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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
This commit is contained in:
@@ -235,6 +235,13 @@ add_compile_definitions(
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_WIN32_IE=0x0400
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_WIN32_IE=0x0400
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)
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)
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# SPICE_XP: set by build_all.sh for the WinXP-compat toolchains. Gates out
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# the DX11 overlay backend (WinXP lacks D3DCOMPILER_47.dll).
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option(SPICE_XP "Build for the WinXP-compat toolchain" OFF)
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if(SPICE_XP)
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add_compile_definitions(SPICE_XP=1)
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endif()
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# acioemu log
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# acioemu log
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DACIOEMU_LOG")
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DACIOEMU_LOG")
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@@ -517,6 +524,11 @@ set(SOURCE_FILES ${SOURCE_FILES}
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hooks/graphics/backends/d3d9/d3d9_fake_swapchain.cpp
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hooks/graphics/backends/d3d9/d3d9_fake_swapchain.cpp
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hooks/graphics/backends/d3d9/d3d9_swapchain.cpp
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hooks/graphics/backends/d3d9/d3d9_swapchain.cpp
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hooks/graphics/backends/d3d9/d3d9_texture.cpp
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hooks/graphics/backends/d3d9/d3d9_texture.cpp
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hooks/graphics/backends/d3d11/d3d11_backend.cpp
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hooks/graphics/backends/d3d11/d3d11_swapchain.cpp
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hooks/graphics/backends/d3d11/d3d11_factory.cpp
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hooks/graphics/backends/d3d11/d3d11_vtable_capture.cpp
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hooks/graphics/backends/d3d11/d3d11_screenshot.cpp
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hooks/input/dinput8/fake_backend.cpp
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hooks/input/dinput8/fake_backend.cpp
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hooks/input/dinput8/fake_device.cpp
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hooks/input/dinput8/fake_device.cpp
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hooks/input/dinput8/hook.cpp
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hooks/input/dinput8/hook.cpp
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@@ -714,6 +726,10 @@ target_link_libraries(spicetools_spice64 PUBLIC winscard)
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set_target_properties(spicetools_spice64 PROPERTIES PREFIX "")
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set_target_properties(spicetools_spice64 PROPERTIES PREFIX "")
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set_target_properties(spicetools_spice64 PROPERTIES OUTPUT_NAME "spice64")
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set_target_properties(spicetools_spice64 PROPERTIES OUTPUT_NAME "spice64")
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target_compile_definitions(spicetools_spice64 PRIVATE SPICE64=1)
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target_compile_definitions(spicetools_spice64 PRIVATE SPICE64=1)
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if(NOT SPICE_XP)
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target_link_libraries(spicetools_spice64 PUBLIC d3d11 dxgi d3dcompiler)
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target_compile_definitions(spicetools_spice64 PRIVATE SPICE_D3D11=1)
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endif()
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IF(NOT MSVC)
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IF(NOT MSVC)
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set_target_properties(spicetools_spice64 PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
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set_target_properties(spicetools_spice64 PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
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@@ -733,6 +749,9 @@ set_target_properties(spicetools_spice64_linux PROPERTIES PREFIX "")
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set_target_properties(spicetools_spice64_linux PROPERTIES OUTPUT_NAME "spice64_linux")
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set_target_properties(spicetools_spice64_linux PROPERTIES OUTPUT_NAME "spice64_linux")
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target_compile_definitions(spicetools_spice64_linux PRIVATE SPICE64=1)
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target_compile_definitions(spicetools_spice64_linux PRIVATE SPICE64=1)
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target_compile_definitions(spicetools_spice64_linux PRIVATE NO_SCARD=1 PRIVATE SPICE_LINUX=1)
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target_compile_definitions(spicetools_spice64_linux PRIVATE NO_SCARD=1 PRIVATE SPICE_LINUX=1)
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# spice64_linux is never built under the WinXP toolchain, so dx11 is always on.
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target_link_libraries(spicetools_spice64_linux PUBLIC d3d11 dxgi d3dcompiler)
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target_compile_definitions(spicetools_spice64_linux PRIVATE SPICE_D3D11=1)
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IF(NOT MSVC)
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IF(NOT MSVC)
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set_target_properties(spicetools_spice64_linux PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
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set_target_properties(spicetools_spice64_linux PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
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@@ -172,7 +172,7 @@ time (
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fi
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fi
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mkdir -p ${BUILDDIR_WINXP_32}
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mkdir -p ${BUILDDIR_WINXP_32}
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pushd ${BUILDDIR_WINXP_32} > /dev/null
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pushd ${BUILDDIR_WINXP_32} > /dev/null
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CXXFLAGS="$CXXFLAGS -DSPICE_XP=1" cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_32} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} "$OLDPWD" && ninja ${TARGETS_XP32}
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cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_32} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} -DSPICE_XP=ON "$OLDPWD" && ninja ${TARGETS_XP32}
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popd > /dev/null
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popd > /dev/null
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# 64 bit Windows XP
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# 64 bit Windows XP
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@@ -185,7 +185,7 @@ time (
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fi
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fi
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mkdir -p ${BUILDDIR_WINXP_64}
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mkdir -p ${BUILDDIR_WINXP_64}
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pushd ${BUILDDIR_WINXP_64} > /dev/null
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pushd ${BUILDDIR_WINXP_64} > /dev/null
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CXXFLAGS="$CXXFLAGS -DSPICE_XP=1" cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_64} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} "$OLDPWD" && ninja ${TARGETS_XP64}
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cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_64} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} -DSPICE_XP=ON "$OLDPWD" && ninja ${TARGETS_XP64}
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popd > /dev/null
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popd > /dev/null
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else
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else
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echo ""
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echo ""
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+7
@@ -21,5 +21,12 @@ set(IMGUI_SOURCES
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misc/cpp/imgui_stdlib.cpp
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misc/cpp/imgui_stdlib.cpp
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)
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)
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# spice2x: DX11 backend is only built for non-XP toolchains. WinXP lacks
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# D3DCOMPILER_47.dll, and including this TU would pull in D3DCompile imports.
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if(NOT SPICE_XP)
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list(APPEND IMGUI_HEADERS backends/imgui_impl_dx11.h)
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list(APPEND IMGUI_SOURCES backends/imgui_impl_dx11.cpp)
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endif()
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add_library(imgui STATIC ${IMGUI_HEADERS} ${IMGUI_SOURCES})
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add_library(imgui STATIC ${IMGUI_HEADERS} ${IMGUI_SOURCES})
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target_include_directories(imgui PRIVATE ${PROJECT_SOURCE_DIR})
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target_include_directories(imgui PRIVATE ${PROJECT_SOURCE_DIR})
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@@ -0,0 +1,697 @@
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// dear imgui: Renderer Backend for DirectX11
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
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// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
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// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
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// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
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// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2016-05-07: DirectX11: Disabling depth-write.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_dx11.h"
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// DirectX
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#include <stdio.h>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#endif
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// DirectX11 data
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struct ImGui_ImplDX11_Texture
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{
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ID3D11Texture2D* pTexture;
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ID3D11ShaderResourceView* pTextureView;
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};
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struct ImGui_ImplDX11_Data
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{
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ID3D11Device* pd3dDevice;
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ID3D11DeviceContext* pd3dDeviceContext;
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IDXGIFactory* pFactory;
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ID3D11Buffer* pVB;
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ID3D11Buffer* pIB;
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ID3D11VertexShader* pVertexShader;
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ID3D11InputLayout* pInputLayout;
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ID3D11Buffer* pVertexConstantBuffer;
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ID3D11PixelShader* pPixelShader;
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ID3D11SamplerState* pTexSamplerLinear;
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ID3D11SamplerState* pTexSamplerNearest;
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ID3D11RasterizerState* pRasterizerState;
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ID3D11BlendState* pBlendState;
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ID3D11DepthStencilState* pDepthStencilState;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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struct VERTEX_CONSTANT_BUFFER_DX11
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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// Setup viewport
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D3D11_VIEWPORT vp = {};
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vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
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vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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device_ctx->RSSetViewports(1, &vp);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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|
if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
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{
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VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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|
float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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|
{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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|
{ 0.0f, 0.0f, 0.5f, 0.0f },
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|
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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|
};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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|
device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
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|
}
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|
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// Setup shader and vertex buffers
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|
unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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device_ctx->IASetInputLayout(bd->pInputLayout);
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device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
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device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
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device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
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device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
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device_ctx->GSSetShader(nullptr, nullptr, 0);
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device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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|
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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||||||
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device_ctx->RSSetState(bd->pRasterizerState);
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||||||
|
}
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|
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// Render function
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||||||
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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||||||
|
{
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||||||
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// Avoid rendering when minimized
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||||||
|
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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||||||
|
return;
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||||||
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||||||
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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||||||
|
ID3D11DeviceContext* device = bd->pd3dDeviceContext;
|
||||||
|
|
||||||
|
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||||
|
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||||
|
if (draw_data->Textures != nullptr)
|
||||||
|
for (ImTextureData* tex : *draw_data->Textures)
|
||||||
|
if (tex->Status != ImTextureStatus_OK)
|
||||||
|
ImGui_ImplDX11_UpdateTexture(tex);
|
||||||
|
|
||||||
|
// Create and grow vertex/index buffers if needed
|
||||||
|
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||||
|
{
|
||||||
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||||
|
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||||
|
D3D11_BUFFER_DESC desc = {};
|
||||||
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||||
|
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||||
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
desc.MiscFlags = 0;
|
||||||
|
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||||
|
{
|
||||||
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||||
|
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||||
|
D3D11_BUFFER_DESC desc = {};
|
||||||
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||||
|
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||||
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Upload vertex/index data into a single contiguous GPU buffer
|
||||||
|
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||||
