diff --git a/overlay_experimental/DX12_Hook.cpp b/overlay_experimental/DX12_Hook.cpp index 4b835ba..7b9f09b 100644 --- a/overlay_experimental/DX12_Hook.cpp +++ b/overlay_experimental/DX12_Hook.cpp @@ -20,75 +20,23 @@ bool DX12_Hook::start_hook() if (!Windows_Hook::Inst().start_hook()) return false; - HWND hWnd = GetGameWindow(); - if (!hWnd) - return false; + PRINT_DEBUG("Hooked DirectX 12\n"); + _hooked = true; - IDXGIFactory4* pDXGIFactory = nullptr; - IDXGISwapChain1* pSwapChain = nullptr; - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; - ID3D12CommandQueue* pCommandQueue = nullptr; - ID3D12Device* pDevice = nullptr; - decltype(D3D12CreateDevice)* D3D12CreateDevice = - (decltype(D3D12CreateDevice))GetProcAddress(GetModuleHandle(DX12_Hook::DLL_NAME), "D3D12CreateDevice"); + Hook_Manager::Inst().FoundRenderer(this); - D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice)); + UnhookAll(); + BeginHook(); + HookFuncs( + std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), + std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), + std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers), + std::make_pair(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists), + std::make_pair(&(PVOID&)DX12_Hook::Close, &DX12_Hook::MyClose) + ); + EndHook(); - if (pDevice) - { - DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {}; - SwapChainDesc.Width = 0; - SwapChainDesc.Height = 0; - SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - SwapChainDesc.Stereo = FALSE; - SwapChainDesc.SampleDesc = { 1, 0 }; - SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - SwapChainDesc.BufferCount = 3; - SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; - SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; - SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; - - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue)); - - if (pCommandQueue) - { - reinterpret_cast(GetProcAddress(GetModuleHandle("dxgi.dll"), "CreateDXGIFactory1"))(IID_PPV_ARGS(&pDXGIFactory)); - pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain); - - if (pSwapChain != nullptr) - { - PRINT_DEBUG("Hooked DirectX 12\n"); - - _hooked = true; - Hook_Manager::Inst().FoundRenderer(this); - - loadFunctions(pDevice, pSwapChain); - - UnhookAll(); - BeginHook(); - HookFuncs( - std::make_pair(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent), - std::make_pair(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget), - std::make_pair(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers) - ); - EndHook(); - - get_steam_client()->steam_overlay->HookReady(); - } - else - { - PRINT_DEBUG("Failed to hook DirectX 12\n"); - res = false; - } - } - } - - if (pSwapChain) pSwapChain->Release(); - if (pDXGIFactory) pDXGIFactory->Release(); - if (pCommandQueue) pCommandQueue->Release(); - if (pDevice) pDevice->Release(); + get_steam_client()->steam_overlay->HookReady(); } return res; } @@ -97,9 +45,7 @@ void DX12_Hook::resetRenderState() { if (initialized) { - pCmdAlloc->Release(); - pCmdList->Release(); - pDescriptorHeap->Release(); + pSrvDescHeap->Release(); ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst().resetRenderState(); @@ -112,75 +58,41 @@ void DX12_Hook::resetRenderState() // Try to make this function and overlay's proc as short as possible or it might affect game's fps. void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { - DXGI_SWAP_CHAIN_DESC desc; - pSwapChain->GetDesc(&desc); + pSwapChain->GetDesc(&sc_desc); + + IDXGISwapChain3* pSwapChain3; + pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3)); if (!initialized) { - D3D12_DESCRIPTOR_HEAP_DESC d3d12_desc = {}; ID3D12Device* pDevice; - - if (!SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) + if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) return; - d3d12_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - d3d12_desc.NumDescriptors = 1; - d3d12_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; - d3d12_desc.NodeMask = 1; - if (pDevice->CreateDescriptorHeap(&d3d12_desc, IID_PPV_ARGS(&pDescriptorHeap)) != S_OK) { - pDevice->Release(); - return; - } - - mainRenderTargetDescriptor = pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); - - if (!SUCCEEDED(pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)))) - { - pDescriptorHeap->Release(); - pDevice->Release(); - return; - } - if (!SUCCEEDED(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)))) - { - pCmdAlloc->Release(); - pDescriptorHeap->Release(); - pDevice->Release(); - return; + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + desc.NumDescriptors = 1; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK) + { + pDevice->Release(); + return; + } } ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; - - ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, - pDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), - pDescriptorHeap->GetGPUDescriptorHandleForHeapStart()); - pCmdList->Release(); - pCmdAlloc->Release(); - pDescriptorHeap->Release(); + ImGui_ImplDX12_Init(pDevice, 1, DXGI_FORMAT_R8G8B8A8_UNORM, + pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), + pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + pDevice->Release(); + initialized = true; } - - ImGui_ImplDX12_NewFrame(); - Windows_Hook::Inst().prepareForOverlay(desc.OutputWindow); - - ImGui::NewFrame(); - - get_steam_client()->steam_overlay->OverlayProc(desc.BufferDesc.Width, desc.BufferDesc.Height); - - ImGui::EndFrame(); - - ImGui::Render(); - - pCmdAlloc->Reset(); - pCmdList->Reset(pCmdAlloc, NULL); - //pCmdList->ClearRenderTargetView(mainRenderTargetDescriptor, (float*)& clear_color, 