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overlay: implement dx11 backend (#707)
## Link to GitHub Issue or related Pull Request, if one exists Fixes #134 ## Description of change Add ImGui DX11 backend implementation, and integrate into the spice overlay. The tricky part is that some of the Unity games: 1. Launch multiple windows, and 2. Can be resized (even full screen games launch at a certain resolution and then expand to fit desktop resolution) 3. lazy load DX11 DLLs This PR also adds screenshot functionality, but screen resize is not implemented. ## Testing Seems to be working for most games. Need to do final tests for: - [x] CCJ (attract movie plays as well) - [x] Busou Shinki (title movie plays) - [x] MFG - [x] QuizKnock - [x] Polaris Chord - [x] check dx9 for regression
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// dx11 / dxgi hook entrypoint. trampolines d3d11.dll / dxgi.dll exports
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// the moment those DLLs appear (LDR notification + poll-thread fallback),
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// then drives proactive vtable capture so we don't lose the race against
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// the execexe loader. per-vtable hook implementations live in the sibling
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// files (d3d11_swapchain / d3d11_factory / d3d11_vtable_capture /
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// d3d11_screenshot).
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//
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// note: never LoadLibrary d3d11/dxgi -- execexe pre-loads them itself and
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// fails (error 0xa) if they're already in the loader's module list.
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//
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// 64-bit only.
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#include "d3d11_backend.h"
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#ifndef SPICE_D3D11
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void graphics_d3d11_init() {}
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void graphics_d3d11_shutdown() {}
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#else
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#include <atomic>
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#include <thread>
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#include <chrono>
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#include <cwchar>
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#include <mutex>
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#include <windows.h>
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#include <d3d11.h>
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#include <dxgi.h>
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#include <dxgi1_2.h>
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#include "d3d11_internal.h"
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#include "util/nt_loader.h"
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namespace {
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using D3D11CreateDeviceAndSwapChain_t = HRESULT(WINAPI *)(
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IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT,
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const D3D_FEATURE_LEVEL *, UINT, UINT,
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const DXGI_SWAP_CHAIN_DESC *, IDXGISwapChain **,
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ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext **);
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using CreateDXGIFactory_t = HRESULT(WINAPI *)(REFIID, void **);
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using CreateDXGIFactory1_t = HRESULT(WINAPI *)(REFIID, void **);
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using CreateDXGIFactory2_t = HRESULT(WINAPI *)(UINT, REFIID, void **);
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D3D11CreateDeviceAndSwapChain_t D3D11CreateDeviceAndSwapChain_orig = nullptr;
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CreateDXGIFactory_t CreateDXGIFactory_orig = nullptr;
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CreateDXGIFactory1_t CreateDXGIFactory1_orig = nullptr;
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CreateDXGIFactory2_t CreateDXGIFactory2_orig = nullptr;
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std::atomic<bool> g_d3d11_exports_hooked { false };
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std::atomic<bool> g_dxgi_exports_hooked { false };
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// ----------------------------------------------------------------------
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// top-level export hooks
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HRESULT WINAPI D3D11CreateDeviceAndSwapChain_hook(
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IDXGIAdapter *pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
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const D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion,
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const DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, IDXGISwapChain **ppSwapChain,
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ID3D11Device **ppDevice, D3D_FEATURE_LEVEL *pFeatureLevel,
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ID3D11DeviceContext **ppImmediateContext)
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{
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HRESULT res = D3D11CreateDeviceAndSwapChain_orig(
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pAdapter, DriverType, Software, Flags,
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pFeatureLevels, FeatureLevels, SDKVersion,
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pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext);
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if (SUCCEEDED(res) && ppSwapChain && *ppSwapChain) {
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if (pSwapChainDesc) {
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d3d11_hooks::note_main_hwnd(pSwapChainDesc->OutputWindow);
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}
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d3d11_hooks::install_swapchain_hooks(*ppSwapChain);
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}
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return res;
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}
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#define DEFINE_FACTORY_HOOK(NAME, SIG_PARAMS, ORIG_ARGS) \
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HRESULT WINAPI NAME##_hook SIG_PARAMS { \
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HRESULT res = NAME##_orig ORIG_ARGS; \
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if (SUCCEEDED(res) && ppFactory && *ppFactory) { \
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d3d11_hooks::install_factory_hooks( \
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reinterpret_cast<IUnknown *>(*ppFactory)); \
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} \
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return res; \
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}
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DEFINE_FACTORY_HOOK(CreateDXGIFactory,
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(REFIID riid, void **ppFactory),
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(riid, ppFactory))
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DEFINE_FACTORY_HOOK(CreateDXGIFactory1,
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(REFIID riid, void **ppFactory),
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(riid, ppFactory))
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DEFINE_FACTORY_HOOK(CreateDXGIFactory2,
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(UINT Flags, REFIID riid, void **ppFactory),
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(Flags, riid, ppFactory))
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#undef DEFINE_FACTORY_HOOK
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// ----------------------------------------------------------------------
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// export trampoline plumbing
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// serializes trampoline_export() so the LDR notification callback and the
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// poll thread don't race each other into MinHook against the same target.
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std::mutex g_export_mutex;
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bool trampoline_export(const char *dll, const char *name, void *hook, void **orig) {
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std::lock_guard<std::mutex> lock(g_export_mutex);
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if (*orig) {
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return true;
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}
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HMODULE mod = GetModuleHandleA(dll);
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if (!mod) {
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return false;
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}
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void *addr = reinterpret_cast<void *>(GetProcAddress(mod, name));
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if (!addr) {
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return false;
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}
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*orig = addr; // trampoline_try reads *orig before overwriting it.