|
if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||||
|
return;
|
||||||
|
if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||||
|
return;
|
||||||
|
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||||
|
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||||
|
for (const ImDrawList* draw_list : draw_data->CmdLists)
|
||||||
|
{
|
||||||
|
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||||
|
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||||
|
vtx_dst += draw_list->VtxBuffer.Size;
|
||||||
|
idx_dst += draw_list->IdxBuffer.Size;
|
||||||
|
}
|
||||||
|
device->Unmap(bd->pVB, 0);
|
||||||
|
device->Unmap(bd->pIB, 0);
|
||||||
|
|
||||||
|
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||||
|
struct BACKUP_DX11_STATE
|
||||||
|
{
|
||||||
|
UINT ScissorRectsCount, ViewportsCount;
|
||||||
|
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||||
|
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||||
|
ID3D11RasterizerState* RS;
|
||||||
|
ID3D11BlendState* BlendState;
|
||||||
|
FLOAT BlendFactor[4];
|
||||||
|
UINT SampleMask;
|
||||||
|
UINT StencilRef;
|
||||||
|
ID3D11DepthStencilState* DepthStencilState;
|
||||||
|
ID3D11ShaderResourceView* PSShaderResource;
|
||||||
|
ID3D11SamplerState* PSSampler;
|
||||||
|
ID3D11PixelShader* PS;
|
||||||
|
ID3D11VertexShader* VS;
|
||||||
|
ID3D11GeometryShader* GS;
|
||||||
|
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
|
||||||
|
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||||
|
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||||
|
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||||
|
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||||
|
DXGI_FORMAT IndexBufferFormat;
|
||||||
|
ID3D11InputLayout* InputLayout;
|
||||||
|
};
|
||||||
|
BACKUP_DX11_STATE old = {};
|
||||||
|
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||||
|
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||||
|
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||||
|
device->RSGetState(&old.RS);
|
||||||
|
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||||
|
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||||
|
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||||
|
device->PSGetSamplers(0, 1, &old.PSSampler);
|
||||||
|
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
|
||||||
|
device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||||
|
device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||||
|
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||||
|
device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
|
||||||
|
|
||||||
|
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||||
|
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||||
|
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||||
|
device->IAGetInputLayout(&old.InputLayout);
|
||||||
|
|
||||||
|
// Setup desired DX state
|
||||||
|
ImGui_ImplDX11_SetupRenderState(draw_data, device);
|
||||||
|
|
||||||
|
// Setup render state structure (for callbacks and custom texture bindings)
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
ImGui_ImplDX11_RenderState render_state;
|
||||||
|
render_state.Device = bd->pd3dDevice;
|
||||||
|
render_state.DeviceContext = bd->pd3dDeviceContext;
|
||||||
|
render_state.SamplerLinear = bd->pTexSamplerLinear;
|
||||||
|
render_state.SamplerNearest = bd->pTexSamplerNearest;
|
||||||
|
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
||||||
|
platform_io.Renderer_RenderState = &render_state;
|
||||||
|
|
||||||
|
// Render command lists
|
||||||
|
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||||
|
int global_idx_offset = 0;
|
||||||
|
int global_vtx_offset = 0;
|
||||||
|
ImVec2 clip_off = draw_data->DisplayPos;
|
||||||
|
ImVec2 clip_scale = draw_data->FramebufferScale;
|
||||||
|
for (const ImDrawList* draw_list : draw_data->CmdLists)
|
||||||
|
{
|
||||||
|
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||||
|
{
|
||||||
|
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||||
|
if (pcmd->UserCallback != nullptr)
|
||||||
|
{
|
||||||
|
// User callback, registered via ImDrawList::AddCallback()
|
||||||
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||||
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||||
|
ImGui_ImplDX11_SetupRenderState(draw_data, device);
|
||||||
|
else
|
||||||
|
pcmd->UserCallback(draw_list, pcmd);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Project scissor/clipping rectangles into framebuffer space
|
||||||
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||||
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||||
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Apply scissor/clipping rectangle
|
||||||
|
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||||
|
device->RSSetScissorRects(1, &r);
|
||||||
|
|
||||||
|
// Bind texture, Draw
|
||||||
|
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
|
||||||
|
device->PSSetShaderResources(0, 1, &texture_srv);
|
||||||
|
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||||
|
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||||
|
}
|
||||||
|
platform_io.Renderer_RenderState = nullptr;
|
||||||
|
|
||||||
|
// Restore modified DX state
|
||||||
|
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||||
|
device->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||||
|
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||||
|
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||||
|
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||||
|
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||||
|
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||||
|
device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||||
|
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||||
|
device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||||
|
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||||
|
device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||||
|
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||||
|
device->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||||
|
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||||
|
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||||
|
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
|
||||||
|
{
|
||||||
|
if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData)
|
||||||
|
{
|
||||||
|
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
|
||||||
|
backend_tex->pTextureView->Release();
|
||||||
|
backend_tex->pTexture->Release();
|
||||||
|
IM_DELETE(backend_tex);
|
||||||
|
|
||||||
|
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||||
|
tex->SetTexID(ImTextureID_Invalid);
|
||||||
|
tex->BackendUserData = nullptr;
|
||||||
|
}
|
||||||
|
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
if (tex->Status == ImTextureStatus_WantCreate)
|
||||||
|
{
|
||||||
|
// Create and upload new texture to graphics system
|
||||||
|
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||||
|
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||||
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||||
|
unsigned int* pixels = (unsigned int*)tex->GetPixels();
|
||||||
|
ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)();
|
||||||
|
|
||||||
|
// Create texture
|
||||||
|
D3D11_TEXTURE2D_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.Width = (UINT)tex->Width;
|
||||||
|
desc.Height = (UINT)tex->Height;
|
||||||
|
desc.MipLevels = 1;
|
||||||
|
desc.ArraySize = 1;
|
||||||
|
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
|
||||||
|
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||||
|
#else
|
||||||
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
#endif
|
||||||
|
desc.SampleDesc.Count = 1;
|
||||||
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||||
|
desc.CPUAccessFlags = 0;
|
||||||
|
D3D11_SUBRESOURCE_DATA subResource;
|
||||||
|
subResource.pSysMem = pixels;
|
||||||
|
subResource.SysMemPitch = desc.Width * 4;
|
||||||
|
subResource.SysMemSlicePitch = 0;
|
||||||
|
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
|
||||||
|
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
|
||||||
|
|
||||||
|
// Create texture view
|
||||||
|
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||||
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||||
|
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
|
||||||
|
srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||||
|
#else
|
||||||
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
#endif
|
||||||
|
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||||
|
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||||
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||||
|
bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView);
|
||||||
|
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
|
||||||
|
|
||||||
|
// Store identifiers
|
||||||
|
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
|
||||||
|
tex->SetStatus(ImTextureStatus_OK);
|
||||||
|
tex->BackendUserData = backend_tex;
|
||||||
|
}
|
||||||
|
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||||
|
{
|
||||||
|
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||||
|
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||||
|
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
|
||||||
|
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
|
||||||
|
for (ImTextureRect& r : tex->Updates)
|
||||||
|
{
|
||||||
|
D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 };
|
||||||
|
bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
|
||||||
|
}
|
||||||
|
tex->SetStatus(ImTextureStatus_OK);
|
||||||
|
}
|
||||||
|
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||||
|
ImGui_ImplDX11_DestroyTexture(tex);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
if (!bd->pd3dDevice)
|
||||||
|
return false;
|
||||||
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
|
||||||
|
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||||
|
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||||
|
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||||
|
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||||
|
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||||
|
|
||||||
|
// Create the vertex shader
|
||||||
|
{
|
||||||
|
static const char* vertexShader =
|
||||||
|
"cbuffer vertexBuffer : register(b0) \
|
||||||
|
{\
|
||||||
|
float4x4 ProjectionMatrix; \
|
||||||
|
};\
|
||||||
|
struct VS_INPUT\
|
||||||
|
{\
|
||||||
|
float2 pos : POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
\
|
||||||
|
struct PS_INPUT\
|
||||||
|
{\
|
||||||
|
float4 pos : SV_POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
\
|
||||||
|
PS_INPUT main(VS_INPUT input)\
|
||||||
|
{\
|
||||||
|
PS_INPUT output;\
|
||||||
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||||
|
output.col = input.col;\
|
||||||
|
output.uv = input.uv;\
|
||||||
|
return output;\
|
||||||
|
}";
|
||||||
|
|
||||||
|
ID3DBlob* vertexShaderBlob;
|
||||||
|
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||||
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||||
|
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
|
||||||
|
{
|
||||||
|
vertexShaderBlob->Release();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the input layout
|
||||||
|
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||||
|
{
|
||||||
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
|
||||||
|
{ "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
#else
|
||||||
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||||
|
{
|
||||||
|
vertexShaderBlob->Release();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
vertexShaderBlob->Release();
|
||||||
|
|
||||||
|
// Create the constant buffer
|
||||||
|
{
|
||||||
|
D3D11_BUFFER_DESC desc = {};
|
||||||
|
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
|
||||||
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
desc.MiscFlags = 0;
|
||||||
|
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the pixel shader
|
||||||
|
{
|
||||||
|
static const char* pixelShader =
|
||||||
|
"struct PS_INPUT\
|
||||||
|
{\
|
||||||
|
float4 pos : SV_POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
sampler sampler0;\
|
||||||
|
Texture2D texture0;\
|
||||||
|
\
|
||||||
|
float4 main(PS_INPUT input) : SV_Target\
|
||||||
|
{\
|
||||||
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||||
|
return out_col; \
|
||||||
|
}";
|
||||||
|
|
||||||
|
ID3DBlob* pixelShaderBlob;
|
||||||
|
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||||
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||||
|
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
|
||||||
|
{
|
||||||
|
pixelShaderBlob->Release();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
pixelShaderBlob->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the blending setup
|
||||||
|
{
|
||||||
|
D3D11_BLEND_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.AlphaToCoverageEnable = false;
|
||||||
|
desc.RenderTarget[0].BlendEnable = true;
|
||||||
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||||
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||||
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||||
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||||
|
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the rasterizer state
|
||||||
|
{
|
||||||
|
D3D11_RASTERIZER_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.FillMode = D3D11_FILL_SOLID;
|
||||||
|
desc.CullMode = D3D11_CULL_NONE;
|
||||||
|
desc.ScissorEnable = true;
|
||||||
|
desc.DepthClipEnable = true;
|
||||||
|
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create depth-stencil State
|
||||||
|
{
|
||||||
|
D3D11_DEPTH_STENCIL_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.DepthEnable = false;
|
||||||
|
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||||
|
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
desc.StencilEnable = false;
|
||||||
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||||
|
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
desc.BackFace = desc.FrontFace;
|
||||||
|
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create texture sampler
|
||||||
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||||
|
{
|
||||||
|
D3D11_SAMPLER_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||||
|
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||||
|
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||||
|
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||||
|
desc.MipLODBias = 0.f;
|
||||||
|
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
desc.MinLOD = 0.f;
|
||||||
|
desc.MaxLOD = 0.f;
|
||||||
|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
|
||||||
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||||
|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
if (!bd->pd3dDevice)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Destroy all textures
|
||||||
|
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||||
|
if (tex->RefCount == 1)
|
||||||
|
ImGui_ImplDX11_DestroyTexture(tex);
|
||||||
|
|
||||||
|
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
||||||
|
if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
|
||||||
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||||
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||||
|
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||||
|
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||||
|
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||||
|
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||||
|
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||||
|
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||||
|
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_dx11";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||||
|
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||||
|
|
||||||
|
// Get factory from device
|
||||||
|
IDXGIDevice* pDXGIDevice = nullptr;
|
||||||
|
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||||
|
IDXGIFactory* pFactory = nullptr;
|
||||||
|
|
||||||
|
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||||
|
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||||
|
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||||
|
{
|
||||||
|
bd->pd3dDevice = device;
|
||||||
|
bd->pd3dDeviceContext = device_context;
|
||||||
|
bd->pFactory = pFactory;
|
||||||
|
}
|
||||||
|
if (pDXGIDevice) pDXGIDevice->Release();
|
||||||
|
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||||
|
bd->pd3dDevice->AddRef();
|
||||||
|
bd->pd3dDeviceContext->AddRef();
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||||
|
|
||||||
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||||
|
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||||
|
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||||
|
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||||
|
platform_io.ClearRendererHandlers();
|
||||||
|
IM_DELETE(bd);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_NewFrame()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
|
||||||
|
|
||||||
|
if (!bd->pVertexShader)
|
||||||
|
if (!ImGui_ImplDX11_CreateDeviceObjects())
|
||||||
|
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
|
||||||
|
}
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
@@ -0,0 +1,52 @@
|
|||||||
|
// dear imgui: Renderer Backend for DirectX11
|
||||||
|
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||||
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||||
|
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||||
|
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||||
|
|
||||||
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||||
|
// Learn about Dear ImGui:
|
||||||
|
// - FAQ https://dearimgui.com/faq
|
||||||
|
// - Getting Started https://dearimgui.com/getting-started
|
||||||
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||||
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
#include "imgui.h" // IMGUI_IMPL_API
|
||||||
|
#ifndef IMGUI_DISABLE
|
||||||
|
|
||||||
|
struct ID3D11Device;
|
||||||
|
struct ID3D11DeviceContext;
|
||||||
|
struct ID3D11SamplerState;
|
||||||
|
struct ID3D11Buffer;
|
||||||
|
|
||||||
|
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||||
|
|
||||||
|
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
|
||||||
|
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
|
||||||
|
|
||||||
|
// [BETA] Selected render state data shared with callbacks.
