goldberg_emulator/overlay_experimental/windows/DX12_Hook.cpp

611 lines
20 KiB
C++

/*
* Copyright (C) Nemirtingas
* This file is part of the ingame overlay project
*
* The ingame overlay project is free software; you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* The ingame overlay project is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with the ingame overlay project; if not, see
* <http://www.gnu.org/licenses/>.
*/
#include "DX12_Hook.h"
#include "Windows_Hook.h"
#include <imgui.h>
#include <backends/imgui_impl_dx12.h>
DX12_Hook* DX12_Hook::_inst = nullptr;
template<typename T>
inline void SafeRelease(T*& pUnk)
{
if (pUnk != nullptr)
{
pUnk->Release();
pUnk = nullptr;
}
}
bool DX12_Hook::StartHook(std::function<bool(bool)> key_combination_callback)
{
if (!_Hooked)
{
if (Present == nullptr || ResizeTarget == nullptr || ResizeBuffers == nullptr || ExecuteCommandLists == nullptr)
{
SPDLOG_WARN("Failed to hook DirectX 12: Rendering functions missing.");
return false;
}
if (!Windows_Hook::Inst()->StartHook(key_combination_callback))
return false;
_WindowsHooked = true;
SPDLOG_INFO("Hooked DirectX 12");
_Hooked = true;
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Present , &DX12_Hook::MyPresent),
std::make_pair<void**, void*>(&(PVOID&)ResizeTarget , &DX12_Hook::MyResizeTarget),
std::make_pair<void**, void*>(&(PVOID&)ResizeBuffers , &DX12_Hook::MyResizeBuffers),
std::make_pair<void**, void*>(&(PVOID&)ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists)
);
if (Present1 != nullptr)
{
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Present1, &DX12_Hook::MyPresent1)
);
}
EndHook();
}
return true;
}
bool DX12_Hook::IsStarted()
{
return _Hooked;
}
//DX12_Hook::heap_t DX12_Hook::get_free_texture_heap()
//{
// int64_t i;
// std::vector<bool>::reference* free_heap;
// for (i = 0; i < srvDescHeapBitmap.size(); ++i)
// {
// if (!srvDescHeapBitmap[i])
// {
// srvDescHeapBitmap[i] = true;
// break;
// }
// }
//
// if (i == srvDescHeapBitmap.size())
// return heap_t{ {}, {}, -1 };
//
// UINT inc = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
//
// return heap_t{
// pSrvDescHeap->GetGPUDescriptorHandleForHeapStart().ptr + inc * i,
// pSrvDescHeap->GetCPUDescriptorHandleForHeapStart().ptr + inc * i,
// i
// };
//}
//
//bool DX12_Hook::release_texture_heap(int64_t heap_id)
//{
// srvDescHeapBitmap[heap_id] = false;
// return true;
//}
ID3D12CommandQueue* DX12_Hook::_FindCommandQueueFromSwapChain(IDXGISwapChain* pSwapChain)
{
ID3D12CommandQueue* pCommandQueue = nullptr;
if (CommandQueueOffset == 0 && pCmdQueue != nullptr)
{
for (size_t i = 0; i < 1024; ++i)
{
if (*reinterpret_cast<ID3D12CommandQueue**>(reinterpret_cast<uintptr_t>(pSwapChain) + i) == pCmdQueue)
{
SPDLOG_INFO("Found IDXGISwapChain::ppCommandQueue at offset {}.", i);
CommandQueueOffset = i;
break;
}
}
}
if (CommandQueueOffset != 0)
pCommandQueue = *reinterpret_cast<ID3D12CommandQueue**>(reinterpret_cast<uintptr_t>(pSwapChain) + CommandQueueOffset);
return pCommandQueue;
}
void DX12_Hook::_ResetRenderState()
{
if (_Initialized)
{
OverlayHookReady(false);
ImGui_ImplDX12_Shutdown();
Windows_Hook::Inst()->_ResetRenderState();
ImGui::DestroyContext();
OverlayFrames.clear();
SafeRelease(pSrvDescHeap);
SafeRelease(pRtvDescHeap);
SafeRelease(pDevice);
_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, ID3D12CommandQueue* pCommandQueue)
{
if (pCommandQueue == nullptr)
return;
IDXGISwapChain3* pSwapChain3 = nullptr;
DXGI_SWAP_CHAIN_DESC sc_desc;
pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
if (pSwapChain3 == nullptr)
return;
pSwapChain3->GetDesc(&sc_desc);
if (!_Initialized)
{
UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
pDevice = nullptr;
if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
return;
UINT bufferCount = sc_desc.BufferCount;
