Compare commits

...

17 Commits

Author SHA1 Message Date
bicarus-dev 94574c485a exlude line ending enforcement for external dir 2026-08-16 21:27:03 -07:00
bicarus-dev f857926ec3 fix line endings 2026-08-16 21:23:41 -07:00
bicarus adf4cccd4a overlay: fix subscreen overlay rendering for popn (#869)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
For popn HC, some transparency effects, like the one for touch feedback,
rendered incorrectly; this is due to how alpha channel is handled for
subscreen overlay drawing on top of ImGui.

## Testing
Tested popn and iidx.
2026-08-16 04:24:14 -07:00
bicarus bf8e194685 sdvx: fix api touch and -sdvxnosub sub window (#868)
## Link to GitHub Issue or related Pull Request, if one exists
Related: #859 and #862.

## Description of change

Three SDVX (Valkyrie model) fixes:

* **API touch went to the wrong window.** SDVX registers touch on both
its Main Screen and Sub Screen windows, and the native injector kept
whichever attached last. The touch surface is now published explicitly:
sub screen window when windowed, main window in fullscreen.
* **Landscape never rotated API coordinates.** Synthetic contacts bypass
`transform::hardware_to_game`, so they missed the rotation a real finger
gets. Applied before injection now, as portrait already did. Extracted
to `sdvx_landscape_rotate` so both paths share it; gated on the native
path since `wintouchemu` rotates via the subscreen overlay instead.
* **`-sdvxnosub` didn't hide the sub window in fullscreen.**
`ShowWindow_hook` had branches for GITADORA, pop'n and IIDX but not
SDVX. Added the missing one.

## Testing
Tested Nabla
2026-08-16 04:03:42 -07:00
bicarus a2e508208c gitadora: fix synthetic touch (mouse and api) (#867)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Fix mouse and touch API handling for gitadora.

* hook native touch in every arena window mode (previously only using
wintouchemu for 1 windowed mode)
* publish the touch window (SMALL panel, or the main window drawing the
overlay) and only attach injection there
* route touch on the SMALL window straight through instead of the
overlay transform, and accept the mouse only there
* fix spiceapi by forcing 800x1280 touch canvas size
* run API capture before the subscreen present to fix api not showing
sub image


## Testing
Test:

gitadora 1/2/4 windowed mode, fullscreen

iidx /sdvx / popn windowed/fullscreen for regressions
2026-08-16 01:43:20 -07:00
bicarus f5888609a8 graphics: option to include subscreens in screenshot (#866)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Adds `-screenshotsub`. Off by default. When on, screenshots include the
subscreens. All subscreens are captured, even if they are hidden from
view. Works for all four screens of gitadora arena model as well.

This should also fix an issue with API / companion app not capturing
gitadora subscreen correctly.

Note: only done for DX9... DX11 will need another PR to make this work.

Unrelated to this PR, there seems to be a bug with gitadora not
accepting mouse or api touch input.

## Testing
2026-08-14 04:05:50 -07:00
bicarus c6cd72c528 graphics: exclude overlay from screenshots (#865)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change

Adds the `-screenshotoverlay` option.

By default, file screenshots exclude the Spice overlay. Enabling this
option captures screenshots after the overlay is rendered.

Also updates DX11 backend to allow screenshots even when overlay is
disabled.

## Testing
2026-08-13 23:21:46 -07:00
bicarus 82e0c053d0 overlay: create a dedicated thread for polling hotkeys (#864)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Create a new thread that polls for the following hotkeys:

* super exit (both alt+f4 and bound key)
* coin insert
* screenshot

The goal is to make the capture of these more reliable, because before
this PR it wasn't.

## Testing
2026-08-12 20:04:59 -07:00
James Liu 3b29227dbc gitadora: fix XG2 gibberish text showing (#863)
> [!NOTE]
> Before submitting code changes... 
> * Please do note that this is a GPL v3.0 open source project.
> * Please read the
[CONTRIBUTING](https://github.com/spice2x/spice2x.github.io/blob/main/CONTRIBUTING.md)
guide.
> * Maintainers reserve the right to reject or modify your submission
without reason.
> * No new compiler warnings must be introduced. Check the CI build
results.
> 
> Feel free to remove this section after you have read it.

## Link to GitHub Issue or related Pull Request, if one exists

## Description of change
Fix gibberish in dynamic Japanese text in GuitarFreaks/DrumMania XG2
(K32/K33) when Windows uses a non-Japanese system code page.