|
||||||
|
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
|
||||||
|
// (Please open an issue if you feel you need access to more data)
|
||||||
|
struct ImGui_ImplDX11_RenderState
|
||||||
|
{
|
||||||
|
ID3D11Device* Device;
|
||||||
|
ID3D11DeviceContext* DeviceContext;
|
||||||
|
ID3D11SamplerState* SamplerLinear;
|
||||||
|
ID3D11SamplerState* SamplerNearest;
|
||||||
|
ID3D11Buffer* VertexConstantBuffer;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
||||||
@@ -0,0 +1,275 @@
|
|||||||
|
// dx11 / dxgi hook entrypoint. trampolines d3d11.dll / dxgi.dll exports
|
||||||
|
// the moment those DLLs appear (LDR notification + poll-thread fallback),
|
||||||
|
// then drives proactive vtable capture so we don't lose the race against
|
||||||
|
// the execexe loader. per-vtable hook implementations live in the sibling
|
||||||
|
// files (d3d11_swapchain / d3d11_factory / d3d11_vtable_capture /
|
||||||
|
// d3d11_screenshot).
|
||||||
|
//
|
||||||
|
// note: never LoadLibrary d3d11/dxgi -- execexe pre-loads them itself and
|
||||||
|
// fails (error 0xa) if they're already in the loader's module list.
|
||||||
|
//
|
||||||
|
// 64-bit only.
|
||||||
|
|
||||||
|
#include "d3d11_backend.h"
|
||||||
|
|
||||||
|
#ifndef SPICE_D3D11
|
||||||
|
|
||||||
|
void graphics_d3d11_init() {}
|
||||||
|
void graphics_d3d11_shutdown() {}
|
||||||
|
|
||||||
|
#else
|
||||||
|
|
||||||
|
#include <atomic>
|
||||||
|
#include <thread>
|
||||||
|
#include <chrono>
|
||||||
|
#include <cwchar>
|
||||||
|
#include <mutex>
|
||||||
|
|
||||||
|
#include <windows.h>
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <dxgi.h>
|
||||||
|
#include <dxgi1_2.h>
|
||||||
|
|
||||||
|
#include "d3d11_internal.h"
|
||||||
|
#include "util/nt_loader.h"
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
|
||||||
|
using D3D11CreateDeviceAndSwapChain_t = HRESULT(WINAPI *)(
|
||||||
|
IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT,
|
||||||
|
const D3D_FEATURE_LEVEL *, UINT, UINT,
|
||||||
|
const DXGI_SWAP_CHAIN_DESC *, IDXGISwapChain **,
|
||||||
|
ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext **);
|
||||||
|
using CreateDXGIFactory_t = HRESULT(WINAPI *)(REFIID, void **);
|
||||||
|
using CreateDXGIFactory1_t = HRESULT(WINAPI *)(REFIID, void **);
|
||||||
|
using CreateDXGIFactory2_t = HRESULT(WINAPI *)(UINT, REFIID, void **);
|
||||||
|
|
||||||
|
D3D11CreateDeviceAndSwapChain_t D3D11CreateDeviceAndSwapChain_orig = nullptr;
|
||||||
|
CreateDXGIFactory_t CreateDXGIFactory_orig = nullptr;
|
||||||
|
CreateDXGIFactory1_t CreateDXGIFactory1_orig = nullptr;
|
||||||
|
CreateDXGIFactory2_t CreateDXGIFactory2_orig = nullptr;
|
||||||
|
|
||||||
|
std::atomic<bool> g_d3d11_exports_hooked { false };
|
||||||
|
std::atomic<bool> g_dxgi_exports_hooked { false };
|
||||||
|
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
// top-level export hooks
|
||||||
|
|
||||||
|
HRESULT WINAPI D3D11CreateDeviceAndSwapChain_hook(
|
||||||
|
IDXGIAdapter *pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
|
||||||
|
const D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion,
|
||||||
|
const DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, IDXGISwapChain **ppSwapChain,
|
||||||
|
ID3D11Device **ppDevice, D3D_FEATURE_LEVEL *pFeatureLevel,
|
||||||
|
ID3D11DeviceContext **ppImmediateContext)
|
||||||
|
{
|
||||||
|
HRESULT res = D3D11CreateDeviceAndSwapChain_orig(
|
||||||
|
pAdapter, DriverType, Software, Flags,
|
||||||
|
pFeatureLevels, FeatureLevels, SDKVersion,
|
||||||
|
pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext);
|
||||||
|
if (SUCCEEDED(res) && ppSwapChain && *ppSwapChain) {
|
||||||
|
if (pSwapChainDesc) {
|
||||||
|
d3d11_hooks::note_main_hwnd(pSwapChainDesc->OutputWindow);
|
||||||
|
}
|
||||||
|
d3d11_hooks::install_swapchain_hooks(*ppSwapChain);
|
||||||
|
}
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define DEFINE_FACTORY_HOOK(NAME, SIG_PARAMS, ORIG_ARGS) \
|
||||||
|
HRESULT WINAPI NAME##_hook SIG_PARAMS { \
|
||||||
|
HRESULT res = NAME##_orig ORIG_ARGS; \
|
||||||
|
if (SUCCEEDED(res) && ppFactory && *ppFactory) { \
|
||||||
|
d3d11_hooks::install_factory_hooks( \
|
||||||
|
reinterpret_cast<IUnknown *>(*ppFactory)); \
|
||||||
|
} \
|
||||||
|
return res; \
|
||||||
|
}
|
||||||
|
|
||||||
|
DEFINE_FACTORY_HOOK(CreateDXGIFactory,
|
||||||
|
(REFIID riid, void **ppFactory),
|
||||||
|
(riid, ppFactory))
|
||||||
|
DEFINE_FACTORY_HOOK(CreateDXGIFactory1,
|
||||||
|
(REFIID riid, void **ppFactory),
|
||||||
|
(riid, ppFactory))
|
||||||
|
DEFINE_FACTORY_HOOK(CreateDXGIFactory2,
|
||||||
|
(UINT Flags, REFIID riid, void **ppFactory),
|
||||||
|
(Flags, riid, ppFactory))
|
||||||
|
|
||||||
|
#undef DEFINE_FACTORY_HOOK
|
||||||
|
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
// export trampoline plumbing
|
||||||
|
|
||||||
|
// serializes trampoline_export() so the LDR notification callback and the
|
||||||
|
// poll thread don't race each other into MinHook against the same target.
|
||||||
|
std::mutex g_export_mutex;
|
||||||
|
|
||||||
|
bool trampoline_export(const char *dll, const char *name, void *hook, void **orig) {
|
||||||
|
std::lock_guard<std::mutex> lock(g_export_mutex);
|
||||||
|
if (*orig) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
HMODULE mod = GetModuleHandleA(dll);
|
||||||
|
if (!mod) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
void *addr = reinterpret_cast<void *>(GetProcAddress(mod, name));
|
||||||
|
if (!addr) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
*orig = addr; // trampoline_try reads *orig before overwriting it.
|
||||||
|
if (!detour::trampoline_try(addr, hook, orig)) {
|
||||||
|
*orig = nullptr;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
log_info("graphics::d3d11", "trampolined {}!{}", dll, name);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void try_install_d3d11_exports() {
|
||||||
|
if (g_d3d11_exports_hooked) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (trampoline_export("d3d11.dll", "D3D11CreateDeviceAndSwapChain",
|
||||||
|
(void *) D3D11CreateDeviceAndSwapChain_hook,
|
||||||
|
(void **) &D3D11CreateDeviceAndSwapChain_orig)) {
|
||||||
|
g_d3d11_exports_hooked = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void try_install_dxgi_exports() {
|
||||||
|
if (g_dxgi_exports_hooked) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
struct entry { const char *name; void *hook; void **orig; };
|
||||||
|
const entry entries[] = {
|
||||||
|
{ "CreateDXGIFactory", (void *) CreateDXGIFactory_hook,
|
||||||
|
(void **) &CreateDXGIFactory_orig },
|
||||||
|
{ "CreateDXGIFactory1", (void *) CreateDXGIFactory1_hook,
|
||||||
|
(void **) &CreateDXGIFactory1_orig },
|
||||||
|
{ "CreateDXGIFactory2", (void *) CreateDXGIFactory2_hook,
|
||||||
|
(void **) &CreateDXGIFactory2_orig },
|
||||||
|
};
|
||||||
|
bool any = false;
|
||||||
|
for (auto &e : entries) {
|
||||||
|
any |= trampoline_export("dxgi.dll", e.name, e.hook, e.orig);
|
||||||
|
}
|
||||||
|
if (any) {
|
||||||
|
g_dxgi_exports_hooked = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void try_capture_if_ready() {
|
||||||
|
if (g_d3d11_exports_hooked && g_dxgi_exports_hooked) {
|
||||||
|
d3d11_hooks::try_capture_vtables();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
// LDR notification + polling fallback
|
||||||
|
|
||||||
|
bool dll_name_ends_with(PCUNICODE_STRING name, const wchar_t *suffix) {
|
||||||
|
if (!name || !name->Buffer) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
const size_t n = name->Length / sizeof(WCHAR);
|
||||||
|
const size_t s = wcslen(suffix);
|
||||||
|
return n >= s && _wcsnicmp(name->Buffer + n - s, suffix, s) == 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
VOID CALLBACK ldr_dll_notification(
|
||||||
|
ULONG reason, PCLDR_DLL_NOTIFICATION_DATA data, PVOID /*context*/)
|
||||||
|
{
|
||||||
|
if (reason != LDR_DLL_NOTIFICATION_REASON_LOADED || !data) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (dll_name_ends_with(data->Loaded.BaseDllName, L"d3d11.dll")) {
|
||||||
|
try_install_d3d11_exports();
|
||||||
|
} else if (dll_name_ends_with(data->Loaded.BaseDllName, L"dxgi.dll")) {
|
||||||
|
try_install_dxgi_exports();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// execexe maps d3d11/dxgi via a path that bypasses LdrLoadDll, so the
|
||||||
|
// notification above never fires for those DLLs and we have to poll.
|
||||||
|
std::atomic<bool> g_stop { false };
|
||||||
|
std::thread g_poll_thread;
|
||||||
|
std::mutex g_init_mutex;
|
||||||
|
PVOID g_ldr_cookie = nullptr;
|
||||||
|
|
||||||
|
void poll_thread() {
|
||||||
|
using namespace std::chrono_literals;
|
||||||
|
for (int32_t i = 0; i < 120 && !g_stop.load(); ++i) {
|
||||||
|
try_install_d3d11_exports();
|
||||||
|
try_install_dxgi_exports();
|
||||||
|
if (g_d3d11_exports_hooked && g_dxgi_exports_hooked) {
|
||||||
|
d3d11_hooks::try_capture_vtables();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// sliced so shutdown doesn't have to wait a full second.
|
||||||
|
for (int32_t s = 0; s < 10 && !g_stop.load(); ++s) {
|
||||||
|
std::this_thread::sleep_for(100ms);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
void graphics_d3d11_init() {
|
||||||
|
// dx11 titles always run under execexe. skipping on pure-dx9 games keeps
|
||||||
|
// their startup path completely untouched (no exports patched, no poll
|
||||||
|
// thread, no LDR callback).
|
||||||
|
if (!GetModuleHandleW(L"execexe.dll")) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::lock_guard<std::mutex> lock(g_init_mutex);
|
||||||
|
if (g_poll_thread.joinable()) {
|
||||||
|
return; // already initialized
|
||||||
|
}
|
||||||
|
|
||||||
|
log_info("graphics::d3d11", "initializing");
|
||||||
|
|
||||||
|
// trampoline now if either DLL is already in the PEB.
