mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-27 14:08:39 +01:00
dd530e80b1
Added Base_Hook::get_lib_name to track what renderer is hooked for overlay. Objects used to detect renderer type are now also used to hook the rendering functions. So we don't have to build another device. Updated VTables for DX12.
215 lines
No EOL
6.1 KiB
C++
215 lines
No EOL
6.1 KiB
C++
#include "DX9_Hook.h"
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#include "Windows_Hook.h"
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#include "Hook_Manager.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_dx9.h>
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#include "steam_overlay.h"
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DX9_Hook* DX9_Hook::_inst = nullptr;
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bool DX9_Hook::start_hook()
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{
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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 9\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)Reset, &DX9_Hook::MyReset),
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std::make_pair<void**, void*>(&(PVOID&)Present, &DX9_Hook::MyPresent)
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);
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if (PresentEx != nullptr)
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{
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx)
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//std::make_pair<void**, void*>(&(PVOID&)EndScene, &DX9_Hook::MyEndScene)
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);
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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 true;
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}
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void DX9_Hook::resetRenderState()
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{
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if (initialized)
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{
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initialized = false;
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ImGui_ImplDX9_Shutdown();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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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 DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
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{
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IDirect3DSwapChain9* pSwapChain;
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pDevice->GetSwapChain(0, &pSwapChain);
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D3DPRESENT_PARAMETERS PresentParameters;
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pSwapChain->GetPresentParameters(&PresentParameters);
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pSwapChain->Release();
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D3DDEVICE_CREATION_PARAMETERS param;
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pDevice->GetCreationParameters(¶m);
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// Workaround to detect if we changed window.
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if (param.hFocusWindow != Windows_Hook::Inst().GetGameHwnd())
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resetRenderState();
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if (!initialized)
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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_ImplDX9_Init(pDevice);
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initialized = true;
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}
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ImGui_ImplDX9_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(param.hFocusWindow);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight);
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
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}
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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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//
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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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{
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DX9_Hook::Inst()->resetRenderState();
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return (_this->*DX9_Hook::Inst()->Reset)(pPresentationParameters);
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}
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this)
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{
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if( !DX9_Hook::Inst()->uses_present )
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DX9_Hook::Inst()->prepareForOverlay(_this);
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return (_this->*DX9_Hook::Inst()->EndScene)();
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}
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
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{
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DX9_Hook::Inst()->uses_present = true;
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DX9_Hook::Inst()->prepareForOverlay(_this);
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return (_this->*DX9_Hook::Inst()->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
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}
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
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{
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DX9_Hook::Inst()->uses_present = true;
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DX9_Hook::Inst()->prepareForOverlay(_this);
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return (_this->*DX9_Hook::Inst()->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
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}
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DX9_Hook::DX9_Hook():
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initialized(false),
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uses_present(false),
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EndScene(nullptr),
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Present(nullptr),
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PresentEx(nullptr),
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Reset(nullptr)
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{
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_library = LoadLibrary(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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//
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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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{
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PRINT_DEBUG("DX9 Hook removed\n");
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//resetRenderState();
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if (initialized)
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{
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//ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release())
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// maybe because D3D is already shut down when we try to free the device?
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ImGui_ImplDX9_InvalidateDeviceObjects();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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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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DX9_Hook* DX9_Hook::Inst()
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{
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if( _inst == nullptr )
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_inst = new DX9_Hook;
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return _inst;
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}
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const char* DX9_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 DX9_Hook::loadFunctions(IDirect3DDevice9* pDevice, bool ex)
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{
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void** vTable = *reinterpret_cast<void***>(pDevice);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X]
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LOAD_FUNC(Reset);
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LOAD_FUNC(EndScene);
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LOAD_FUNC(Present);
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if (ex)
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LOAD_FUNC(PresentEx);
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#undef LOAD_FUNC
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}
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#endif//NO_OVERLAY
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