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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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12 changed files with 497 additions and 190 deletions
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@ -10,7 +10,7 @@ public:
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static constexpr const char *DLL_NAME = "opengl32.dll";
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using wglSwapBuffers_t = BOOL(WINAPI*)(HDC);
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using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC);
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//using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC);
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private:
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// Variables
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@ -30,9 +30,9 @@ private:
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wglSwapBuffers_t wglSwapBuffers;
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// Hook functions so we know we use OGL
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static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC);
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//static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC);
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wglMakeCurrent_t wglMakeCurrent;
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//wglMakeCurrent_t wglMakeCurrent;
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public:
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static void Create(); // Initialize OGL Hook.
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