|
||||||
|
try_install_d3d11_exports();
|
||||||
|
try_install_dxgi_exports();
|
||||||
|
try_capture_if_ready();
|
||||||
|
|
||||||
|
// catches standard LdrLoadDll loads.
|
||||||
|
auto reg = reinterpret_cast<decltype(&LdrRegisterDllNotification)>(
|
||||||
|
GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "LdrRegisterDllNotification"));
|
||||||
|
if (reg) {
|
||||||
|
NTSTATUS st = reg(0, ldr_dll_notification, nullptr, &g_ldr_cookie);
|
||||||
|
if (NT_SUCCESS(st)) {
|
||||||
|
log_info("graphics::d3d11", "registered LDR DLL notification");
|
||||||
|
} else {
|
||||||
|
g_ldr_cookie = nullptr;
|
||||||
|
log_warning("graphics::d3d11",
|
||||||
|
"LdrRegisterDllNotification failed: {:#x}", (unsigned long)st);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// catches the execexe loader path that bypasses LdrLoadDll.
|
||||||
|
g_poll_thread = std::thread(poll_thread);
|
||||||
|
}
|
||||||
|
|
||||||
|
void graphics_d3d11_shutdown() {
|
||||||
|
std::lock_guard<std::mutex> lock(g_init_mutex);
|
||||||
|
|
||||||
|
// unregister first so the callback can't fire mid-teardown.
|
||||||
|
if (g_ldr_cookie) {
|
||||||
|
auto unreg = reinterpret_cast<decltype(&LdrUnregisterDllNotification)>(
|
||||||
|
GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "LdrUnregisterDllNotification"));
|
||||||
|
if (unreg) {
|
||||||
|
unreg(g_ldr_cookie);
|
||||||
|
}
|
||||||
|
g_ldr_cookie = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
g_stop.store(true);
|
||||||
|
if (g_poll_thread.joinable()) {
|
||||||
|
g_poll_thread.join();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // SPICE_D3D11
|
||||||
@@ -0,0 +1,24 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "overlay/overlay.h"
|
||||||
|
|
||||||
|
void graphics_d3d11_init();
|
||||||
|
void graphics_d3d11_shutdown();
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
|
||||||
|
struct ID3D11Device;
|
||||||
|
struct ID3D11DeviceContext;
|
||||||
|
struct ID3D11RenderTargetView;
|
||||||
|
struct IDXGISwapChain;
|
||||||
|
|
||||||
|
namespace overlay::d3d11 {
|
||||||
|
|
||||||
|
void render(ID3D11Device *device,
|
||||||
|
ID3D11DeviceContext *context,
|
||||||
|
IDXGISwapChain *swapchain,
|
||||||
|
ID3D11RenderTargetView **rtv);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,102 @@
|
|||||||
|
// dx11 factory vtable hooks. patches CreateSwapChain / CreateSwapChainForHwnd
|
||||||
|
// so we can install_swapchain_hooks against every newly-created swapchain.
|
||||||
|
|
||||||
|
#include "d3d11_backend.h"
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
|
||||||
|
#include <mutex>
|
||||||
|
|
||||||
|
#include <windows.h>
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <dxgi.h>
|
||||||
|
#include <dxgi1_2.h>
|
||||||
|
|
||||||
|
#include "d3d11_internal.h"
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
|
||||||
|
using CreateSwapChain_t = HRESULT(STDMETHODCALLTYPE *)(
|
||||||
|
IDXGIFactory *, IUnknown *, DXGI_SWAP_CHAIN_DESC *, IDXGISwapChain **);
|
||||||
|
using CreateSwapChainForHwnd_t = HRESULT(STDMETHODCALLTYPE *)(
|
||||||
|
IDXGIFactory2 *, IUnknown *, HWND,
|
||||||
|
const DXGI_SWAP_CHAIN_DESC1 *,
|
||||||
|
const DXGI_SWAP_CHAIN_FULLSCREEN_DESC *,
|
||||||
|
IDXGIOutput *, IDXGISwapChain1 **);
|
||||||
|
|
||||||
|
CreateSwapChain_t CreateSwapChain_orig = nullptr;
|
||||||
|
CreateSwapChainForHwnd_t CreateSwapChainForHwnd_orig = nullptr;
|
||||||
|
|
||||||
|
bool g_factory_hooked = false;
|
||||||
|
bool g_factory2_hooked = false;
|
||||||
|
std::mutex g_hook_mutex;
|
||||||
|
|
||||||
|
HRESULT STDMETHODCALLTYPE CreateSwapChain_hook(
|
||||||
|
IDXGIFactory *factory, IUnknown *pDevice,
|
||||||
|
DXGI_SWAP_CHAIN_DESC *pDesc, IDXGISwapChain **ppSwapChain)
|
||||||
|
{
|
||||||
|
HRESULT res = CreateSwapChain_orig(factory, pDevice, pDesc, ppSwapChain);
|
||||||
|
if (SUCCEEDED(res) && ppSwapChain && *ppSwapChain) {
|
||||||
|
if (pDesc) {
|
||||||
|
d3d11_hooks::note_main_hwnd(pDesc->OutputWindow);
|
||||||
|
}
|
||||||
|
d3d11_hooks::install_swapchain_hooks(*ppSwapChain);
|
||||||
|
}
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT STDMETHODCALLTYPE CreateSwapChainForHwnd_hook(
|
||||||
|
IDXGIFactory2 *factory, IUnknown *pDevice, HWND hWnd,
|
||||||
|
const DXGI_SWAP_CHAIN_DESC1 *pDesc,
|
||||||
|
const DXGI_SWAP_CHAIN_FULLSCREEN_DESC *pFullscreenDesc,
|
||||||
|
IDXGIOutput *pRestrictToOutput, IDXGISwapChain1 **ppSwapChain)
|
||||||
|
{
|
||||||
|
HRESULT res = CreateSwapChainForHwnd_orig(
|
||||||
|
factory, pDevice, hWnd, pDesc, pFullscreenDesc, pRestrictToOutput, ppSwapChain);
|
||||||
|
if (SUCCEEDED(res) && ppSwapChain && *ppSwapChain) {
|
||||||
|
d3d11_hooks::note_main_hwnd(hWnd);
|
||||||
|
d3d11_hooks::install_swapchain_hooks(*ppSwapChain);
|
||||||
|
}
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
// QI-and-hook helper: dedupes the IDXGIFactory / IDXGIFactory2 install paths.
|
||||||
|
template<typename Iface>
|
||||||
|
void install_on(IUnknown *factory, bool &flag,
|
||||||
|
size_t vtbl_index, void *hook, void **orig, const char *name)
|
||||||
|
{
|
||||||
|
if (flag) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Iface *f = nullptr;
|
||||||
|
if (FAILED(factory->QueryInterface(IID_PPV_ARGS(&f))) || !f) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (d3d11_hooks::hook_vtbl(f, vtbl_index, hook, orig, name)) {
|
||||||
|
flag = true;
|
||||||
|
}
|
||||||
|
f->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
namespace d3d11_hooks {
|
||||||
|
|
||||||
|
void install_factory_hooks(IUnknown *factory) {
|
||||||
|
if (!factory) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
std::lock_guard<std::mutex> lock(g_hook_mutex);
|
||||||
|
|
||||||
|
install_on<IDXGIFactory>(factory, g_factory_hooked, 10,
|
||||||
|
(void *) CreateSwapChain_hook, (void **) &CreateSwapChain_orig,
|
||||||
|
"IDXGIFactory::CreateSwapChain");
|
||||||
|
|
||||||
|
install_on<IDXGIFactory2>(factory, g_factory2_hooked, 15,
|
||||||
|
(void *) CreateSwapChainForHwnd_hook, (void **) &CreateSwapChainForHwnd_orig,
|
||||||
|
"IDXGIFactory2::CreateSwapChainForHwnd");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // SPICE_D3D11
|
||||||
@@ -0,0 +1,59 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
// internal glue for the dx11 backend. all symbols gated on SPICE_D3D11.
|
||||||
|
|
||||||
|
#include "overlay/overlay.h"
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
#include "util/detour.h"
|
||||||
|
#include "util/logging.h"
|
||||||
|
|
||||||
|
struct HWND__; typedef HWND__ *HWND;
|
||||||
|
struct IUnknown;
|
||||||
|
struct IDXGISwapChain;
|
||||||
|
|
||||||
|
namespace d3d11_hooks {
|
||||||
|
|
||||||
|
void install_swapchain_hooks(IDXGISwapChain *swapchain);
|
||||||
|
void install_factory_hooks(IUnknown *factory);
|
||||||
|
void try_capture_vtables();
|
||||||
|
|
||||||
|
// first non-null swapchain HWND wins; later ones (sub-screens, IME
|
||||||
|
// helpers) are ignored. the dummy capture window is exempted via
|
||||||
|
// ignore_hwnd.
|
||||||
|
void note_main_hwnd(HWND hwnd);
|
||||||
|
HWND main_hwnd();
|
||||||
|
void ignore_hwnd(HWND hwnd);
|
||||||
|
|
||||||
|
// capture backbuffer to PNG if a screenshot was requested.
|
||||||
|
void try_screenshot(IDXGISwapChain *swapchain);
|
||||||
|
|
||||||
|
// trampoline a virtual method by vtable index. on failure *orig is null.
|
||||||
|
inline bool hook_vtbl(void *iface, size_t index,
|
||||||
|
void *hook, void **orig, const char *name)
|
||||||
|
{
|
||||||
|
void **vtbl = *reinterpret_cast<void ***>(iface);
|
||||||
|
void *target = vtbl[index];
|
||||||
|
// trampoline_try reads *orig before overwriting it.
|
||||||
|
*orig = target;
|
||||||
|
if (!detour::trampoline_try(target, hook, orig)) {
|
||||||
|
*orig = nullptr;
|
||||||
|
log_warning("graphics::d3d11", "failed to hook {}", name);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
log_info("graphics::d3d11", "hooked {}", name);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// minimal COM RAII used by capture / screenshot paths.
|
||||||
|
struct com_release {
|
||||||
|
void operator()(IUnknown *p) const { if (p) p->Release(); }
|
||||||
|
};
|
||||||
|
template<typename T> using com_ptr = std::unique_ptr<T, com_release>;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,165 @@
|
|||||||
|
// dx11 screenshot capture. mirrors the d3d9 backend: copy the current
|
||||||
|
// backbuffer into a staging texture, force alpha=255, write PNG via
|
||||||
|
// stb_image_write, push to clipboard and notify.
|
||||||
|
|
||||||
|
#include "d3d11_backend.h"
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
#include <windows.h>
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <dxgi.h>
|
||||||
|
|
||||||
|
#include "d3d11_internal.h"
|
||||||
|
|
||||||
|
#include "external/stb_image_write.h"
|
||||||
|
#include "hooks/graphics/graphics.h"
|
||||||
|
#include "misc/clipboard.h"
|
||||||
|
#include "overlay/notifications.h"
|
||||||
|
#include "util/fileutils.h"
|
||||||
|
|
||||||
|
using d3d11_hooks::com_ptr;
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
|
||||||
|
// copy the swapchain backbuffer into a CPU-readable staging texture and
|
||||||
|
// flatten it into an RGBA8 buffer (BGRA backbuffers are swizzled,
|
||||||
|
// alpha is forced to 255).
