#include "DX10_Hook.h" #include "Windows_Hook.h" #include "Hook_Manager.h" #include "../dll/dll.h" #ifndef NO_OVERLAY #include #include DX10_Hook* DX10_Hook::_inst = nullptr; bool DX10_Hook::start_hook() { if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) return false; HWND hWnd = GetGameWindow(); if (!hWnd) return false; IDXGISwapChain* pSwapChain; ID3D10Device* pDevice; DXGI_SWAP_CHAIN_DESC SwapChainDesc = {}; decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(reinterpret_cast(_library), "D3D10CreateDeviceAndSwapChain"); SwapChainDesc.BufferCount = 1; SwapChainDesc.BufferDesc.Width = 1; SwapChainDesc.BufferDesc.Height = 1; SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0; SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; SwapChainDesc.OutputWindow = hWnd; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.Windowed = TRUE; D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice); if (pDevice != nullptr && pSwapChain != nullptr) { PRINT_DEBUG("Hooked DirectX 10\n"); _hooked = true; Hook_Manager::Inst().FoundRenderer(this); loadFunctions(pDevice, pSwapChain); UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent), std::make_pair(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget), std::make_pair(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers) ); EndHook(); get_steam_client()->steam_overlay->HookReady(); } else { PRINT_DEBUG("Failed to hook DirectX 10\n"); return false; } if(pDevice)pDevice->Release(); if(pSwapChain)pSwapChain->Release(); } return true; } void DX10_Hook::resetRenderState() { if (initialized) { mainRenderTargetView->Release(); ImGui_ImplDX10_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 DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); if (!initialized) { if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice)))) return; ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; ID3D10Texture2D* pBackBuffer; pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); ImGui_ImplDX10_Init(pDevice); pDevice->Release(); initialized = true; } ImGui_ImplDX10_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(); pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL); ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); } ///////////////////////////////////////////////////////////////////////////////////// // DirectX 10 Initialization functions //HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice) //{ // auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice); // // if (SUCCEEDED(res)) // hook->hook_dx10(SDKVersion); // // return res; //} //HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, // DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice) //{ // auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice); // // if (SUCCEEDED(res)) // hook->hook_dx10(SDKVersion); // // return res; //} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX10_Hook::Inst()->prepareForOverlay(_this); return (_this->*DX10_Hook::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); } 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); } DX10_Hook::DX10_Hook(): initialized(false), pDevice(nullptr), mainRenderTargetView(nullptr) { _library = LoadLibrary(DLL_NAME); // Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX10 will be used to render the overlay. //_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice"); //D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain"); // //BeginHook(); //HookFuncs( // //std::make_pair(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice), // std::make_pair(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain) //); //EndHook(); } DX10_Hook::~DX10_Hook() { PRINT_DEBUG("DX10 Hook removed\n"); resetRenderState(); FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } DX10_Hook* DX10_Hook::Inst() { if (_inst == nullptr) _inst = new DX10_Hook; return _inst; } void DX10_Hook::loadFunctions(ID3D10Device *pDevice, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D10DeviceVTable::X] #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