XG2 converts UTF-8 property strings through WideCharToMultiByte(CP_ACP)
before rendering. On systems where the active code page is not
Shift-JIS, these strings are converted using the system code page and
become corrupted or turn into question marks.

Spice2x already hooks WideCharToMultiByte and redirects these
conversions to CP932 for newer 64-bit Gitadora models. This change makes
the existing hook available to 32-bit builds and enables it specifically
for XG2 models K32 and K33.

The existing 64-bit Gitadora Arena and T44 conditions remain unchanged.

## Testing
Before
<img width="1280" height="745" alt="image"
src="https://github.com/user-attachments/assets/34aa2c93-89e8-4c4f-b267-6cbc236f19de"
/>
<img width="2054" height="1188" alt="image"
src="https://github.com/user-attachments/assets/d88b5770-5545-4402-b9e7-3126fe048fb9"
/>

After
<img width="1280" height="720" alt="image"
src="https://github.com/user-attachments/assets/d43b4e47-b6af-4b97-8898-53849c9a0ca4"
/>
<img width="1280" height="720" alt="image"
src="https://github.com/user-attachments/assets/884301e2-1edd-4ad2-92ac-ece656853fe7"
/>

- Tested GuitarFreaks XG2 on a non-Japanese (English US) Windows.
- Verified that Community Log preset comments render correctly in
Japanese.
- Verified that Cooperation Challenge descriptions, rewards, and
progress text render correctly.
- Confirmed that the previous mojibake and question marks no longer
appear.
- GitHub Actions build completed successfully for both architectures.
2026-08-12 00:08:05 -07:00
bicarus ce2f93d234 graphics: refactor DX9 screenshot (part 2) (#861) 2026-08-11 01:11:42 -07:00
bicarus 13a171f199 sdvx: fix api touch in windowed mode (#862)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #858 

## Description of change
Fix orientation being wrong in windowed mode when API touch is used

Fix mouse no longer working when API client is in use.

This PR only affects windowed mode SDVX.

## Testing
2026-08-10 18:58:48 -07:00
bicarus 3da352488e graphics: refactor screenshots (#860)
First commit - pure refactoring, no functional changes

Second commit - clean up & minor bug fix.
2026-08-09 20:47:38 -07:00
bicarus 2386047c2f sdvx: fix touchscreen and API touch in landscape mode (#859)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #858 

## Description of change
Landscape mode needs another adjustment applied to touch coordinates.

This fixex both native touch and wintouchemu paths.

## Testing
Tested landscape, also with full screen resolution changes.
2026-08-08 16:22:29 -07:00
bicarus baa550037a api: sdvx tape led (#857)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #852

## Description of change
Add SDVX valk cab tape LED output over API

## Testing
tested with custom python script over api
2026-08-07 00:38:17 -07:00
bicarus b53447bed5 popn: fix subscreen redraw option causing graphical glitches (#854)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Old behavior: Forced redraw presented the subscreen every main frame,
even when the game already presented it, causing duplicate presents and
tearing in popn (was fine in sdvx)

New behavior: Forced redraw acts as a fallback, presenting only when the
game skips or fails a subscreen update.

## Testing
Popn - no more glitching
Nabla - no regression
2026-08-06 04:14:31 -07:00
bicarus 4959a58de3 iidx: don't hook legacy camera unless requested (#856)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #855 

## Description of change
Legacy camera hooks are specifically for IIDX 25/26 and they only
perform redirection of device discovery (emulates USB vendor/device ID
and USB port). It has very limited use since most cameras are
practically unusable in IIDX 25/26. Don't enable it, unless explicitly
requested by the user.

New truth table for `-iidxcabcams` :

| Mode | `-iidx` off (cab setup) | `-iidx` on |
|---|---|---|
| `auto` | Native cameras enabled (same as `on`) | Cameras disabled
(same as `off`) |
| `off` | Cameras disabled | Cameras disabled |
| `on` | Native cameras enabled | Native cameras enabled |
| `legacy` | Native cameras enabled | IIDX 25/26 discovery emulation
enabled |

## Testing
2026-08-06 03:44:52 -07:00
bicarus 9141ff453b lang: detect forced UTF-8 ACP, try to opt-out (#853)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Fixes broken Japanese text when Windows `Use Unicode UTF-8 for worldwide
language support` setting is enabled. This setting changes the system
ACP to UTF-8 (65001), causing legacy Shift-JIS lead-byte checks to fail.

