Update Nemirtingas overlay to latest.

This commit is contained in:
Mr_Goldberg
2022-08-05 02:06:42 -04:00
parent df94c38b0f
commit c17fb0c931
82 changed files with 48737 additions and 59872 deletions

View File

@ -1,146 +1,198 @@
/*
* Copyright (C) Nemirtingas
* This file is part of the ingame overlay project
*
* The ingame overlay project is free software; you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* The ingame overlay project is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with the ingame overlay project; if not, see
* <http://www.gnu.org/licenses/>.
*/
#include "DX10_Hook.h"
#include "Windows_Hook.h"
#include "../Renderer_Detector.h"
#include "../../dll/dll.h"
#ifdef EMU_OVERLAY
#include <imgui.h>
#include <impls/windows/imgui_impl_dx10.h>
#include <backends/imgui_impl_dx10.h>
DX10_Hook* DX10_Hook::_inst = nullptr;
bool DX10_Hook::start_hook()
template<typename T>
inline void SafeRelease(T*& pUnk)
{
bool res = true;
if (!hooked)
if (pUnk != nullptr)
{
if (!Windows_Hook::Inst()->start_hook())
pUnk->Release();
pUnk = nullptr;
}
}
bool DX10_Hook::StartHook(std::function<bool(bool)> key_combination_callback)
{
if (!_Hooked)
{
if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr)
{
SPDLOG_WARN("Failed to hook DirectX 11: Rendering functions missing.");
return false;
}
if (!Windows_Hook::Inst()->StartHook(key_combination_callback))
return false;
PRINT_DEBUG("Hooked DirectX 10\n");
hooked = true;
_WindowsHooked = true;
Renderer_Detector::Inst().renderer_found(this);
SPDLOG_INFO("Hooked DirectX 10");
_Hooked = true;
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers)
std::make_pair<void**, void*>(&(PVOID&)Present , &DX10_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)ResizeTarget , &DX10_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)ResizeBuffers, &DX10_Hook::MyResizeBuffers)
);
if (Present1 != nullptr)
{
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Present1, &DX10_Hook::MyPresent1)
);
}
EndHook();
get_steam_client()->steam_overlay->HookReady();
}
return res;
return true;
}
void DX10_Hook::resetRenderState()
bool DX10_Hook::IsStarted()
{
if (initialized)
return _Hooked;
}
void DX10_Hook::_ResetRenderState()
{
if (_Initialized)
{
mainRenderTargetView->Release();
OverlayHookReady(false);
ImGui_ImplDX10_Shutdown();
Windows_Hook::Inst()->resetRenderState();
Windows_Hook::Inst()->_ResetRenderState();
ImGui::DestroyContext();
initialized = false;
SafeRelease(mainRenderTargetView);
SafeRelease(pDevice);
_Initialized = false;
}
}
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
void DX10_Hook::_PrepareForOverlay(IDXGISwapChain* pSwapChain)
{
DXGI_SWAP_CHAIN_DESC desc;
pSwapChain->GetDesc(&desc);
if (!initialized)
if (!_Initialized)
{
if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
return;
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ID3D10Texture2D* pBackBuffer;
ID3D10Texture2D* pBackBuffer = nullptr;
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
if (pBackBuffer == nullptr)
{
pDevice->Release();
return;
}
pDevice->CreateRenderTargetView(pBackBuffer, nullptr, &mainRenderTargetView);
pBackBuffer->Release();
ImGui::CreateContext();
ImGui_ImplDX10_Init(pDevice);
pDevice->Release();
get_steam_client()->steam_overlay->CreateFonts();
initialized = true;
_Initialized = true;
OverlayHookReady(true);
}
if (ImGui_ImplDX10_NewFrame())
if (ImGui_ImplDX10_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(desc.OutputWindow))
{
Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc();
OverlayProc();
ImGui::Render();
pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
pDevice->OMSetRenderTargets(1, &mainRenderTargetView, nullptr);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