0, NULL); - pCmdList->OMSetRenderTargets(1, &mainRenderTargetDescriptor, FALSE, NULL); - pCmdList->SetDescriptorHeaps(1, &pDescriptorHeap); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList); } ///////////////////////////////////////////////////////////////////////////////////// @@ -219,15 +131,54 @@ HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } +void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists) +{ + DX12_Hook* me = DX12_Hook::Inst(); + // ----------------------------------------------------- // + // \/\/\/ TODO: Find a cleaner way to do all this \/\/\/ // + // I'd like to put it in IDXGISwapChain::Present // + // ----------------------------------------------------- // + if (me->initialized) + { + static std::recursive_mutex render_mutex; // Sniper Elite 4 where I test this uses multiple thread on this. ImGui is not reentrant + std::lock_guard lock(render_mutex); + for (int i = 0; i < NumCommandLists; ++i) + { + if (((ID3D12GraphicsCommandList*)ppCommandLists[i])->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) + { + ImGui_ImplDX12_NewFrame(); + Windows_Hook::Inst().prepareForOverlay(me->sc_desc.OutputWindow); + + ImGui::NewFrame(); + + get_steam_client()->steam_overlay->OverlayProc(me->sc_desc.BufferDesc.Width, me->sc_desc.BufferDesc.Height); + + ImGui::EndFrame(); + + ((ID3D12GraphicsCommandList*)ppCommandLists[i])->SetDescriptorHeaps(1, &me->pSrvDescHeap); + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), (ID3D12GraphicsCommandList*)ppCommandLists[i]); + (((ID3D12GraphicsCommandList*)ppCommandLists[i])->*me->Close)(); + } + } + } + (_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists); +} + +HRESULT STDMETHODCALLTYPE DX12_Hook::MyClose(ID3D12GraphicsCommandList* _this) +{ + if (DX12_Hook::Inst()->initialized && _this->GetType() == D3D12_COMMAND_LIST_TYPE_DIRECT) + return S_OK; + else + return (_this->*DX12_Hook::Inst()->Close)(); +} + DX12_Hook::DX12_Hook(): - initialized(false), - pCmdAlloc(nullptr), - pCmdList(nullptr), - pDescriptorHeap(nullptr) + initialized(false) { _library = LoadLibrary(DLL_NAME); - PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name."); + PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.\n"); // Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX12 will be used to render the overlay. @@ -246,10 +197,6 @@ DX12_Hook::~DX12_Hook() if (initialized) { - pCmdAlloc->Release(); - pCmdList->Release(); - pDescriptorHeap->Release(); - //ImGui_ImplDX12_Shutdown(); ImGui_ImplDX12_InvalidateDeviceObjects(); Windows_Hook::Inst().resetRenderState(); @@ -271,21 +218,44 @@ DX12_Hook* DX12_Hook::Inst() return _inst; } -void DX12_Hook::loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain) +const char* DX12_Hook::get_lib_name() const +{ + return DLL_NAME; +} + +void DX12_Hook::loadFunctions(ID3D12Device* pDevice, ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); - - /* #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12DeviceVTable::X] - + #undef LOAD_FUNC - */ + + vTable = *reinterpret_cast(pCommandQueue); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] + LOAD_FUNC(ExecuteCommandLists); +#undef LOAD_FUNC + + + ID3D12CommandAllocator* pCommandAllocator; + ID3D12CommandList* pCommandList; + + pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator)); + pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList)); + + vTable = *reinterpret_cast(pCommandList); +#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12GraphicsCommandListVTable::X] + LOAD_FUNC(Close); +#undef LOAD_FUNC + vTable = *reinterpret_cast(pSwapChain); #define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X] LOAD_FUNC(Present); LOAD_FUNC(ResizeBuffers); LOAD_FUNC(ResizeTarget); #undef LOAD_FUNC + + pCommandList->Release(); + pCommandAllocator->Release(); } #endif//NO_OVERLAY \ No newline at end of file diff --git a/overlay_experimental/DX12_Hook.h b/overlay_experimental/DX12_Hook.h index a195f4c..0889ce0 100644 --- a/overlay_experimental/DX12_Hook.h +++ b/overlay_experimental/DX12_Hook.h @@ -18,10 +18,9 @@ private: // Variables bool initialized; - ID3D12CommandAllocator* pCmdAlloc; - ID3D12GraphicsCommandList* pCmdList; - ID3D12DescriptorHeap* pDescriptorHeap; - D3D12_CPU_DESCRIPTOR_HANDLE mainRenderTargetDescriptor; + + DXGI_SWAP_CHAIN_DESC sc_desc; + ID3D12DescriptorHeap* pSrvDescHeap; // Functions DX12_Hook(); @@ -34,10 +33,14 @@ private: 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); + static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists); + static HRESULT STDMETHODCALLTYPE MyClose(ID3D12GraphicsCommandList* _this); decltype(&IDXGISwapChain::Present) Present; decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers; decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget; + decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists; + decltype(&ID3D12GraphicsCommandList::Close) Close; // Hook functions so we know we use DX11 //static decltype(D3D12CreateDevice) MyD3D12CreateDevice; @@ -47,8 +50,9 @@ private: public: bool start_hook(); static DX12_Hook* Inst(); + virtual const char* get_lib_name() const; - void loadFunctions(ID3D12Device *pDevice, IDXGISwapChain *pSwapChain); + void loadFunctions(ID3D12Device *pDevice, ID3D12CommandQueue *pCommandQueue, IDXGISwapChain *pSwapChain); }; #endif//NO_OVERLAY