Windows 11: requests the legacy process code page through the manifest.

Windows 10: detects ACP 65001 (UTF-8), warns the user via deferred log,
and applies compatibility hook (only for popn pika model for now)

Windows 7 and below - UTF-8 option doesn't exist.

## Testing
2026-08-04 09:04:29 -07:00
121 changed files with 26773 additions and 25832 deletions
+46
View File
@@ -0,0 +1,46 @@
# Normalize every text file to LF in the repository.
# The build runs under Linux/MinGW containers, so LF is also used in the
# working tree; Windows editors and toolchains handle LF fine.
* text=auto eol=lf
# Windows-only files that must keep CRLF in the working tree.
*.bat text eol=crlf
*.cmd text eol=crlf
*.sln text eol=crlf
*.vcproj text eol=crlf
*.vcxproj text eol=crlf
*.props text eol=crlf
*.filters text eol=crlf
# Files that must keep LF even if a Windows editor rewrites them.
*.sh text eol=lf
*.in text eol=lf
*.cmake text eol=lf
*.mk text eol=lf
Makefile text eol=lf
Dockerfile text eol=lf
# Binary files - never touch the contents.
*.bin binary
*.ico binary
*.ttf binary
*.otf binary
*.png binary
*.jpg binary
*.jpeg binary
*.gif binary
*.bmp binary
*.zip binary
*.7z binary
*.gz binary
*.dll binary
*.exe binary
*.lib binary
*.a binary
*.o binary
*.obj binary
*.pdb binary
# Vendored code is stored and checked out byte-for-byte as upstream ships it,
# so re-importing a library never produces line-ending-only diffs.
src/spice2x/external/** -text
+31 -31
View File
@@ -1,32 +1,32 @@
on: [push, pull_request]
name: Continuous Integration
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
fw-ci:
name: Build
runs-on: ubuntu-latest
defaults:
run:
working-directory: ./src/spice2x
steps:
- uses: actions/checkout@v5
- name: Set ccache environment variables
run: |
echo "CCACHE_DIR=${{ github.workspace }}/src/spice2x/.ccache" >> $GITHUB_ENV
- name: Install ccache
uses: hendrikmuhs/ccache-action@v1.2.23
- name: Calculate commit SHA
id: vars
run: |
calculatedSha=$(git rev-parse --short ${{ github.sha }})
echo "COMMIT_SHORT_SHA=$calculatedSha" >> $GITHUB_ENV
- name: Compile
run: ./build_docker.sh
- uses: actions/upload-artifact@v6
with:
name: spice2x-ci-${{ env.COMMIT_SHORT_SHA }}
path: src/spice2x/bin
on: [push, pull_request]
name: Continuous Integration
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
fw-ci:
name: Build
runs-on: ubuntu-latest
defaults:
run:
working-directory: ./src/spice2x
steps:
- uses: actions/checkout@v5
- name: Set ccache environment variables
run: |
echo "CCACHE_DIR=${{ github.workspace }}/src/spice2x/.ccache" >> $GITHUB_ENV
- name: Install ccache
uses: hendrikmuhs/ccache-action@v1.2.23
- name: Calculate commit SHA
id: vars
run: |
calculatedSha=$(git rev-parse --short ${{ github.sha }})
echo "COMMIT_SHORT_SHA=$calculatedSha" >> $GITHUB_ENV
- name: Compile
run: ./build_docker.sh
- uses: actions/upload-artifact@v6
with:
name: spice2x-ci-${{ env.COMMIT_SHORT_SHA }}
path: src/spice2x/bin
if-no-files-found: error
+49 -49
View File
@@ -1,49 +1,49 @@
name: Draft Release
on:
workflow_dispatch:
permissions:
contents: write
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
release:
name: Build and Draft Release
runs-on: ubuntu-latest
defaults:
run:
working-directory: ./src/spice2x
steps:
- uses: actions/checkout@v5
with:
ref: main
fetch-depth: 0
- name: Clean leftover build artifacts
run: |
rm -rf .ccache dist bin cmake-build-*
- name: Compile
run: ./build_docker.sh
- name: Determine release name from dist filename
run: |
dist=$(basename "$(ls dist/spice2x-*.zip | grep -v -- '-full.zip')")
# strip the ".zip" to get the base name, e.g. spice2x-26-06-28
name="${dist%.zip}"
# the tag is the date portion, e.g. 26-06-28
tag="${name#spice2x-}"
echo "RELEASE_NAME=$name" >> $GITHUB_ENV
echo "RELEASE_TAG=$tag" >> $GITHUB_ENV
