#include "DX12_Hook.h" #include "Windows_Hook.h" #include "Renderer_Detector.h" #include "../dll/dll.h" #ifndef NO_OVERLAY #include #include #include DX12_Hook* DX12_Hook::_inst = nullptr; bool DX12_Hook::start_hook() { bool res = true; if (!hooked) { if (!Windows_Hook::Inst()->start_hook()) return false; PRINT_DEBUG("Hooked DirectX 12\n"); hooked = true; Renderer_Detector::Inst().renderer_found(this); 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(); get_steam_client()->steam_overlay->HookReady(); } return res; } void DX12_Hook::resetRenderState() { if (initialized) { pSrvDescHeap->Release(); ImGui_ImplDX12_Shutdown(); Windows_Hook::Inst()->resetRenderState(); ImGui::DestroyContext(); initialized = false; } } // 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) { pSwapChain->GetDesc(&sc_desc); if (!initialized) { ID3D12Device* pDevice; if (pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK) 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, pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), pSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); pDevice->Release(); initialized = true; } } HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX12_Hook::Inst()->prepareForOverlay(_this); return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { DX12_Hook::Inst()->resetRenderState(); return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { DX12_Hook::Inst()->resetRenderState(); 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), hooked(false), pSrvDescHeap(nullptr), Present(nullptr), ResizeBuffers(nullptr), ResizeTarget(nullptr), ExecuteCommandLists(nullptr), Close(nullptr) { _library = LoadLibrary(DLL_NAME); PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n"); } DX12_Hook::~DX12_Hook() { PRINT_DEBUG("DX12 Hook removed\n"); if (initialized) { ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::DestroyContext(); initialized = false; } FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } DX12_Hook* DX12_Hook::Inst() { if (_inst == nullptr) _inst = new DX12_Hook(); return _inst; } const char* DX12_Hook::get_lib_name() const { return DLL_NAME; } void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, ID3D12GraphicsCommandList* pCommandList, IDXGISwapChain *pSwapChain) { void** vTable; vTable = *reinterpret_cast(pCommandQueue); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X] LOAD_FUNC(ExecuteCommandLists); #undef LOAD_FUNC 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 } #endif//NO_OVERLAY