|
||||||
|
bool copy_backbuffer_to_rgba(IDXGISwapChain *swapchain,
|
||||||
|
ID3D11Device *device,
|
||||||
|
ID3D11DeviceContext *context,
|
||||||
|
std::vector<uint8_t> &out,
|
||||||
|
uint32_t &out_w, uint32_t &out_h)
|
||||||
|
{
|
||||||
|
ID3D11Texture2D *raw_bb = nullptr;
|
||||||
|
if (FAILED(swapchain->GetBuffer(0, IID_PPV_ARGS(&raw_bb))) || !raw_bb) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
com_ptr<ID3D11Texture2D> backbuffer(raw_bb);
|
||||||
|
|
||||||
|
D3D11_TEXTURE2D_DESC desc {};
|
||||||
|
backbuffer->GetDesc(&desc);
|
||||||
|
|
||||||
|
// MSAA backbuffers can't be CopyResource'd into a non-MS staging target.
|
||||||
|
com_ptr<ID3D11Texture2D> resolved;
|
||||||
|
ID3D11Texture2D *source = backbuffer.get();
|
||||||
|
if (desc.SampleDesc.Count > 1) {
|
||||||
|
D3D11_TEXTURE2D_DESC rd = desc;
|
||||||
|
rd.SampleDesc.Count = 1;
|
||||||
|
rd.SampleDesc.Quality = 0;
|
||||||
|
rd.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
rd.BindFlags = D3D11_BIND_RENDER_TARGET;
|
||||||
|
rd.CPUAccessFlags = 0;
|
||||||
|
rd.MiscFlags = 0;
|
||||||
|
ID3D11Texture2D *r = nullptr;
|
||||||
|
if (FAILED(device->CreateTexture2D(&rd, nullptr, &r)) || !r) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
resolved.reset(r);
|
||||||
|
context->ResolveSubresource(resolved.get(), 0, backbuffer.get(), 0, desc.Format);
|
||||||
|
source = resolved.get();
|
||||||
|
}
|
||||||
|
|
||||||
|
D3D11_TEXTURE2D_DESC sd {};
|
||||||
|
sd.Width = desc.Width;
|
||||||
|
sd.Height = desc.Height;
|
||||||
|
sd.MipLevels = 1;
|
||||||
|
sd.ArraySize = 1;
|
||||||
|
sd.Format = desc.Format;
|
||||||
|
sd.SampleDesc.Count = 1;
|
||||||
|
sd.Usage = D3D11_USAGE_STAGING;
|
||||||
|
sd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||||
|
|
||||||
|
ID3D11Texture2D *raw_staging = nullptr;
|
||||||
|
if (FAILED(device->CreateTexture2D(&sd, nullptr, &raw_staging)) || !raw_staging) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
com_ptr<ID3D11Texture2D> staging(raw_staging);
|
||||||
|
context->CopyResource(staging.get(), source);
|
||||||
|
|
||||||
|
D3D11_MAPPED_SUBRESOURCE mapped {};
|
||||||
|
if (FAILED(context->Map(staging.get(), 0, D3D11_MAP_READ, 0, &mapped))) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// backbuffers from GetDesc are always fully-typed (never _TYPELESS).
|
||||||
|
const bool is_bgra = desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM
|
||||||
|
|| desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
|
||||||
|
|
||||||
|
out.resize(static_cast<size_t>(desc.Width) * desc.Height * 4);
|
||||||
|
const uint8_t *src_base = reinterpret_cast<const uint8_t *>(mapped.pData);
|
||||||
|
for (uint32_t y = 0; y < desc.Height; ++y) {
|
||||||
|
const uint8_t *row = src_base + static_cast<size_t>(y) * mapped.RowPitch;
|
||||||
|
uint8_t *dst = out.data() + static_cast<size_t>(y) * desc.Width * 4;
|
||||||
|
for (uint32_t x = 0; x < desc.Width; ++x) {
|
||||||
|
dst[x * 4 + 0] = row[x * 4 + (is_bgra ? 2 : 0)];
|
||||||
|
dst[x * 4 + 1] = row[x * 4 + 1];
|
||||||
|
dst[x * 4 + 2] = row[x * 4 + (is_bgra ? 0 : 2)];
|
||||||
|
dst[x * 4 + 3] = 255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
context->Unmap(staging.get(), 0);
|
||||||
|
|
||||||
|
out_w = desc.Width;
|
||||||
|
out_h = desc.Height;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
namespace d3d11_hooks {
|
||||||
|
|
||||||
|
void try_screenshot(IDXGISwapChain *swapchain) {
|
||||||
|
if (!swapchain || !graphics_screenshot_consume()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto file_path = graphics_screenshot_genpath();
|
||||||
|
if (file_path.empty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ID3D11Device *raw_device = nullptr;
|
||||||
|
if (FAILED(swapchain->GetDevice(IID_PPV_ARGS(&raw_device))) || !raw_device) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
com_ptr<ID3D11Device> device(raw_device);
|
||||||
|
ID3D11DeviceContext *raw_ctx = nullptr;
|
||||||
|
device->GetImmediateContext(&raw_ctx);
|
||||||
|
if (!raw_ctx) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
com_ptr<ID3D11DeviceContext> context(raw_ctx);
|
||||||
|
|
||||||
|
std::vector<uint8_t> pixels;
|
||||||
|
uint32_t w = 0, h = 0;
|
||||||
|
if (!copy_backbuffer_to_rgba(swapchain, device.get(), context.get(), pixels, w, h)) {
|
||||||
|
log_warning("graphics::d3d11", "screenshot: failed to capture backbuffer");
|
||||||
|
overlay::notifications::add(
|
||||||
|
overlay::notifications::Severity::Error,
|
||||||
|
"Screenshot failed to capture");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
log_info("graphics::d3d11", "saving screenshot to {}", file_path);
|
||||||
|
if (stbi_write_png(file_path.c_str(), (int) w, (int) h, 4,
|
||||||
|
pixels.data(), (int) w * 4))
|
||||||
|
{
|
||||||
|
clipboard::copy_image(file_path);
|
||||||
|
overlay::notifications::add(
|
||||||
|
overlay::notifications::Severity::Success,
|
||||||
|
fmt::format("Screenshot saved: {}", fileutils::basename(file_path)));
|
||||||
|
} else {
|
||||||
|
log_warning("graphics::d3d11", "screenshot: stbi_write_png failed");
|
||||||
|
overlay::notifications::add(
|
||||||
|
overlay::notifications::Severity::Error,
|
||||||
|
"Screenshot failed to save");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // SPICE_D3D11
|
||||||
@@ -0,0 +1,289 @@
|
|||||||
|
// dx11 swapchain vtable hooks + per-frame overlay pump.
|
||||||
|
//
|
||||||
|
// dxgi shares vtables across swapchain instances, so we only need to patch
|
||||||
|
// Present / Present1 / ResizeBuffers once on the first instance we see.
|
||||||
|
// each frame we lazily attach the overlay to whichever swapchain is
|
||||||
|
// presenting, then drive its imgui update / new_frame / render cycle.
|
||||||
|
|
||||||
|
#include "d3d11_backend.h"
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
|
||||||
|
#include <atomic>
|
||||||
|
#include <mutex>
|
||||||
|
|
||||||
|
#include <windows.h>
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <dxgi.h>
|
||||||
|
#include <dxgi1_2.h>
|
||||||
|
|
||||||
|
#include "d3d11_internal.h"
|
||||||
|
|
||||||
|
#include "external/imgui/imgui.h"
|
||||||
|
#include "external/imgui/backends/imgui_impl_dx11.h"
|
||||||
|
#include "overlay/imgui/impl_spice.h"
|
||||||
|
|
||||||
|
#include "games/io.h"
|
||||||
|
#include "hooks/graphics/graphics.h"
|
||||||
|
#include "launcher/launcher.h"
|
||||||
|
#include "misc/eamuse.h"
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// overlay render bridge
|
||||||
|
|
||||||
|
namespace overlay::d3d11 {
|
||||||
|
|
||||||
|
// sRGB backbuffers need a UNORM view: ImGui vertex colors are already
|
||||||
|
// sRGB-encoded, so an extra linear->sRGB conversion would wash the
|
||||||
|
// overlay out white.
|
||||||
|
static DXGI_FORMAT to_unorm_view(DXGI_FORMAT fmt) {
|
||||||
|
switch (fmt) {
|
||||||
|
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: return DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||||
|
default: return fmt;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ensure_rtv(ID3D11Device *device,
|
||||||
|
IDXGISwapChain *swapchain,
|
||||||
|
ID3D11RenderTargetView **rtv)
|
||||||
|
{
|
||||||
|
if (*rtv || !device || !swapchain) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
ID3D11Texture2D *backbuffer = nullptr;
|
||||||
|
if (FAILED(swapchain->GetBuffer(0, IID_PPV_ARGS(&backbuffer))) || !backbuffer) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
D3D11_TEXTURE2D_DESC td {};
|
||||||
|
backbuffer->GetDesc(&td);
|
||||||
|
const DXGI_FORMAT view_fmt = to_unorm_view(td.Format);
|
||||||
|
if (view_fmt != td.Format) {
|
||||||
|
D3D11_RENDER_TARGET_VIEW_DESC rtvd {};
|
||||||
|
rtvd.Format = view_fmt;
|
||||||
|
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||||
|
device->CreateRenderTargetView(backbuffer, &rtvd, rtv);
|
||||||
|
} else {
|
||||||
|
device->CreateRenderTargetView(backbuffer, nullptr, rtv);
|
||||||
|
}
|
||||||
|
backbuffer->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// bind the backbuffer (lazily creating the RTV) and draw the imgui
|
||||||
|
// frame on top. reset_invalidate releases *rtv on ResizeBuffers.
|
||||||
|
void render(ID3D11Device *device,
|
||||||
|
ID3D11DeviceContext *context,
|
||||||
|
IDXGISwapChain *swapchain,
|
||||||
|
ID3D11RenderTargetView **rtv)
|
||||||
|
{
|
||||||
|
ensure_rtv(device, swapchain, rtv);
|
||||||
|
if (!*rtv || !context) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// present happens immediately after, so no need to save the previous
|
||||||
|
// RT binding (flip-model resets it anyway).
|
||||||
|
context->OMSetRenderTargets(1, rtv, nullptr);
|
||||||
|
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// file-local state + per-frame helpers
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
|
||||||
|
using Present_t = HRESULT(STDMETHODCALLTYPE *)(
|
||||||
|
IDXGISwapChain *, UINT, UINT);
|
||||||
|
using ResizeBuffers_t = HRESULT(STDMETHODCALLTYPE *)(
|
||||||
|
IDXGISwapChain *, UINT, UINT, UINT, DXGI_FORMAT, UINT);
|
||||||
|
using Present1_t = HRESULT(STDMETHODCALLTYPE *)(
|
||||||
|
IDXGISwapChain1 *, UINT, UINT, const DXGI_PRESENT_PARAMETERS *);
|
||||||
|
|
||||||
|
Present_t Present_orig = nullptr;
|
||||||
|
ResizeBuffers_t ResizeBuffers_orig = nullptr;
|
||||||
|
Present1_t Present1_orig = nullptr;
|
||||||
|
|
||||||
|
bool g_swapchain_hooked = false;
|
||||||
|
bool g_swapchain1_hooked = false;
|
||||||
|
|
||||||
|
void try_create_overlay(IDXGISwapChain *swapchain) {
|
||||||
|
if (!swapchain || overlay::OVERLAY) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
DXGI_SWAP_CHAIN_DESC desc {};
|
||||||
|
if (FAILED(swapchain->GetDesc(&desc)) || !desc.OutputWindow) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// only attach to the main game window; ignore sub-screens / IME helpers.