- name: Create draft release
uses: softprops/action-gh-release@v3
with:
draft: true
prerelease: true
tag_name: ${{ env.RELEASE_TAG }}
name: ${{ env.RELEASE_NAME }}
target_commitish: main
generate_release_notes: true
files: |
src/spice2x/dist/spice2x-*.zip
name: Draft Release
on:
workflow_dispatch:
permissions:
contents: write
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
release:
name: Build and Draft Release
runs-on: ubuntu-latest
defaults:
run:
working-directory: ./src/spice2x
steps:
- uses: actions/checkout@v5
with:
ref: main
fetch-depth: 0
- name: Clean leftover build artifacts
run: |
rm -rf .ccache dist bin cmake-build-*
- name: Compile
run: ./build_docker.sh
- name: Determine release name from dist filename
run: |
dist=$(basename "$(ls dist/spice2x-*.zip | grep -v -- '-full.zip')")
# strip the ".zip" to get the base name, e.g. spice2x-26-06-28
name="${dist%.zip}"
# the tag is the date portion, e.g. 26-06-28
tag="${name#spice2x-}"
echo "RELEASE_NAME=$name" >> $GITHUB_ENV
echo "RELEASE_TAG=$tag" >> $GITHUB_ENV
- name: Create draft release
uses: softprops/action-gh-release@v3
with:
draft: true
prerelease: true
tag_name: ${{ env.RELEASE_TAG }}
name: ${{ env.RELEASE_NAME }}
target_commitish: main
generate_release_notes: true
files: |
src/spice2x/dist/spice2x-*.zip
+3
View File
@@ -332,6 +332,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
api/modules/control.cpp
api/modules/touch.cpp
api/modules/iidx.cpp
api/modules/sdvx.cpp
api/serial.cpp
api/modules/drs.cpp
api/modules/lcd.cpp
@@ -535,6 +536,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
hooks/graphics/nvapi_hook.cpp
hooks/graphics/nvenc_hook.cpp
hooks/graphics/backends/d3d9/d3d9_backend.cpp
hooks/graphics/backends/d3d9/d3d9_screenshot.cpp
hooks/graphics/backends/d3d9/d3d9_device.cpp
hooks/graphics/backends/d3d9/d3d9_gfdm.cpp
hooks/graphics/backends/d3d9/d3d9_live2d.cpp
@@ -576,6 +578,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
misc/device.cpp
misc/eamuse.cpp
misc/extdev.cpp
misc/hotkeys.cpp
misc/sciunit.cpp
misc/sde.cpp
misc/wintouchemu.cpp
+14
View File
@@ -267,6 +267,20 @@ which also means that your hex edits are applicable directly.
- `Side Panel Right Inner`
- `Side Panel Right`
#### SDVX
- tapeled_get(name: str, ...)
- returns a list containing a dict of the current tape LED states. The dict keys are:
- `Title`
- `Upper Left Speaker`
- `Upper Right Speaker`
- `Left Wing`
- `Right Wing`
- `Control Panel`
- `Lower Left Speaker`
- `Lower Right Speaker`
- `Woofer`
- `V Unit`
#### LCD
- info()
- returns information about the serial LCD controller some games use
+13
View File
@@ -0,0 +1,13 @@
#pragma once
#include <atomic>
#include <cstdint>
namespace api {
extern std::atomic_uint32_t CLIENT_COUNT;
inline bool has_clients() {
return CLIENT_COUNT.load(std::memory_order_relaxed) > 0;
}
}
+9
View File
@@ -5,6 +5,7 @@
#include <utility>
#include "client.h"
#include "cfg/configurator.h"
#include "external/rapidjson/document.h"
#include "util/crypt.h"
@@ -28,6 +29,7 @@
#include "modules/lcd.h"
#include "modules/lights.h"
#include "modules/memory.h"
#include "modules/sdvx.h"
#include "modules/touch.h"
#include "modules/resize.h"
#include "request.h"
@@ -36,6 +38,8 @@
using namespace rapidjson;
using namespace api;
std::atomic_uint32_t api::CLIENT_COUNT = 0;
Controller::Controller(unsigned short port, std::string password, bool pretty)
: port(port), password(std::move(password)), pretty(pretty)
{
@@ -411,8 +415,11 @@ void Controller::init_state(api::ClientState *state) {
state->modules.push_back(new modules::LCD());
state->modules.push_back(new modules::Lights());
state->modules.push_back(new modules::Memory());
state->modules.push_back(new modules::SDVX());
state->modules.push_back(new modules::Touch());
