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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2025-12-05 11:44:53 +01:00
Reworked how renderers are hooked.
Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used.
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parent
4d3c355fcc
commit
40615d07a7
12 changed files with 497 additions and 190 deletions
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@ -23,10 +23,10 @@ void DX9_Hook::start_hook()
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if (!_hooked)
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{
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Hook_Manager::Inst().FoundRenderer(this);
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Hook_Manager::Inst().FoundHook(this);
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IDirect3D9Ex* pD3D;
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IDirect3DDevice9Ex* pDeviceEx;
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decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
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Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D);
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@ -118,25 +118,25 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 9 Initialization functions
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IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion)
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{
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auto res = hook->Direct3DCreate9(SDKVersion);
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if( res != nullptr )
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hook->hook_dx9(SDKVersion);
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return res;
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}
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HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice)
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{
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auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice);
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if (SUCCEEDED(res))
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hook->hook_dx9(SDKVersion);
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return res;
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}
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//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion)
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//{
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// auto res = hook->Direct3DCreate9(SDKVersion);
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//
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// if( res != nullptr )
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// hook->hook_dx9(SDKVersion);
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//
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// return res;
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//}
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//
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//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice)
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//{
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// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx9(SDKVersion);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
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@ -177,15 +177,15 @@ DX9_Hook::DX9_Hook():
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_dll = GetModuleHandle(DLL_NAME);
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// Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called.
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// If its called, then DX9 will be used to render the overlay.
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Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9");
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Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9),
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std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex)
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);
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EndHook();
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//Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9");
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//Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9),
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// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex)
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//);
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//EndHook();
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}
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DX9_Hook::~DX9_Hook()
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@ -209,6 +209,7 @@ void DX9_Hook::Create()
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if( hook == nullptr )
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{
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hook = new DX9_Hook;
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hook->start_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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