|
||||||
|
HWND main = d3d11_hooks::main_hwnd();
|
||||||
|
if (main && desc.OutputWindow != main) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ID3D11Device *device = nullptr;
|
||||||
|
if (FAILED(swapchain->GetDevice(IID_PPV_ARGS(&device))) || !device) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
ID3D11DeviceContext *context = nullptr;
|
||||||
|
device->GetImmediateContext(&context);
|
||||||
|
|
||||||
|
if (context) {
|
||||||
|
overlay::create_d3d11(desc.OutputWindow, device, context, swapchain);
|
||||||
|
RECT cr {};
|
||||||
|
::GetClientRect(desc.OutputWindow, &cr);
|
||||||
|
log_info("graphics::d3d11",
|
||||||
|
"attached overlay to swapchain hwnd=0x{:x} backbuffer={}x{} client={}x{}",
|
||||||
|
(uintptr_t) desc.OutputWindow,
|
||||||
|
desc.BufferDesc.Width, desc.BufferDesc.Height,
|
||||||
|
cr.right - cr.left, cr.bottom - cr.top);
|
||||||
|
context->Release();
|
||||||
|
}
|
||||||
|
device->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// rising-edge screenshot hotkey poll (mirrors d3d9 backend behaviour).
|
||||||
|
void poll_screenshot_hotkey() {
|
||||||
|
static bool s_down = false;
|
||||||
|
auto buttons = games::get_buttons_overlay(eamuse_get_game());
|
||||||
|
const bool pressed = buttons
|
||||||
|
&& (!overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered())
|
||||||
|
&& GameAPI::Buttons::getState(RI_MGR,
|
||||||
|
buttons->at(games::OverlayButtons::Screenshot));
|
||||||
|
if (pressed && !s_down) {
|
||||||
|
graphics_screenshot_trigger();
|
||||||
|
}
|
||||||
|
s_down = pressed;
|
||||||
|
}
|
||||||
|
|
||||||
|
void pump_overlay(IDXGISwapChain *swapchain) {
|
||||||
|
if (!overlay::OVERLAY || !overlay::OVERLAY->uses_swapchain(swapchain)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
poll_screenshot_hotkey();
|
||||||
|
|
||||||
|
// size imgui to the backbuffer (not window client). dxgi may upscale
|
||||||
|
// a small backbuffer into a larger client rect; without this override
|
||||||
|
// imgui would draw past the RTV and the mouse mapping would be off.
|
||||||
|
DXGI_SWAP_CHAIN_DESC desc {};
|
||||||
|
if (SUCCEEDED(swapchain->GetDesc(&desc))) {
|
||||||
|
ImGui_ImplSpice_SetDisplaySizeOverride(
|
||||||
|
(float) desc.BufferDesc.Width,
|
||||||
|
(float) desc.BufferDesc.Height);
|
||||||
|
}
|
||||||
|
|
||||||
|
overlay::OVERLAY->update();
|
||||||
|
overlay::OVERLAY->new_frame();
|
||||||
|
overlay::OVERLAY->render();
|
||||||
|
|
||||||
|
// after overlay render so toasts/menus end up in the saved image.
|
||||||
|
d3d11_hooks::try_screenshot(swapchain);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
// swapchain method hooks
|
||||||
|
|
||||||
|
HRESULT STDMETHODCALLTYPE Present_hook(
|
||||||
|
IDXGISwapChain *swapchain, UINT SyncInterval, UINT Flags)
|
||||||
|
{
|
||||||
|
try_create_overlay(swapchain);
|
||||||
|
pump_overlay(swapchain);
|
||||||
|
return Present_orig(swapchain, SyncInterval, Flags);
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT STDMETHODCALLTYPE Present1_hook(
|
||||||
|
IDXGISwapChain1 *swapchain, UINT SyncInterval, UINT Flags,
|
||||||
|
const DXGI_PRESENT_PARAMETERS *pParams)
|
||||||
|
{
|
||||||
|
try_create_overlay(swapchain);
|
||||||
|
pump_overlay(swapchain);
|
||||||
|
return Present1_orig(swapchain, SyncInterval, Flags, pParams);
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT STDMETHODCALLTYPE ResizeBuffers_hook(
|
||||||
|
IDXGISwapChain *swapchain, UINT BufferCount, UINT Width, UINT Height,
|
||||||
|
DXGI_FORMAT NewFormat, UINT SwapChainFlags)
|
||||||
|
{
|
||||||
|
const bool ours = overlay::OVERLAY && overlay::OVERLAY->uses_swapchain(swapchain);
|
||||||
|
if (ours) {
|
||||||
|
log_info("graphics::d3d11", "ResizeBuffers {}x{} fmt={}",
|
||||||
|
Width, Height, (int32_t) NewFormat);
|
||||||
|
overlay::OVERLAY->reset_invalidate();
|
||||||
|
}
|
||||||
|
HRESULT res = ResizeBuffers_orig(
|
||||||
|
swapchain, BufferCount, Width, Height, NewFormat, SwapChainFlags);
|
||||||
|
if (ours && SUCCEEDED(res)) {
|
||||||
|
overlay::OVERLAY->reset_recreate();
|
||||||
|
}
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// d3d11_hooks public surface: main-window tracking + vtable install.
|
||||||
|
|
||||||
|
namespace d3d11_hooks {
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
std::atomic<HWND> g_main_hwnd { nullptr };
|
||||||
|
std::atomic<HWND> g_ignored_hwnd { nullptr };
|
||||||
|
}
|
||||||
|
|
||||||
|
void note_main_hwnd(HWND hwnd) {
|
||||||
|
if (!hwnd || hwnd == g_ignored_hwnd.load()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
HWND expected = nullptr;
|
||||||
|
if (g_main_hwnd.compare_exchange_strong(expected, hwnd)) {
|
||||||
|
log_info("graphics::d3d11", "main hwnd recorded: 0x{:x}",
|
||||||
|
(uintptr_t) hwnd);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
HWND main_hwnd() {
|
||||||
|
return g_main_hwnd.load();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ignore_hwnd(HWND hwnd) {
|
||||||
|
g_ignored_hwnd.store(hwnd);
|
||||||
|
}
|
||||||
|
|
||||||
|
// patch IDXGISwapChain::Present + ResizeBuffers and (if implemented)
|
||||||
|
// IDXGISwapChain1::Present1. idempotent; flag is set only after success
|
||||||
|
// so failed attempts can be retried on the next swapchain.
|
||||||
|
void install_swapchain_hooks(IDXGISwapChain *swapchain) {
|
||||||
|
if (!swapchain) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
static std::mutex s_hook_mutex;
|
||||||
|
std::lock_guard<std::mutex> lock(s_hook_mutex);
|
||||||
|
|
||||||
|
if (!g_swapchain_hooked) {
|
||||||
|
const bool a = hook_vtbl(swapchain, 8, (void *) Present_hook,
|
||||||
|
(void **) &Present_orig, "IDXGISwapChain::Present");
|
||||||
|
const bool b = hook_vtbl(swapchain, 13, (void *) ResizeBuffers_hook,
|
||||||
|
(void **) &ResizeBuffers_orig, "IDXGISwapChain::ResizeBuffers");
|
||||||
|
if (a && b) {
|
||||||
|
g_swapchain_hooked = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!g_swapchain1_hooked) {
|
||||||
|
IDXGISwapChain1 *sc1 = nullptr;
|
||||||
|
if (SUCCEEDED(swapchain->QueryInterface(IID_PPV_ARGS(&sc1))) && sc1) {
|
||||||
|
if (hook_vtbl(sc1, 22, (void *) Present1_hook,
|
||||||
|
(void **) &Present1_orig, "IDXGISwapChain1::Present1")) {
|
||||||
|
g_swapchain1_hooked = true;
|
||||||
|
}
|
||||||
|
sc1->Release();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // SPICE_D3D11
|
||||||
@@ -0,0 +1,175 @@
|
|||||||
|
// proactive vtable capture for the dx11 backend.
|
||||||
|
//
|
||||||
|
// titles under the execexe loader routinely race past our export-level
|
||||||
|
// trampolines, so the game's first real swapchain never goes through us.
|
||||||
|
// we sidestep that by creating a throwaway device + swapchain ourselves
|
||||||
|
// the moment d3d11.dll + dxgi.dll appear, which patches the shared
|
||||||
|
// IDXGISwapChain[1] / IDXGIFactory[2] vtables ahead of the game.
|
||||||
|
|
||||||
|
#include "d3d11_backend.h"
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
|
||||||
|
#include <atomic>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
#include <windows.h>
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <dxgi.h>
|
||||||
|
#include <dxgi1_2.h>
|
||||||
|
|
||||||
|
#include "d3d11_internal.h"
|
||||||
|
|
||||||
|
using d3d11_hooks::com_ptr;
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
|
||||||
|
using D3D11CreateDevice_t = HRESULT(WINAPI *)(
|
||||||
|
IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT,
|
||||||
|
const D3D_FEATURE_LEVEL *, UINT, UINT,
|
||||||
|
ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext **);
|
||||||
|
using CreateDXGIFactory1_t = HRESULT(WINAPI *)(REFIID, void **);
|
||||||
|
using CreateDXGIFactory2_t = HRESULT(WINAPI *)(UINT, REFIID, void **);
|
||||||
|
|
||||||
|
std::atomic<bool> g_vtables_captured { false };
|
||||||
|
|
||||||
|
template<typename Fn>
|
||||||
|
Fn resolve(HMODULE mod, const char *name) {
|
||||||
|
return reinterpret_cast<Fn>(GetProcAddress(mod, name));
|
||||||
|
}
|
||||||
|
|
||||||
|
com_ptr<IDXGIFactory2> create_factory2(CreateDXGIFactory2_t f2,
|
||||||
|
CreateDXGIFactory1_t f1)
|
||||||
|
{
|
||||||
|
IDXGIFactory2 *raw = nullptr;
|
||||||
|
if (f2 && SUCCEEDED(f2(0, IID_PPV_ARGS(&raw))) && raw) {
|
||||||
|
return com_ptr<IDXGIFactory2>(raw);
|
||||||
|
}
|
||||||
|
IDXGIFactory1 *factory1 = nullptr;
|
||||||
|
if (f1 && SUCCEEDED(f1(IID_PPV_ARGS(&factory1))) && factory1) {
|
||||||
|
factory1->QueryInterface(IID_PPV_ARGS(&raw));
|
||||||
|
factory1->Release();
|
||||||
|
}
|
||||||
|
return com_ptr<IDXGIFactory2>(raw);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool create_dummy_device(D3D11CreateDevice_t create,
|
||||||
|
com_ptr<ID3D11Device> &device,
|
||||||
|
com_ptr<ID3D11DeviceContext> &context)
|
||||||
|
{
|
||||||
|
static constexpr D3D_FEATURE_LEVEL levels[] = {
|
||||||
|
D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0,
|
||||||
|
D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0,
|
||||||
|
};
|
||||||
|
// hardware first, then WARP so headless / unusual configs still work.
|
||||||
|
for (auto type : { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP }) {
|
||||||
|
ID3D11Device *d = nullptr;
|
||||||
|
ID3D11DeviceContext *c = nullptr;
|
||||||
|
D3D_FEATURE_LEVEL got;
|
||||||
|
if (SUCCEEDED(create(nullptr, type, nullptr, 0,
|
||||||
|
levels, ARRAYSIZE(levels), D3D11_SDK_VERSION,
|
||||||
|
&d, &got, &c)) && d) {
|
||||||
|
device.reset(d);
|
||||||
|
context.reset(c);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
namespace d3d11_hooks {
|
||||||
|
|
||||||
|
// create a throwaway device + swapchain to patch the shared vtables before
|
||||||
|
// the game's loader races past our export trampolines. safe to call
|
||||||
|
// repeatedly; runs at most once.