state->modules.push_back(new modules::Resize());
CLIENT_COUNT.fetch_add(1, std::memory_order_relaxed);
}
void Controller::free_state(api::ClientState *state) {
@@ -424,6 +431,8 @@ void Controller::free_state(api::ClientState *state) {
// free cipher
delete state->cipher;
CLIENT_COUNT.fetch_sub(1, std::memory_order_relaxed);
}
void Controller::free_socket() {
+54 -54
View File
@@ -1,54 +1,54 @@
#include "ddr.h"
#include <functional>
#include "external/rapidjson/document.h"
#include "games/ddr/ddr.h"
using namespace std::placeholders;
using namespace rapidjson;
namespace api::modules {
DDR::DDR() : Module("ddr") {
functions["tapeled_get"] = std::bind(&DDR::tapeled_get, this, _1, _2);
}
/**
* Allows fetching of the RGB LED strips that are gold cabinets, via SpiceAPI
*/
void DDR::tapeled_get(Request &req, Response &res) {
static const char* device_names[11] = {
"p1_foot_up",
"p1_foot_right",
"p1_foot_left",
"p1_foot_down",
"p2_foot_up",
"p2_foot_right",
"p2_foot_left",
"p2_foot_down",
"top_panel",
"monitor_left",
"monitor_right"
};
Value response_object(kObjectType);
// Iterate through each device and dump its lights data into the response
for (size_t device = 0; device < 11; device++) {
size_t num_leds = 25;
if (device > 7)
num_leds = 50;
Value light_state(kArrayType);
light_state.Reserve(num_leds * 3, res.doc()->GetAllocator());
for (size_t led = 0; led < num_leds; led++) {
light_state.PushBack(games::ddr::DDR_TAPELEDS[device][led][0], res.doc()->GetAllocator());
light_state.PushBack(games::ddr::DDR_TAPELEDS[device][led][1], res.doc()->GetAllocator());
light_state.PushBack(games::ddr::DDR_TAPELEDS[device][led][2], res.doc()->GetAllocator());
}
response_object.AddMember(StringRef(device_names[device]), light_state, res.doc()->GetAllocator());
}
res.add_data(response_object);
}
}
#include "ddr.h"
#include <functional>
#include "external/rapidjson/document.h"
#include "games/ddr/ddr.h"
using namespace std::placeholders;
using namespace rapidjson;
namespace api::modules {
DDR::DDR() : Module("ddr") {
functions["tapeled_get"] = std::bind(&DDR::tapeled_get, this, _1, _2);
}
/**
* Allows fetching of the RGB LED strips that are gold cabinets, via SpiceAPI
*/
void DDR::tapeled_get(Request &req, Response &res) {
static const char* device_names[11] = {
"p1_foot_up",
"p1_foot_right",
"p1_foot_left",
"p1_foot_down",
"p2_foot_up",
"p2_foot_right",
"p2_foot_left",
"p2_foot_down",
"top_panel",
"monitor_left",
"monitor_right"
};
Value response_object(kObjectType);
// Iterate through each device and dump its lights data into the response
for (size_t device = 0; device < 11; device++) {
size_t num_leds = 25;
if (device > 7)
num_leds = 50;
Value light_state(kArrayType);
light_state.Reserve(num_leds * 3, res.doc()->GetAllocator());
for (size_t led = 0; led < num_leds; led++) {
light_state.PushBack(games::ddr::DDR_TAPELEDS[device][led][0], res.doc()->GetAllocator());
light_state.PushBack(games::ddr::DDR_TAPELEDS[device][led][1], res.doc()->GetAllocator());
light_state.PushBack(games::ddr::DDR_TAPELEDS[device][led][2], res.doc()->GetAllocator());
}
response_object.AddMember(StringRef(device_names[device]), light_state, res.doc()->GetAllocator());
}
res.add_data(response_object);
}
}
+17 -17
View File
@@ -1,17 +1,17 @@
#pragma once
#include <vector>
#include "api/module.h"
#include "api/request.h"
namespace api::modules {
class DDR : public Module {
public:
DDR();
private:
// function definitions
void tapeled_get(Request &req, Response &res);
};
}
#pragma once
#include <vector>
#include "api/module.h"
#include "api/request.h"
namespace api::modules {
class DDR : public Module {
public:
DDR();
private:
// function definitions
void tapeled_get(Request &req, Response &res);
};
}
+4 -2
View File
@@ -106,14 +106,16 @@ namespace api::modules {
