Refactor dx device creation

Find the game's window instead of using the foreground window.
This commit is contained in:
Nemirtingas 2019-08-20 23:27:17 +02:00
parent dc7480c633
commit 5a0653d080
7 changed files with 71 additions and 12 deletions

View File

@ -17,6 +17,10 @@ bool DX10_Hook::start_hook()
if (!Windows_Hook::Inst().start_hook())
return false;
HWND hWnd = GetGameWindow();
if (!hWnd)
return false;
IDXGISwapChain* pSwapChain;
ID3D10Device* pDevice;
DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
@ -29,7 +33,7 @@ bool DX10_Hook::start_hook()
SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.OutputWindow = GetForegroundWindow();
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.SampleDesc.Count = 1;
SwapChainDesc.SampleDesc.Quality = 0;
SwapChainDesc.Windowed = TRUE;

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@ -27,6 +27,10 @@ bool DX11_Hook::start_hook()
if (!Windows_Hook::Inst().start_hook())
return false;
HWND hWnd = GetGameWindow();
if (!hWnd)
return false;
IDXGISwapChain* pSwapChain;
ID3D11Device* pDevice;
DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
@ -39,7 +43,7 @@ bool DX11_Hook::start_hook()
SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.OutputWindow = GetForegroundWindow();
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.SampleDesc.Count = 1;
SwapChainDesc.SampleDesc.Quality = 0;
SwapChainDesc.Windowed = TRUE;

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@ -19,6 +19,10 @@ bool DX12_Hook::start_hook()
if (!Windows_Hook::Inst().start_hook())
return false;
HWND hWnd = GetGameWindow();
if (!hWnd)
return false;
IDXGIFactory4* pDXGIFactory = nullptr;
IDXGISwapChain1* pSwapChain = nullptr;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
@ -50,7 +54,7 @@ bool DX12_Hook::start_hook()
if (pCommandQueue)
{
reinterpret_cast<decltype(CreateDXGIFactory1)*>(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory));
pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain);
pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain);
if (pSwapChain != nullptr)
{

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@ -19,6 +19,10 @@ bool DX9_Hook::start_hook()
if (!Windows_Hook::Inst().start_hook())
return false;
HWND hWnd = GetGameWindow();
if (!hWnd)
return false;
IDirect3D9Ex* pD3D;
IDirect3DDevice9Ex* pDeviceEx;
decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(reinterpret_cast<HMODULE>(_library), "Direct3DCreate9Ex");
@ -28,7 +32,7 @@ bool DX9_Hook::start_hook()
D3DPRESENT_PARAMETERS params = {};
params.BackBufferWidth = 1;
params.BackBufferHeight = 1;
params.hDeviceWindow = GetForegroundWindow();
params.hDeviceWindow = hWnd;
pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &params, NULL, &pDeviceEx);

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@ -10,12 +10,15 @@
#include "DX11_Hook.h"
#include "DX10_Hook.h"
#include "DX9_Hook.h"
#include "Windows_Hook.h"
#endif
#include "OpenGL_Hook.h"
#include <algorithm>
constexpr int max_hook_retries = 500;
#ifdef STEAM_WIN32
static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present;
static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present;
@ -147,6 +150,10 @@ void Hook_Manager::hook_dx9()
{
if (!_dx9_hooked && !_renderer_found)
{
HWND hWnd = GetGameWindow();
if (!hWnd)
return;
IDirect3D9Ex* pD3D;
IDirect3DDevice9Ex* pDeviceEx;
decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(GetModuleHandle(DX9_Hook::DLL_NAME), "Direct3DCreate9Ex");
@ -156,7 +163,7 @@ void Hook_Manager::hook_dx9()
D3DPRESENT_PARAMETERS params = {};
params.BackBufferWidth = 1;
params.BackBufferHeight = 1;
params.hDeviceWindow = GetForegroundWindow();
params.hDeviceWindow = hWnd;
pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &params, NULL, &pDeviceEx);
@ -181,6 +188,10 @@ void Hook_Manager::hook_dx10()
{
if (!_dxgi_hooked && !_renderer_found)
{
HWND hWnd = GetGameWindow();
if (!hWnd)
return;
IDXGISwapChain* pSwapChain;
ID3D10Device* pDevice;
DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
@ -193,7 +204,7 @@ void Hook_Manager::hook_dx10()
SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.OutputWindow = GetForegroundWindow();
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.SampleDesc.Count = 1;
SwapChainDesc.SampleDesc.Quality = 0;
SwapChainDesc.Windowed = TRUE;
@ -219,6 +230,10 @@ void Hook_Manager::hook_dx11()
{
if (!_dxgi_hooked && !_renderer_found)
{
HWND hWnd = GetGameWindow();
if (!hWnd)
return;
IDXGISwapChain* pSwapChain;
ID3D11Device* pDevice;
DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
@ -231,7 +246,7 @@ void Hook_Manager::hook_dx11()
SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.OutputWindow = GetForegroundWindow();
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.SampleDesc.Count = 1;
SwapChainDesc.SampleDesc.Quality = 0;
SwapChainDesc.Windowed = TRUE;
@ -258,6 +273,10 @@ void Hook_Manager::hook_dx12()
{
if (!_dxgi_hooked && !_renderer_found)
{
HWND hWnd = GetGameWindow();
if (!hWnd)
return;
IDXGIFactory4* pDXGIFactory = nullptr;
IDXGISwapChain1* pSwapChain = nullptr;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
@ -289,7 +308,7 @@ void Hook_Manager::hook_dx12()
if (pCommandQueue)
{
reinterpret_cast<decltype(CreateDXGIFactory1)*>(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory));
pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, GetForegroundWindow(), &SwapChainDesc, NULL, NULL, &pSwapChain);
pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain);
if (pSwapChain != nullptr)
{
PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n");
@ -378,13 +397,10 @@ void Hook_Manager::create_hook(const char* libname)
bool Hook_Manager::stop_retry()
{
// Retry 200 times, we look for rendering functions so its actually: "retry for 200 frames"
bool stop = ++_hook_retries >= 200;
bool stop = ++_hook_retries >= max_hook_retries;
if (stop)
{
PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n");
FoundRenderer(nullptr);
}
return stop;
}
@ -457,6 +473,11 @@ void Hook_Manager::FoundRenderer(Base_Hook* hook)
{
_renderer_found = true;
if (hook == nullptr)
PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n");
else
PRINT_DEBUG("Hooked renderer in %d tries\n", _hook_retries);
_hook_thread->join();
delete _hook_thread;

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@ -7,6 +7,26 @@ extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam
#include "../dll/dll.h"
HWND GetGameWindow()
{
HWND hWnd = FindWindow(NULL, NULL);
while (hWnd)
{
if (!GetParent(hWnd))
{
#if defined(_WIN64)
if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWLP_HINSTANCE))
break;
#elif defined(_WIN32)
if (GetModuleHandle(NULL) == (HINSTANCE)GetWindowLong(hWnd, GWL_HINSTANCE))
break;
#endif
}
hWnd = GetWindow(hWnd, GW_HWNDNEXT);
}
return hWnd;
}
bool Windows_Hook::start_hook()
{
if (!_hooked)

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@ -42,5 +42,7 @@ public:
static Windows_Hook& Inst();
};
HWND GetGameWindow();
#endif//NO_OVERLAY
#endif//__INCLUDED_WINDOWS_HOOK_H__