goldberg_emulator/overlay_experimental/DX9_Hook.cpp
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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6.9 KiB
C++

#include "DX9_Hook.h"
#ifndef NO_OVERLAY
#include "Hook_Manager.h"
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
#include <impls/imgui_impl_dx9.h>
#include "steam_overlay.h"
static DX9_Hook* hook;
//////////////////////////////////////////////////////////////////
///////// /////////
///////// This hook doesn't support game resize for now /////////
///////// /////////
//////////////////////////////////////////////////////////////////
void DX9_Hook::start_hook()
{
if (!_hooked)
{
Hook_Manager::Inst().FoundRenderer(this);
IDirect3D9Ex* pD3D;
IDirect3DDevice9Ex* pDeviceEx;
decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D);
D3DPRESENT_PARAMETERS params = {};
params.BackBufferWidth = 1;
params.BackBufferHeight = 1;
params.hDeviceWindow = GetForegroundWindow();
pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &params, NULL, &pDeviceEx);
if (pDeviceEx != nullptr)
{
_hooked = true;
PRINT_DEBUG("Hooked DirectX 9\n");
loadFunctions(pDeviceEx);
UnhookAll();
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Reset, &DX9_Hook::MyReset),
std::make_pair<void**, void*>(&(PVOID&)Present, &DX9_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx)
//std::make_pair<void**, void*>(&(PVOID&)EndScene, &DX9_Hook::MyEndScene)
);
EndHook();
}
else
{
PRINT_DEBUG("Failed to DirectX 9\n");
}
if(pDeviceEx)pDeviceEx->Release();
if(pD3D)pD3D->Release();
}
}
void DX9_Hook::resetRenderState()
{
if (initialized)
{
initialized = false;
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
}
}
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
{
IDirect3DSwapChain9* pSwapChain;
pDevice->GetSwapChain(0, &pSwapChain);
D3DPRESENT_PARAMETERS PresentParameters;
pSwapChain->GetPresentParameters(&PresentParameters);
pSwapChain->Release();
D3DDEVICE_CREATION_PARAMETERS param;
pDevice->GetCreationParameters(&param);
// Workaround to detect if we changed window.
if (param.hFocusWindow != Hook_Manager::Inst().GetOverlay()->GetGameHwnd())
resetRenderState();
if (!initialized)
{
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow);
ImGui_ImplWin32_Init(param.hFocusWindow);
ImGui_ImplDX9_Init(pDevice);
initialized = true;
}
ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
Hook_Manager::Inst().CallOverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight);
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
}
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 9 Initialization functions
//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion)
//{
// auto res = hook->Direct3DCreate9(SDKVersion);
//
// if( res != nullptr )
// hook->hook_dx9(SDKVersion);
//
// return res;
//}
//
//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice)
//{
// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx9(SDKVersion);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
{
hook->resetRenderState();
return (_this->*hook->Reset)(pPresentationParameters);
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this)
{
if( !hook->uses_present )
hook->prepareForOverlay(_this);
return (_this->*hook->EndScene)();
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
{
hook->uses_present = true;
hook->prepareForOverlay(_this);
return (_this->*hook->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
{
hook->uses_present = true;
hook->prepareForOverlay(_this);
return (_this->*hook->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
}
DX9_Hook::DX9_Hook():
initialized(false),
uses_present(false),
EndScene(nullptr),
Present(nullptr),
PresentEx(nullptr),
Reset(nullptr)
{
_dll = GetModuleHandle(DLL_NAME);
// Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called.
// If its called, then DX9 will be used to render the overlay.
//Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9");
//Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
//
//BeginHook();
//HookFuncs(
// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9),
// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex)
//);
//EndHook();
}
DX9_Hook::~DX9_Hook()
{
PRINT_DEBUG("DX9 Hook removed\n");
if (_hooked)
{
//ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release())
// maybe because D3D is already shut down when we try to free the device?
ImGui_ImplDX9_InvalidateDeviceObjects();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
}
hook = nullptr;
}
void DX9_Hook::Create()
{
if( hook == nullptr )
{
hook = new DX9_Hook;
hook->start_hook();
// Register the hook to the Hook Manager
Hook_Manager::Inst().AddHook(hook);
}
}
void DX9_Hook::loadFunctions(IDirect3DDevice9Ex* pDeviceEx)
{
void** vTable = *reinterpret_cast<void***>(pDeviceEx);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X]
LOAD_FUNC(Reset);
LOAD_FUNC(EndScene);
LOAD_FUNC(Present);
LOAD_FUNC(PresentEx);
#undef LOAD_FUNC
}
#endif//NO_OVERLAY