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return (_this->*DX12_Hook::Inst()->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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DX12_Hook::Inst()->resetRenderState();
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return (_this->*DX12_Hook::Inst()->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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DX12_Hook::Inst()->resetRenderState();
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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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hooked(false),
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pSrvDescHeap(nullptr),
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Present(nullptr),
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ResizeBuffers(nullptr),
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ResizeTarget(nullptr),
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ExecuteCommandLists(nullptr),
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Close(nullptr)
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{
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_library = LoadLibrary(DLL_NAME);
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PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n");
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}
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DX12_Hook::~DX12_Hook()
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{
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PRINT_DEBUG("DX12 Hook removed\n");
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if (initialized)
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{
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ImGui_ImplDX12_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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initialized = false;
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}
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FreeLibrary(reinterpret_cast<HMODULE>(_library));
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_inst = nullptr;
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}
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DX12_Hook* DX12_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new DX12_Hook();
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return _inst;
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}
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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(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain)
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{
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void** vTable;
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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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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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}
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#endif//NO_OVERLAY
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