//srvDescHeapBitmap.clear();
//constexpr UINT descriptor_count = 1024;
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
//desc.NumDescriptors = descriptor_count;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
{
pDevice->Release();
pSwapChain3->Release();
return;
}
}
//srvDescHeapBitmap.resize(descriptor_count, false);
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = bufferCount;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK)
{
pDevice->Release();
pSwapChain3->Release();
pSrvDescHeap->Release();
return;
}
SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
ID3D12CommandAllocator* pCmdAlloc;
ID3D12Resource* pBackBuffer;
for (UINT i = 0; i < bufferCount; ++i)
{
pCmdAlloc = nullptr;
pBackBuffer = nullptr;
if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc)) != S_OK || pCmdAlloc == nullptr)
{
OverlayFrames.clear();
pSrvDescHeap->Release();
pRtvDescHeap->Release();
pDevice->Release();
pSwapChain3->Release();
return;
}
if (i == 0)
{
if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc, NULL, IID_PPV_ARGS(&pCmdList)) != S_OK ||
pCmdList == nullptr || pCmdList->Close() != S_OK)
{
OverlayFrames.clear();
SafeRelease(pCmdList);
pCmdAlloc->Release();
pSrvDescHeap->Release();
pRtvDescHeap->Release();
pDevice->Release();
pSwapChain3->Release();
return;
}
}
if (pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)) != S_OK || pBackBuffer == nullptr)
{
OverlayFrames.clear();
pCmdList->Release();
pCmdAlloc->Release();
pSrvDescHeap->Release();
pRtvDescHeap->Release();
pDevice->Release();
pSwapChain3->Release();
return;
}
pDevice->CreateRenderTargetView(pBackBuffer, NULL, rtvHandle);
OverlayFrames.emplace_back(rtvHandle, pCmdAlloc, pBackBuffer);
rtvHandle.ptr += rtvDescriptorSize;
}
}
//auto heaps = std::move(get_free_texture_heap());
ImGui::CreateContext();
ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, pSrvDescHeap,
pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
//heaps.cpu_handle,
//heaps.gpu_handle);
_Initialized = true;
OverlayHookReady(true);
}
if (ImGui_ImplDX12_NewFrame() && Windows_Hook::Inst()->_PrepareForOverlay(sc_desc.OutputWindow))
{
ImGui::NewFrame();
OverlayProc();
UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = OverlayFrames[bufferIndex].pBackBuffer;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
OverlayFrames[bufferIndex].pCmdAlloc->Reset();
pCmdList->Reset(OverlayFrames[bufferIndex].pCmdAlloc, NULL);
pCmdList->ResourceBarrier(1, &barrier);
pCmdList->OMSetRenderTargets(1, &OverlayFrames[bufferIndex].RenderTarget, FALSE, NULL);
pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap);
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
pCmdList->ResourceBarrier(1, &barrier);
pCmdList->Close();
pCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&pCmdList);
}
pSwapChain3->Release();
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{
auto inst = DX12_Hook::Inst();
ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this);
if (pCommandQueue != nullptr)
{
inst->_PrepareForOverlay(_this, pCommandQueue);
}
return (_this->*inst->Present)(SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
{
auto inst = DX12_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeTarget)(pNewTargetParameters);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
auto inst = DX12_Hook::Inst();
inst->_ResetRenderState();
return (_this->*inst->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
{
auto inst = DX12_Hook::Inst();
inst->pCmdQueue = _this;
(_this->*inst->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
}
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent1(IDXGISwapChain1* _this, UINT SyncInterval, UINT Flags, const DXGI_PRESENT_PARAMETERS* pPresentParameters)
{
auto inst = DX12_Hook::Inst();
ID3D12CommandQueue* pCommandQueue = inst->_FindCommandQueueFromSwapChain(_this);
