goldberg_emulator/overlay_experimental/windows/DX12_Hook.h

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/*
* 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/>.
*/
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#pragma once
#include "../internal_includes.h"
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#include <d3d12.h>
#include <dxgi1_4.h>
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class DX12_Hook :
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public ingame_overlay::Renderer_Hook,
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public Base_Hook
{
public:
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static constexpr const char *DLL_NAME = "d3d12.dll";
private:
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static DX12_Hook* _inst;
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struct DX12Frame_t
{
D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget = {};
ID3D12CommandAllocator* pCmdAlloc = nullptr;
ID3D12Resource* pBackBuffer = nullptr;
inline void Reset()
{
pCmdAlloc = nullptr;
pBackBuffer = nullptr;
}
DX12Frame_t(DX12Frame_t const&) = delete;
DX12Frame_t& operator=(DX12Frame_t const&) = delete;
DX12Frame_t(D3D12_CPU_DESCRIPTOR_HANDLE RenderTarget, ID3D12CommandAllocator* pCmdAlloc, ID3D12Resource* pBackBuffer):
RenderTarget(RenderTarget), pCmdAlloc(pCmdAlloc), pBackBuffer(pBackBuffer)
{}
DX12Frame_t(DX12Frame_t&& other) noexcept:
RenderTarget(other.RenderTarget), pCmdAlloc(other.pCmdAlloc), pBackBuffer(other.pBackBuffer)
{
other.Reset();
}
DX12Frame_t& operator=(DX12Frame_t&& other) noexcept
{
DX12Frame_t tmp(std::move(other));
RenderTarget = tmp.RenderTarget;
pCmdAlloc = tmp.pCmdAlloc;
pBackBuffer = tmp.pBackBuffer;
tmp.Reset();
return *this;
}
~DX12Frame_t()
{
if (pCmdAlloc != nullptr) pCmdAlloc->Release();
if (pBackBuffer != nullptr) pBackBuffer->Release();
}
};
// Variables
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bool _Hooked;
bool _WindowsHooked;
bool _Initialized;
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size_t CommandQueueOffset;
ID3D12CommandQueue* pCmdQueue;
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ID3D12Device* pDevice;
std::vector<DX12Frame_t> OverlayFrames;
//std::vector<bool> srvDescHeapBitmap;
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ID3D12DescriptorHeap* pSrvDescHeap;
ID3D12GraphicsCommandList* pCmdList;
ID3D12DescriptorHeap* pRtvDescHeap;
// Functions
DX12_Hook();
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//struct heap_t
//{
// D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
// D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
// int64_t id;
//};
//
//heap_t get_free_texture_heap();
//bool release_texture_heap(int64_t heap_id);
ID3D12CommandQueue* _FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain);
void _ResetRenderState();
void _PrepareForOverlay(IDXGISwapChain* pSwapChain, ID3D12CommandQueue* pCommandQueue);
// 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);
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static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists);
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static HRESULT STDMETHODCALLTYPE MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters);
decltype(&IDXGISwapChain::Present) Present;
decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
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decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists;
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decltype(&IDXGISwapChain1::Present1) Present1;
public:
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std::string LibraryName;
virtual ~DX12_Hook();
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virtual bool StartHook(std::function<bool(bool)> key_combination_callback, std::set<ingame_overlay::ToggleKey> toggle_keys);
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virtual bool IsStarted();
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static DX12_Hook* Inst();
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virtual std::string GetLibraryName() const;
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void LoadFunctions(
decltype(Present) PresentFcn,
decltype(ResizeBuffers) ResizeBuffersFcn,
decltype(ResizeTarget) ResizeTargetFcn,
decltype(ExecuteCommandLists) ExecuteCommandListsFcn,
decltype(Present1) Present1Fcn1);
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virtual std::weak_ptr<uint64_t> CreateImageResource(const void* image_data, uint32_t width, uint32_t height);
virtual void ReleaseImageResource(std::weak_ptr<uint64_t> resource);
};