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if (!detour::trampoline_try(addr, hook, orig)) {
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*orig = nullptr;
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return false;
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}
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log_info("graphics::d3d11", "trampolined {}!{}", dll, name);
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return true;
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}
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void try_install_d3d11_exports() {
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if (g_d3d11_exports_hooked) {
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return;
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}
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if (trampoline_export("d3d11.dll", "D3D11CreateDeviceAndSwapChain",
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(void *) D3D11CreateDeviceAndSwapChain_hook,
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(void **) &D3D11CreateDeviceAndSwapChain_orig)) {
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g_d3d11_exports_hooked = true;
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}
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}
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void try_install_dxgi_exports() {
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if (g_dxgi_exports_hooked) {
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return;
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}
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struct entry { const char *name; void *hook; void **orig; };
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const entry entries[] = {
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{ "CreateDXGIFactory", (void *) CreateDXGIFactory_hook,
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(void **) &CreateDXGIFactory_orig },
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{ "CreateDXGIFactory1", (void *) CreateDXGIFactory1_hook,
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(void **) &CreateDXGIFactory1_orig },
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{ "CreateDXGIFactory2", (void *) CreateDXGIFactory2_hook,
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(void **) &CreateDXGIFactory2_orig },
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};
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bool any = false;
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for (auto &e : entries) {
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any |= trampoline_export("dxgi.dll", e.name, e.hook, e.orig);
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}
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if (any) {
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g_dxgi_exports_hooked = true;
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}
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}
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void try_capture_if_ready() {
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if (g_d3d11_exports_hooked && g_dxgi_exports_hooked) {
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d3d11_hooks::try_capture_vtables();
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}
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}
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// ----------------------------------------------------------------------
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// LDR notification + polling fallback
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bool dll_name_ends_with(PCUNICODE_STRING name, const wchar_t *suffix) {
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if (!name || !name->Buffer) {
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return false;
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}
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const size_t n = name->Length / sizeof(WCHAR);
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const size_t s = wcslen(suffix);
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return n >= s && _wcsnicmp(name->Buffer + n - s, suffix, s) == 0;
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}
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VOID CALLBACK ldr_dll_notification(
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ULONG reason, PCLDR_DLL_NOTIFICATION_DATA data, PVOID /*context*/)
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{
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if (reason != LDR_DLL_NOTIFICATION_REASON_LOADED || !data) {
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return;
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}
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if (dll_name_ends_with(data->Loaded.BaseDllName, L"d3d11.dll")) {
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try_install_d3d11_exports();
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} else if (dll_name_ends_with(data->Loaded.BaseDllName, L"dxgi.dll")) {
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try_install_dxgi_exports();
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}
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}
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// execexe maps d3d11/dxgi via a path that bypasses LdrLoadDll, so the
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// notification above never fires for those DLLs and we have to poll.
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std::atomic<bool> g_stop { false };
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std::thread g_poll_thread;
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std::mutex g_init_mutex;
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PVOID g_ldr_cookie = nullptr;
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void poll_thread() {
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using namespace std::chrono_literals;
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for (int32_t i = 0; i < 120 && !g_stop.load(); ++i) {
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try_install_d3d11_exports();
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try_install_dxgi_exports();
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if (g_d3d11_exports_hooked && g_dxgi_exports_hooked) {
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d3d11_hooks::try_capture_vtables();
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return;
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}
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// sliced so shutdown doesn't have to wait a full second.
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for (int32_t s = 0; s < 10 && !g_stop.load(); ++s) {
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std::this_thread::sleep_for(100ms);
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}
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}
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}
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} // namespace
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void graphics_d3d11_init() {
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// dx11 titles always run under execexe. skipping on pure-dx9 games keeps
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// their startup path completely untouched (no exports patched, no poll
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// thread, no LDR callback).
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if (!GetModuleHandleW(L"execexe.dll")) {
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return;
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}
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std::lock_guard<std::mutex> lock(g_init_mutex);
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if (g_poll_thread.joinable()) {
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return; // already initialized
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}
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log_info("graphics::d3d11", "initializing");
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// trampoline now if either DLL is already in the PEB.
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try_install_d3d11_exports();
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try_install_dxgi_exports();
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try_capture_if_ready();
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// catches standard LdrLoadDll loads.
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auto reg = reinterpret_cast<decltype(&LdrRegisterDllNotification)>(
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GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "LdrRegisterDllNotification"));
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if (reg) {
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NTSTATUS st = reg(0, ldr_dll_notification, nullptr, &g_ldr_cookie);
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if (NT_SUCCESS(st)) {
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log_info("graphics::d3d11", "registered LDR DLL notification");
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} else {
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g_ldr_cookie = nullptr;
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log_warning("graphics::d3d11",
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"LdrRegisterDllNotification failed: {:#x}", (unsigned long)st);
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}
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}
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// catches the execexe loader path that bypasses LdrLoadDll.
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g_poll_thread = std::thread(poll_thread);
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}
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void graphics_d3d11_shutdown() {
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std::lock_guard<std::mutex> lock(g_init_mutex);
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// unregister first so the callback can't fire mid-teardown.
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if (g_ldr_cookie) {
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auto unreg = reinterpret_cast<decltype(&LdrUnregisterDllNotification)>(
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GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "LdrUnregisterDllNotification"));
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if (unreg) {
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unreg(g_ldr_cookie);
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}
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g_ldr_cookie = nullptr;
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}
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g_stop.store(true);
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if (g_poll_thread.joinable()) {
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g_poll_thread.join();
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}
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}
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#endif // SPICE_D3D11
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