if (pCommandQueue != nullptr)
{
inst->_PrepareForOverlay(_this, pCommandQueue);
}
return (_this->*inst->Present1)(SyncInterval, Flags, pPresentParameters);
}
DX12_Hook::DX12_Hook():
_Initialized(false),
CommandQueueOffset(0),
pDevice(nullptr),
pCmdQueue(nullptr),
pSrvDescHeap(nullptr),
pCmdList(nullptr),
pRtvDescHeap(nullptr),
_Hooked(false),
_WindowsHooked(false),
Present(nullptr),
ResizeBuffers(nullptr),
ResizeTarget(nullptr),
ExecuteCommandLists(nullptr),
Present1(nullptr)
{
SPDLOG_WARN("DX12 support is experimental, don't complain if it doesn't work as expected.");
}
DX12_Hook::~DX12_Hook()
{
SPDLOG_INFO("DX12 Hook removed");
if (_WindowsHooked)
delete Windows_Hook::Inst();
if (_Initialized)
{
OverlayFrames.clear();
pSrvDescHeap->Release();
pRtvDescHeap->Release();
ImGui_ImplDX12_InvalidateDeviceObjects();
ImGui::DestroyContext();
_Initialized = false;
}
_inst = nullptr;
}
DX12_Hook* DX12_Hook::Inst()
{
if (_inst == nullptr)
_inst = new DX12_Hook();
return _inst;
}
std::string DX12_Hook::GetLibraryName() const
{
return LibraryName;
}
void DX12_Hook::LoadFunctions(
decltype(Present) PresentFcn,
decltype(ResizeBuffers) ResizeBuffersFcn,
decltype(ResizeTarget) ResizeTargetFcn,
decltype(ExecuteCommandLists) ExecuteCommandListsFcn,
decltype(Present1) Present1Fcn)
{
Present = PresentFcn;
ResizeBuffers = ResizeBuffersFcn;
ResizeTarget = ResizeTargetFcn;
ExecuteCommandLists = ExecuteCommandListsFcn;
Present1 = Present1Fcn;
}
std::weak_ptr<uint64_t> DX12_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
{
return std::shared_ptr<uint64_t>();
//heap_t heap = get_free_texture_heap();
//
//if (heap.id == -1)
// return nullptr;
//
//HRESULT hr;
//
//D3D12_HEAP_PROPERTIES props;
//memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
//props.Type = D3D12_HEAP_TYPE_DEFAULT;
//props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
//props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
//
//D3D12_RESOURCE_DESC desc;
//ZeroMemory(&desc, sizeof(desc));
//desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
//desc.Alignment = 0;
//desc.Width = source->width();
//desc.Height = source->height();
//desc.DepthOrArraySize = 1;
//desc.MipLevels = 1;
//desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
//desc.SampleDesc.Count = 1;
//desc.SampleDesc.Quality = 0;
//desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
//desc.Flags = D3D12_RESOURCE_FLAG_NONE;
//
//ID3D12Resource* pTexture = NULL;
//pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
// D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
//
//UINT uploadPitch = (source->width() * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
//UINT uploadSize = source->height() * uploadPitch;
//desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
//desc.Alignment = 0;
//desc.Width = uploadSize;
//desc.Height = 1;
//desc.DepthOrArraySize = 1;
//desc.MipLevels = 1;
//desc.Format = DXGI_FORMAT_UNKNOWN;
//desc.SampleDesc.Count = 1;
//desc.SampleDesc.Quality = 0;
//desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
//desc.Flags = D3D12_RESOURCE_FLAG_NONE;
//
//props.Type = D3D12_HEAP_TYPE_UPLOAD;
//props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
//props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
//
//ID3D12Resource* uploadBuffer = NULL;
//hr = pDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
// D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
//IM_ASSERT(SUCCEEDED(hr));
//
//void* mapped = NULL;
//D3D12_RANGE range = { 0, uploadSize };
//hr = uploadBuffer->Map(0, &range, &mapped);
//IM_ASSERT(SUCCEEDED(hr));
//for (int y = 0; y < source->height(); y++)
// memcpy((void*)((uintptr_t)mapped + y * uploadPitch), reinterpret_cast<uint8_t*>(source->get_raw_pointer()) + y * source->width() * 4, source->width() * 4);
//uploadBuffer->Unmap(0, &range);
//
