mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-07 15:04:28 +08:00
Added class Renderer_Detector.
Hook_Manager now only manages hooks. Renderer_Detector is used to detect the game's renderer. There will be 2 version of it. 1 for windows and 1 for Linux.
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@ -1,6 +1,6 @@
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#include "DX12_Hook.h"
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#include "Windows_Hook.h"
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#include "Hook_Manager.h"
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#include "Renderer_Detector.h"
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#include "../dll/dll.h"
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#ifndef NO_OVERLAY
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@ -15,17 +15,16 @@ DX12_Hook* DX12_Hook::_inst = nullptr;
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bool DX12_Hook::start_hook()
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{
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bool res = true;
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if (!_hooked)
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if (!hooked)
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{
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if (!Windows_Hook::Inst().start_hook())
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if (!Windows_Hook::Inst()->start_hook())
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return false;
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PRINT_DEBUG("Hooked DirectX 12\n");
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_hooked = true;
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hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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Renderer_Detector::Inst().renderer_found(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&)DX12_Hook::Present, &DX12_Hook::MyPresent),
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@ -48,7 +47,7 @@ void DX12_Hook::resetRenderState()
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pSrvDescHeap->Release();
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ImGui_ImplDX12_Shutdown();
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Windows_Hook::Inst().resetRenderState();
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Windows_Hook::Inst()->resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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@ -147,7 +146,7 @@ void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_thi
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if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT)
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{
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ImGui_ImplDX12_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(me->sc_desc.OutputWindow);
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Windows_Hook::Inst()->prepareForOverlay(me->sc_desc.OutputWindow);
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ImGui::NewFrame();
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@ -174,7 +173,14 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this)
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}
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DX12_Hook::DX12_Hook():
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initialized(false)
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initialized(false),
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hooked(false),
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pSrvDescHeap(nullptr),
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Present(nullptr),
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ResizeBuffers(nullptr),
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ResizeTarget(nullptr),
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ExecuteCommandLists(nullptr),
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Close(nullptr)
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{
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_library = LoadLibrary(DLL_NAME);
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@ -199,7 +205,6 @@ DX12_Hook::~DX12_Hook()
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{
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//ImGui_ImplDX12_Shutdown();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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@ -223,10 +228,15 @@ const char* DX12_Hook::get_lib_name() const
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return DLL_NAME;
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}
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void DX12_Hook::loadFunctions(ID3D12CommandList* pCommandList, IDXGISwapChain *pSwapChain)
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void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain)
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{
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void** vTable;
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vTable = *reinterpret_cast<void***>(pCommandList);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X]
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LOAD_FUNC(ExecuteCommandLists);
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#undef LOAD_FUNC
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vTable = *reinterpret_cast<void***>(pCommandList);
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#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X]
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LOAD_FUNC(Close);
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