goldberg_emulator/overlay_experimental/DX12_Hook.h
Nemirtingas 40615d07a7 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.
2019-08-16 10:36:44 +02:00

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#ifndef __INCLUDED_DX12_HOOK_H__
#define __INCLUDED_DX12_HOOK_H__
#include "Base_Hook.h"
#ifndef NO_OVERLAY
#include <d3d12.h>
#include "DirectX_VTables.h"
class DX12_Hook : public Base_Hook
{
public:
static constexpr const char *DLL_NAME = "d3d12.dll";
private:
// Variables
bool initialized;
ID3D12CommandAllocator* pCmdAlloc;
ID3D12GraphicsCommandList* pCmdList;
ID3D12DescriptorHeap* pDescriptorHeap;
D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor;
// Functions
DX12_Hook();
virtual ~DX12_Hook();
void start_hook();
void resetRenderState();
void prepareForOverlay(IDXGISwapChain* pSwapChain);
// Hook to render functions
static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters);
static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
decltype(&IDXGISwapChain::Present) Present;
decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
// Hook functions so we know we use DX11
//static decltype(D3D12CreateDevice) MyD3D12CreateDevice;
//decltype(D3D12CreateDevice)* D3D12CreateDevice;
public:
static void Create(); // Initialize DX11 Hook.
void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain);
};
#endif//NO_OVERLAY
#endif//__INCLUDED_DX12_HOOK_H__