//D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
//srcLocation.pResource = uploadBuffer;
//srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
//srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
//srcLocation.PlacedFootprint.Footprint.Width = source->width();
//srcLocation.PlacedFootprint.Footprint.Height = source->height();
//srcLocation.PlacedFootprint.Footprint.Depth = 1;
//srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
//
//D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
//dstLocation.pResource = pTexture;
//dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
//dstLocation.SubresourceIndex = 0;
//
//D3D12_RESOURCE_BARRIER barrier = {};
//barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
//barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
//barrier.Transition.pResource = pTexture;
//barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
//barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
//barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
//
//ID3D12Fence* fence = NULL;
//hr = pDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
//IM_ASSERT(SUCCEEDED(hr));
//
//HANDLE event = CreateEvent(0, 0, 0, 0);
//IM_ASSERT(event != NULL);
//
//D3D12_COMMAND_QUEUE_DESC queueDesc = {};
//queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
//queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
//queueDesc.NodeMask = 1;
//
//ID3D12CommandQueue* cmdQueue = NULL;
//hr = pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
//IM_ASSERT(SUCCEEDED(hr));
//
//ID3D12CommandAllocator* cmdAlloc = NULL;
//hr = pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
//IM_ASSERT(SUCCEEDED(hr));
//
//ID3D12GraphicsCommandList* cmdList = NULL;
//hr = pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
//IM_ASSERT(SUCCEEDED(hr));
//
//cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
//cmdList->ResourceBarrier(1, &barrier);
//
//hr = cmdList->Close();
//IM_ASSERT(SUCCEEDED(hr));
//
//cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
//hr = cmdQueue->Signal(fence, 1);
//IM_ASSERT(SUCCEEDED(hr));
//
//fence->SetEventOnCompletion(1, event);
//WaitForSingleObject(event, INFINITE);
//
//cmdList->Release();
//cmdAlloc->Release();
//cmdQueue->Release();
//CloseHandle(event);
//fence->Release();
//uploadBuffer->Release();
//
//// Create texture view
//D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
//ZeroMemory(&srvDesc, sizeof(srvDesc));
//srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
//srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
//srvDesc.Texture2D.MipLevels = desc.MipLevels;
//srvDesc.Texture2D.MostDetailedMip = 0;
//srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
//
//pDevice->CreateShaderResourceView(pTexture, &srvDesc, heap.cpu_handle);
//
////pSrvDescHeap->Release();
////pTexture->Release();
//
//using gpu_heap_t = decltype(D3D12_GPU_DESCRIPTOR_HANDLE::ptr);
//struct texture_t{
// gpu_heap_t gpu_handle; // This must be the first member, ImGui will use the content of the pointer as a D3D12_GPU_DESCRIPTOR_HANDLE::ptr
// ID3D12Resource* pTexture;
// int64_t heap_id;
//};
//
//texture_t* texture_data = new texture_t;
//texture_data->gpu_handle = heap.gpu_handle.ptr;
//texture_data->pTexture = pTexture;
//texture_data->heap_id = heap.id;
//
//return std::shared_ptr<uint64_t>((uint64_t*)texture_data, [this](uint64_t* handle)
//{
// if (handle != nullptr)
// {
// texture_t* pTextureData = reinterpret_cast<texture_t*>(handle);
// pTextureData->pTexture->Release();
// release_texture_heap(pTextureData->heap_id);
//
// delete pTextureData;
// }
//});
}
void DX12_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
{
//auto ptr = resource.lock();
//if (ptr)
//{
// auto it = _ImageResources.find(ptr);
// if (it != _ImageResources.end())
// _ImageResources.erase(it);
//}
}