|
||||||
|
void try_capture_vtables() {
|
||||||
|
if (g_vtables_captured.load()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
HMODULE d3d11 = GetModuleHandleW(L"d3d11.dll");
|
||||||
|
HMODULE dxgi = GetModuleHandleW(L"dxgi.dll");
|
||||||
|
if (!d3d11 || !dxgi) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto create_device = resolve<D3D11CreateDevice_t>(d3d11, "D3D11CreateDevice");
|
||||||
|
auto f2 = resolve<CreateDXGIFactory2_t>(dxgi, "CreateDXGIFactory2");
|
||||||
|
auto f1 = resolve<CreateDXGIFactory1_t>(dxgi, "CreateDXGIFactory1");
|
||||||
|
if (!create_device || (!f1 && !f2)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// serialize concurrent calls (poll thread + LDR notification). only
|
||||||
|
// flip g_vtables_captured after success so failed attempts remain
|
||||||
|
// retriable on the next tick.
|
||||||
|
static std::atomic<bool> in_progress { false };
|
||||||
|
if (in_progress.exchange(true)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
struct scope_clear {
|
||||||
|
std::atomic<bool> &flag;
|
||||||
|
~scope_clear() { flag.store(false); }
|
||||||
|
} clear { in_progress };
|
||||||
|
|
||||||
|
// hidden message-only window; STATIC is always registered by user32.
|
||||||
|
HWND dummy_hwnd = CreateWindowExW(
|
||||||
|
0, L"STATIC", L"", 0, 0, 0, 1, 1,
|
||||||
|
HWND_MESSAGE, nullptr, GetModuleHandleW(nullptr), nullptr);
|
||||||
|
if (!dummy_hwnd) {
|
||||||
|
log_warning("graphics::d3d11",
|
||||||
|
"vtable capture: CreateWindowExW failed (gle={})", (unsigned long)GetLastError());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
auto destroy_hwnd = std::unique_ptr<HWND__, decltype(&DestroyWindow)>(
|
||||||
|
dummy_hwnd, &DestroyWindow);
|
||||||
|
|
||||||
|
// if the game's CreateDXGIFactory_hook already raced us, our
|
||||||
|
// CreateSwapChainForHwnd call below would trip the hook and try to
|
||||||
|
// record dummy_hwnd as the main window. block that.
|
||||||
|
ignore_hwnd(dummy_hwnd);
|
||||||
|
|
||||||
|
auto factory2 = create_factory2(f2, f1);
|
||||||
|
if (!factory2) {
|
||||||
|
log_warning("graphics::d3d11", "vtable capture: CreateDXGIFactory* failed");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
com_ptr<ID3D11Device> device;
|
||||||
|
com_ptr<ID3D11DeviceContext> context;
|
||||||
|
if (!create_dummy_device(create_device, device, context)) {
|
||||||
|
log_warning("graphics::d3d11", "vtable capture: D3D11CreateDevice failed");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
DXGI_SWAP_CHAIN_DESC1 desc {};
|
||||||
|
desc.Width = 1;
|
||||||
|
desc.Height = 1;
|
||||||
|
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||||
|
desc.SampleDesc.Count = 1;
|
||||||
|
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||||
|
desc.BufferCount = 2;
|
||||||
|
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||||
|
|
||||||
|
IDXGISwapChain1 *raw_sc = nullptr;
|
||||||
|
HRESULT hr = factory2->CreateSwapChainForHwnd(
|
||||||
|
device.get(), dummy_hwnd, &desc, nullptr, nullptr, &raw_sc);
|
||||||
|
if (FAILED(hr) || !raw_sc) {
|
||||||
|
log_warning("graphics::d3d11",
|
||||||
|
"vtable capture: CreateSwapChainForHwnd failed (hr={:#x})", (unsigned long)hr);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
com_ptr<IDXGISwapChain1> swapchain(raw_sc);
|
||||||
|
|
||||||
|
install_swapchain_hooks(swapchain.get());
|
||||||
|
install_factory_hooks(factory2.get());
|
||||||
|
|
||||||
|
g_vtables_captured.store(true);
|
||||||
|
log_info("graphics::d3d11", "vtable capture complete (via dummy swapchain)");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // SPICE_D3D11
|
||||||
@@ -18,6 +18,7 @@
|
|||||||
#include "games/iidx/iidx.h"
|
#include "games/iidx/iidx.h"
|
||||||
#include "games/popn/popn.h"
|
#include "games/popn/popn.h"
|
||||||
#include "hooks/graphics/backends/d3d9/d3d9_backend.h"
|
#include "hooks/graphics/backends/d3d9/d3d9_backend.h"
|
||||||
|
#include "hooks/graphics/backends/d3d11/d3d11_backend.h"
|
||||||
#include "launcher/shutdown.h"
|
#include "launcher/shutdown.h"
|
||||||
#include "overlay/overlay.h"
|
#include "overlay/overlay.h"
|
||||||
#include "touch/touch.h"
|
#include "touch/touch.h"
|
||||||
@@ -859,6 +860,7 @@ void graphics_init() {
|
|||||||
|
|
||||||
// init backends
|
// init backends
|
||||||
graphics_d3d9_init();
|
graphics_d3d9_init();
|
||||||
|
graphics_d3d11_init();
|
||||||
|
|
||||||
// general hooks
|
// general hooks
|
||||||
ChangeDisplaySettingsA_orig = detour::iat_try("ChangeDisplaySettingsA", ChangeDisplaySettingsA_hook);
|
ChangeDisplaySettingsA_orig = detour::iat_try("ChangeDisplaySettingsA", ChangeDisplaySettingsA_hook);
|
||||||
|
|||||||
@@ -8,6 +8,7 @@
|
|||||||
#include "rawinput/rawinput.h"
|
#include "rawinput/rawinput.h"
|
||||||
#include "hooks/audio/audio.h"
|
#include "hooks/audio/audio.h"
|
||||||
#include "hooks/graphics/graphics.h"
|
#include "hooks/graphics/graphics.h"
|
||||||
|
#include "hooks/graphics/backends/d3d11/d3d11_backend.h"
|
||||||
#include "util/deferlog.h"
|
#include "util/deferlog.h"
|
||||||
#include "util/logging.h"
|
#include "util/logging.h"
|
||||||
|
|
||||||
@@ -26,6 +27,10 @@ namespace launcher {
|
|||||||
|
|
||||||
sdk::fini_sdk_modules();
|
sdk::fini_sdk_modules();
|
||||||
|
|
||||||
|
// stop dx11 background workers (poll thread, LDR notification)
|
||||||
|
// before anything else, so they can't race against the teardown.
|
||||||
|
graphics_d3d11_shutdown();
|
||||||
|
|
||||||
// reset monitor settings
|
// reset monitor settings
|
||||||
reset_monitor_on_exit();
|
reset_monitor_on_exit();
|
||||||
|
|
||||||
|
|||||||
@@ -41,6 +41,8 @@ static INT64 g_TicksPerSecond = 0;
|
|||||||
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||||
static double g_LastMouseMovement = 0.f;
|
static double g_LastMouseMovement = 0.f;
|
||||||
static bool g_MouseCursorAutoHide = false;
|
static bool g_MouseCursorAutoHide = false;
|
||||||
|
static float g_DisplaySizeOverrideW = 0.0f;
|
||||||
|
static float g_DisplaySizeOverrideH = 0.0f;
|
||||||
|
|
||||||
constexpr size_t VKEY_MAX = 255;
|
constexpr size_t VKEY_MAX = 255;
|
||||||
static std::array<bool, VKEY_MAX> g_KeysDown;
|
static std::array<bool, VKEY_MAX> g_KeysDown;
|
||||||
@@ -179,12 +181,25 @@ void ImGui_ImplSpice_Shutdown() {
|
|||||||
|
|
||||||
void ImGui_ImplSpice_UpdateDisplaySize() {
|
void ImGui_ImplSpice_UpdateDisplaySize() {
|
||||||
|
|
||||||
|
// backends that render to a surface different from the window's client
|
||||||
|
// area (e.g. dx11 swapchain backbuffer) can override the size here so
|
||||||
|
// ImGui's viewport matches the actual render target.