}
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
DX10_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX10_Hook::Inst()->Present)(SyncInterval, Flags);
auto inst= DX10_Hook::Inst();
inst->_PrepareForOverlay(_this);
return (_this->*inst->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
DX10_Hook::Inst()->resetRenderState();
return (_this->*DX10_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
auto inst= DX10_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
DX10_Hook::Inst()->resetRenderState();
return (_this->*DX10_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
auto inst= DX10_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters)
{
auto inst = DX10_Hook::Inst();
inst->_PrepareForOverlay(_this);
return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters);
}
DX10_Hook::DX10_Hook():
initialized(false),
hooked(false),
_Initialized(false),
_Hooked(false),
_WindowsHooked(false),
pDevice(nullptr),
mainRenderTargetView(nullptr),
Present(nullptr),
ResizeBuffers(nullptr),
ResizeTarget(nullptr)
ResizeTarget(nullptr),
Present1(nullptr)
{
_library = LoadLibrary(DX10_DLL);
}
DX10_Hook::~DX10_Hook()
{
PRINT_DEBUG("DX10 Hook removed\n");
//SPDLOG_INFO("DX10 Hook removed");
if (initialized)
if (_WindowsHooked)
delete Windows_Hook::Inst();
if (_Initialized)
{
mainRenderTargetView->Release();
ImGui_ImplDX10_InvalidateDeviceObjects();
ImGui::DestroyContext();
initialized = false;
_Initialized = false;
}
FreeLibrary(reinterpret_cast<HMODULE>(_library));
_inst = nullptr;
}
@ -152,21 +204,85 @@ DX10_Hook* DX10_Hook::Inst()
return _inst;
}
const char* DX10_Hook::get_lib_name() const
std::string DX10_Hook::GetLibraryName() const
{
return DX10_DLL;
return LibraryName;
}
void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain)
void DX10_Hook::LoadFunctions(
decltype(Present) PresentFcn,
decltype(ResizeBuffers) ResizeBuffersFcn,
decltype(ResizeTarget) ResizeTargetFcn,
decltype(Present1) Present1Fcn)
{
void** vTable;
vTable = *reinterpret_cast<void***>(pSwapChain);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
LOAD_FUNC(Present);
LOAD_FUNC(ResizeBuffers);
LOAD_FUNC(ResizeTarget);
#undef LOAD_FUNC
Present = PresentFcn;
ResizeBuffers = ResizeBuffersFcn;
ResizeTarget = ResizeTargetFcn;
Present1 = Present1Fcn;
}
#endif//EMU_OVERLAY
std::weak_ptr<uint64_t> DX10_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
{
ID3D10ShaderResourceView** resource = new ID3D10ShaderResourceView*(nullptr);
// Create texture
D3D10_TEXTURE2D_DESC desc = {};
desc.Width = static_cast<UINT>(width);
desc.Height = static_cast<UINT>(height);
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D10Texture2D* pTexture = nullptr;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = image_data;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
pDevice->CreateTexture2D(&desc, &subResource, &pTexture);
if (pTexture != nullptr)
{
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
pDevice->CreateShaderResourceView(pTexture, &srvDesc, resource);
// Release Texure, the shader resource increases the reference count.
pTexture->Release();
}
if (*resource == nullptr)
return std::shared_ptr<uint64_t>();
auto ptr = std::shared_ptr<uint64_t>((uint64_t*)resource, [](uint64_t* handle)
{
if (handle != nullptr)
{
ID3D10ShaderResourceView** resource = reinterpret_cast<ID3D10ShaderResourceView**>(handle);
(*resource)->Release();
delete resource;
}
});
_ImageResources.emplace(ptr);
return ptr;
}
void DX10_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
{
auto ptr = resource.lock();
if (ptr)
{
auto it = _ImageResources.find(ptr);
if (it != _ImageResources.end())
_ImageResources.erase(it);
}
}