#include "DX11_Hook.h" #include "Windows_Hook.h" #include "Hook_Manager.h" #include "../dll/dll.h" #ifndef NO_OVERLAY #include #include DX11_Hook* DX11_Hook::_inst = nullptr; HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext) { HRESULT ret = pSwapChain->GetDevice(IID_PPV_ARGS(ppDevice)); if (SUCCEEDED(ret)) (*ppDevice)->GetImmediateContext(ppContext); return ret; } bool DX11_Hook::start_hook() { bool res = true; if (!_hooked) { if (!Windows_Hook::Inst().start_hook()) return false; PRINT_DEBUG("Hooked DirectX 11\n"); _hooked = true; Hook_Manager::Inst().FoundRenderer(this); UnhookAll(); BeginHook(); HookFuncs( std::make_pair(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent), std::make_pair(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget), std::make_pair(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers) ); EndHook(); get_steam_client()->steam_overlay->HookReady(); } return res; } void DX11_Hook::resetRenderState() { if (initialized) { mainRenderTargetView->Release(); pContext->Release(); ImGui_ImplDX11_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 DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain) { DXGI_SWAP_CHAIN_DESC desc; pSwapChain->GetDesc(&desc); if (!initialized) { ID3D11Device* pDevice = nullptr; if (FAILED(GetDeviceAndCtxFromSwapchain(pSwapChain, &pDevice, &pContext))) return; ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = NULL; ID3D11Texture2D* pBackBuffer; pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView); pBackBuffer->Release(); ImGui_ImplDX11_Init(pDevice, pContext); pDevice->Release(); initialized = true; } ImGui_ImplDX11_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(); pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); } ///////////////////////////////////////////////////////////////////////////////////// // DirectX 11 Initialization functions //HRESULT WINAPI DX11_Hook::MyD3D11CreateDevice(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, // __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice, // __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) //{ // auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); // // if (SUCCEEDED(res)) // hook->hook_dx11(SDKVersion); // // return res; //} //HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, // __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, // __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice, // __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext) //{ // auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext); // // if (SUCCEEDED(res)) // hook->hook_dx11(SDKVersion); // // return res; //} ///////////////////////////////////////////////////////////////////////////////////// HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) { DX11_Hook::Inst()->prepareForOverlay(_this); return (_this->*DX11_Hook::Inst()->Present)(SyncInterval, Flags); } HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters) { DX11_Hook::Inst()->resetRenderState(); return (_this->*DX11_Hook::Inst()->ResizeTarget)(pNewTargetParameters); } HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags) { DX11_Hook::Inst()->resetRenderState(); return (_this->*DX11_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags); } DX11_Hook::DX11_Hook(): initialized(false), pContext(nullptr), mainRenderTargetView(nullptr) { _library = LoadLibrary(DLL_NAME); // Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called. // If its called, then DX11 will be used to render the overlay. //D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice"); //D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain"); // //BeginHook(); //HookFuncs( // //std::make_pair(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice), // std::make_pair(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain) //); //EndHook(); } DX11_Hook::~DX11_Hook() { PRINT_DEBUG("DX11 Hook removed\n"); if (initialized) { mainRenderTargetView->Release(); pContext->Release(); //ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_InvalidateDeviceObjects(); Windows_Hook::Inst().resetRenderState(); ImGui::DestroyContext(); initialized = false; } FreeLibrary(reinterpret_cast(_library)); _inst = nullptr; } DX11_Hook* DX11_Hook::Inst() { if (_inst == nullptr) _inst = new DX11_Hook; return _inst; } const char* DX11_Hook::get_lib_name() const { return DLL_NAME; } void DX11_Hook::loadFunctions(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) { void** vTable = *reinterpret_cast(pDevice); #define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D11DeviceVTable::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