|
||||||
|
if (g_DisplaySizeOverrideW > 0.0f && g_DisplaySizeOverrideH > 0.0f) {
|
||||||
|
ImGui::GetIO().DisplaySize = ImVec2(g_DisplaySizeOverrideW, g_DisplaySizeOverrideH);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// get display size
|
// get display size
|
||||||
RECT rect;
|
RECT rect;
|
||||||
::GetClientRect(g_hWnd, &rect);
|
::GetClientRect(g_hWnd, &rect);
|
||||||
ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplSpice_SetDisplaySizeOverride(float w, float h) {
|
||||||
|
g_DisplaySizeOverrideW = w;
|
||||||
|
g_DisplaySizeOverrideH = h;
|
||||||
|
}
|
||||||
|
|
||||||
bool ImGui_ImplSpice_UpdateMouseCursor() {
|
bool ImGui_ImplSpice_UpdateMouseCursor() {
|
||||||
|
|
||||||
// check if cursor should be changed
|
// check if cursor should be changed
|
||||||
|
|||||||
@@ -6,5 +6,6 @@
|
|||||||
IMGUI_IMPL_API bool ImGui_ImplSpice_Init(HWND hWnd);
|
IMGUI_IMPL_API bool ImGui_ImplSpice_Init(HWND hWnd);
|
||||||
IMGUI_IMPL_API void ImGui_ImplSpice_Shutdown();
|
IMGUI_IMPL_API void ImGui_ImplSpice_Shutdown();
|
||||||
IMGUI_IMPL_API void ImGui_ImplSpice_UpdateDisplaySize();
|
IMGUI_IMPL_API void ImGui_ImplSpice_UpdateDisplaySize();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplSpice_SetDisplaySizeOverride(float w, float h);
|
||||||
IMGUI_IMPL_API bool ImGui_ImplSpice_UpdateMouseCursor();
|
IMGUI_IMPL_API bool ImGui_ImplSpice_UpdateMouseCursor();
|
||||||
IMGUI_IMPL_API void ImGui_ImplSpice_NewFrame();
|
IMGUI_IMPL_API void ImGui_ImplSpice_NewFrame();
|
||||||
|
|||||||
@@ -15,10 +15,19 @@
|
|||||||
#include "build/resource.h"
|
#include "build/resource.h"
|
||||||
|
|
||||||
#include "external/imgui/backends/imgui_impl_dx9.h"
|
#include "external/imgui/backends/imgui_impl_dx9.h"
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
#include "external/imgui/backends/imgui_impl_dx11.h"
|
||||||
|
#include "hooks/graphics/backends/d3d11/d3d11_backend.h"
|
||||||
|
#endif
|
||||||
#include "overlay/imgui/impl_spice.h"
|
#include "overlay/imgui/impl_spice.h"
|
||||||
#include "overlay/imgui/impl_sw.h"
|
#include "overlay/imgui/impl_sw.h"
|
||||||
#include "overlay/notifications.h"
|
#include "overlay/notifications.h"
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <dxgi.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
#include "window.h"
|
#include "window.h"
|
||||||
#ifdef SPICE64
|
#ifdef SPICE64
|
||||||
#include "windows/camera_control.h"
|
#include "windows/camera_control.h"
|
||||||
@@ -105,6 +114,21 @@ void overlay::create_d3d9(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
void overlay::create_d3d11(HWND hWnd, ID3D11Device *device, ID3D11DeviceContext *context,
|
||||||
|
IDXGISwapChain *swapchain) {
|
||||||
|
if (!overlay::ENABLED) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
|
||||||
|
|
||||||
|
if (!overlay::OVERLAY) {
|
||||||
|
overlay::OVERLAY = std::make_unique<overlay::SpiceOverlay>(hWnd, device, context, swapchain);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
void overlay::create_software(HWND hWnd) {
|
void overlay::create_software(HWND hWnd) {
|
||||||
if (!overlay::ENABLED) {
|
if (!overlay::ENABLED) {
|
||||||
return;
|
return;
|
||||||
@@ -165,6 +189,27 @@ overlay::SpiceOverlay::SpiceOverlay(HWND hWnd)
|
|||||||
this->init();
|
this->init();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
overlay::SpiceOverlay::SpiceOverlay(HWND hWnd, ID3D11Device *d3d11_device,
|
||||||
|
ID3D11DeviceContext *d3d11_context,
|
||||||
|
IDXGISwapChain *d3d11_swapchain)
|
||||||
|
: renderer(OverlayRenderer::D3D11),
|
||||||
|
hWnd(hWnd),
|
||||||
|
d3d11_device(d3d11_device),
|
||||||
|
d3d11_context(d3d11_context),
|
||||||
|
d3d11_swapchain(d3d11_swapchain) {
|
||||||
|
log_info("overlay", "initializing (D3D11)");
|
||||||
|
|
||||||
|
// increment reference counts
|
||||||
|
this->d3d11_device->AddRef();
|
||||||
|
this->d3d11_context->AddRef();
|
||||||
|
this->d3d11_swapchain->AddRef();
|
||||||
|
|
||||||
|
// init
|
||||||
|
this->init();
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
void overlay::SpiceOverlay::init() {
|
void overlay::SpiceOverlay::init() {
|
||||||
|
|
||||||
// init imgui
|
// init imgui
|
||||||
@@ -317,6 +362,11 @@ void overlay::SpiceOverlay::init() {
|
|||||||
case OverlayRenderer::D3D9:
|
case OverlayRenderer::D3D9:
|
||||||
ImGui_ImplDX9_Init(this->device);
|
ImGui_ImplDX9_Init(this->device);
|
||||||
break;
|
break;
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
case OverlayRenderer::D3D11:
|
||||||
|
ImGui_ImplDX11_Init(this->d3d11_device, this->d3d11_context);
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
case OverlayRenderer::SOFTWARE:
|
case OverlayRenderer::SOFTWARE:
|
||||||
imgui_sw::bind_imgui_painting();
|
imgui_sw::bind_imgui_painting();
|
||||||
break;
|
break;
|
||||||
@@ -327,6 +377,11 @@ void overlay::SpiceOverlay::init() {
|
|||||||
case OverlayRenderer::D3D9:
|
case OverlayRenderer::D3D9:
|
||||||
ImGui_ImplDX9_NewFrame();
|
ImGui_ImplDX9_NewFrame();
|
||||||
break;
|
break;
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
case OverlayRenderer::D3D11:
|
||||||
|
ImGui_ImplDX11_NewFrame();
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
case OverlayRenderer::SOFTWARE:
|
case OverlayRenderer::SOFTWARE:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -449,6 +504,21 @@ overlay::SpiceOverlay::~SpiceOverlay() {
|
|||||||
this->d3d->Release();
|
this->d3d->Release();
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
case OverlayRenderer::D3D11:
|
||||||
|
if (this->d3d11_rtv) {
|
||||||
|
this->d3d11_rtv->Release();
|
||||||
|
this->d3d11_rtv = nullptr;
|
||||||
|
}
|
||||||
|
ImGui_ImplDX11_Shutdown();
|
||||||
|
|
||||||
|
// drop references
|
||||||
|
this->d3d11_swapchain->Release();
|
||||||
|
this->d3d11_context->Release();
|
||||||
|
this->d3d11_device->Release();
|
||||||
|
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
case OverlayRenderer::SOFTWARE:
|
case OverlayRenderer::SOFTWARE:
|
||||||
imgui_sw::unbind_imgui_painting();
|
imgui_sw::unbind_imgui_painting();
|
||||||
break;
|
break;
|
||||||
@@ -484,6 +554,15 @@ void overlay::SpiceOverlay::new_frame() {
|
|||||||
case OverlayRenderer::D3D9:
|
case OverlayRenderer::D3D9:
|
||||||
ImGui_ImplDX9_NewFrame();
|
ImGui_ImplDX9_NewFrame();
|
||||||
break;
|
break;
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
case OverlayRenderer::D3D11:
|
||||||
|
// refresh DisplaySize each frame; the dx11 swapchain hook pushes
|
||||||
|
// the current backbuffer dimensions into impl_spice via the
|
||||||
|
// size override so ImGui's viewport tracks ResizeBuffers calls.
|
||||||
|
ImGui_ImplSpice_UpdateDisplaySize();
|
||||||
|
ImGui_ImplDX11_NewFrame();
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
case OverlayRenderer::SOFTWARE:
|
case OverlayRenderer::SOFTWARE:
|
||||||
ImGui_ImplSpice_UpdateDisplaySize();
|
ImGui_ImplSpice_UpdateDisplaySize();
|
||||||
break;
|
break;
|
||||||
@@ -526,6 +605,12 @@ void overlay::SpiceOverlay::render() {
|
|||||||
case OverlayRenderer::D3D9:
|
case OverlayRenderer::D3D9:
|
||||||
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
|
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
|
||||||
break;
|
break;
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
case OverlayRenderer::D3D11:
|
||||||
|
overlay::d3d11::render(this->d3d11_device, this->d3d11_context,
|
||||||
|
this->d3d11_swapchain, &this->d3d11_rtv);
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
case OverlayRenderer::SOFTWARE: {
|
case OverlayRenderer::SOFTWARE: {
|
||||||
|
|
||||||
// get display metrics
|
// get display metrics
|
||||||
@@ -705,11 +790,44 @@ bool overlay::SpiceOverlay::hotkeys_triggered() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void overlay::SpiceOverlay::reset_invalidate() {
|
void overlay::SpiceOverlay::reset_invalidate() {
|
||||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
if (!overlay::OVERLAY) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
switch (overlay::OVERLAY->renderer) {
|
||||||
|
case OverlayRenderer::D3D9:
|
||||||
|
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||||
|
break;
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
case OverlayRenderer::D3D11:
|
||||||
|
// for DX11 a ResizeBuffers only invalidates the backbuffer RTV; the imgui
|
||||||
|
// device objects (shaders, buffers, textures) remain valid.
|
||||||
|
if (overlay::OVERLAY->d3d11_rtv) {
|
||||||
|
overlay::OVERLAY->d3d11_rtv->Release();
|
||||||
|
overlay::OVERLAY->d3d11_rtv = nullptr;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
|
case OverlayRenderer::SOFTWARE:
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void overlay::SpiceOverlay::reset_recreate() {
|
void overlay::SpiceOverlay::reset_recreate() {
|
||||||
ImGui_ImplDX9_CreateDeviceObjects();
|
if (!overlay::OVERLAY) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
switch (overlay::OVERLAY->renderer) {
|
||||||
|
case OverlayRenderer::D3D9:
|
||||||
|
ImGui_ImplDX9_CreateDeviceObjects();
|
||||||
|
break;
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
case OverlayRenderer::D3D11:
|
||||||
|
// RTV is lazily recreated on the next render()
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
|
case OverlayRenderer::SOFTWARE:
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void overlay::SpiceOverlay::input_char(unsigned int c) {
|
void overlay::SpiceOverlay::input_char(unsigned int c) {
|
||||||
|
|||||||
@@ -10,11 +10,22 @@
|
|||||||
|
|
||||||
#include "external/imgui/imgui.h"
|
#include "external/imgui/imgui.h"
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
// forward decls for D3D11 (avoid pulling d3d11.h into every TU)
|
||||||
|
struct ID3D11Device;
|
||||||
|
struct ID3D11DeviceContext;
|
||||||
|
struct ID3D11RenderTargetView;
|
||||||
|
struct IDXGISwapChain;
|
||||||
|
#endif
|
||||||
|
|
||||||
namespace overlay {
|
namespace overlay {
|
||||||
class Window;
|
class Window;
|
||||||
|
|
||||||
enum class OverlayRenderer {
|
enum class OverlayRenderer {
|
||||||
D3D9,
|
D3D9,
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
D3D11,
|
||||||
|
#endif
|
||||||
SOFTWARE,
|
SOFTWARE,
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -62,6 +73,10 @@ namespace overlay {
|
|||||||
Window *window_log = nullptr;
|
Window *window_log = nullptr;
|
||||||
|
|
||||||
explicit SpiceOverlay(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device);
|
explicit SpiceOverlay(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device);
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
explicit SpiceOverlay(HWND hWnd, ID3D11Device *d3d11_device,
|
||||||
|
ID3D11DeviceContext *d3d11_context, IDXGISwapChain *d3d11_swapchain);
|
||||||
|
#endif
|
||||||
explicit SpiceOverlay(HWND hWnd);
|
explicit SpiceOverlay(HWND hWnd);
|
||||||
~SpiceOverlay();
|
~SpiceOverlay();
|
||||||
|
|
||||||
@@ -92,6 +107,14 @@ namespace overlay {
|
|||||||
inline bool uses_device(IDirect3DDevice9 *other) {
|
inline bool uses_device(IDirect3DDevice9 *other) {
|
||||||
return this->device == other;
|
return this->device == other;
|
||||||
}
|
}
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
inline bool uses_device(ID3D11Device *other) {
|
||||||
|
return this->d3d11_device == other;
|
||||||
|
}
|
||||||
|
inline bool uses_swapchain(IDXGISwapChain *other) {
|
||||||
|
return this->d3d11_swapchain == other;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
inline IDirect3DDevice9 *get_device() {
|
inline IDirect3DDevice9 *get_device() {
|
||||||
return this->device;
|
return this->device;
|
||||||
}
|
}
|
||||||
@@ -124,6 +147,14 @@ namespace overlay {
|
|||||||
IDirect3D9 *d3d = nullptr;
|
IDirect3D9 *d3d = nullptr;
|
||||||
IDirect3DDevice9 *device = nullptr;
|
IDirect3DDevice9 *device = nullptr;
|
||||||
|
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
// D3D11
|
||||||
|
ID3D11Device *d3d11_device = nullptr;
|
||||||
|
ID3D11DeviceContext *d3d11_context = nullptr;
|
||||||
|
IDXGISwapChain *d3d11_swapchain = nullptr;
|
||||||
|
ID3D11RenderTargetView *d3d11_rtv = nullptr;
|
||||||
|
#endif
|
||||||
|
|
||||||
// software
|
// software
|
||||||
std::vector<uint32_t> pixel_data;
|
std::vector<uint32_t> pixel_data;
|
||||||
size_t pixel_data_width = 0;
|
size_t pixel_data_width = 0;
|
||||||
@@ -156,6 +187,10 @@ namespace overlay {
|
|||||||
|
|
||||||
// synchronized helpers
|
// synchronized helpers
|
||||||
void create_d3d9(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device);
|
void create_d3d9(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device);
|
||||||
|
#ifdef SPICE_D3D11
|
||||||
|
void create_d3d11(HWND hWnd, ID3D11Device *device, ID3D11DeviceContext *context,
|
||||||
|
IDXGISwapChain *swapchain);
|
||||||
|
#endif
|
||||||
void create_software(HWND hWnd);
|
void create_software(HWND hWnd);
|
||||||
void destroy(HWND hWnd = nullptr);
|
void destroy(HWND hWnd = nullptr);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user