void IIDX::copy_tapeled_data(Response &res, Value &response_object, const tapeledutils::tape_led &mapping) {
// Create an array for the light state
Value light_state(kArrayType);
light_state.Reserve(mapping.data.capacity() * 3, res.doc()->GetAllocator());
light_state.Reserve(
static_cast<SizeType>(mapping.data.size() * 3),
res.doc()->GetAllocator());
for (const auto [r, g, b] : mapping.data) {
light_state.PushBack(r, res.doc()->GetAllocator());
light_state.PushBack(g, res.doc()->GetAllocator());
light_state.PushBack(b, res.doc()->GetAllocator());
}
// Can't use StringRef here, turns some strings partially into null bytes for some reason
// can't use StringRef here, turns some strings partially into null bytes for some reason
Value light_name(mapping.lightName.c_str(), res.doc()->GetAllocator());
response_object.AddMember(light_name, light_state, res.doc()->GetAllocator());
}
+67
View File
@@ -0,0 +1,67 @@
#include "sdvx.h"
#include <functional>
using namespace std::placeholders;
using namespace rapidjson;
namespace api::modules {
SDVX::SDVX() : Module("sdvx") {
functions["tapeled_get"] = std::bind(&SDVX::tapeled_get, this, _1, _2);
for (auto &light : games::sdvx::TAPELED_MAPPING) {
lights_by_names.emplace(light.lightName, light);
}
}
/**
* tapeled_get()
* tapeled_get(name: str, ...)
*/
void SDVX::tapeled_get(Request &req, Response &res) {
Value response_object(kObjectType);
// all tape leds
if (req.params.Size() == 0) {
// iterate through each device and dump its lights data into the response
for (const auto &mapping : games::sdvx::TAPELED_MAPPING) {
copy_tapeled_data(res, response_object, mapping);
}
} else {
// specified light names
for (Value &param : req.params.GetArray()) {
// check params
if (!param.IsString()) {
error_type(res, "name", "string");
return;
}
const auto name = param.GetString();
if (const auto &it = lights_by_names.find(name); it != lights_by_names.end()) {
copy_tapeled_data(res, response_object, it->second.get());
}
}
}
res.add_data(response_object);
}
void SDVX::copy_tapeled_data(Response &res, Value &response_object,
const tapeledutils::tape_led &mapping)
{
Value light_state(kArrayType);
light_state.Reserve(
static_cast<SizeType>(mapping.data.size() * 3),
res.doc()->GetAllocator());
for (const auto [r, g, b] : mapping.data) {
light_state.PushBack(r, res.doc()->GetAllocator());
light_state.PushBack(g, res.doc()->GetAllocator());
light_state.PushBack(b, res.doc()->GetAllocator());
}
// can't use StringRef here, turns some strings partially into null bytes for some reason
Value light_name(mapping.lightName.c_str(), res.doc()->GetAllocator());
response_object.AddMember(light_name, light_state, res.doc()->GetAllocator());
}
}
+24
View File
@@ -0,0 +1,24 @@
#pragma once
#include <functional>
#include <string>
#include "api/module.h"
#include "api/request.h"
#include "external/robin_hood.h"
#include "games/sdvx/sdvx.h"
namespace api::modules {
class SDVX : public Module {
public:
SDVX();
private:
robin_hood::unordered_map<std::string, std::reference_wrapper<tapeledutils::tape_led>> lights_by_names;
void tapeled_get(Request &req, Response &res);
void copy_tapeled_data(Response &res, rapidjson::Value &response_object,
const tapeledutils::tape_led &mapping);
};
}
+44 -11
View File
@@ -12,7 +12,9 @@
#include "touch/touch.h"
#include "touch/native/inject.h"
#include "touch/native/nativetouchhook.h"
#include "touch/native/transform.h"
#include "util/utils.h"
#include "games/gitadora/gitadora.h"
#include "games/iidx/iidx.h"
using namespace std::placeholders;
@@ -40,6 +42,35 @@ namespace api::modules {
return nativetouch::inject::inject_synthetic_touch(position, true);
}
// map API coordinates onto the touch space SDVX reads, which depends on how it is displayed
static void sdvx_touch_errata(
int &x, int &y, bool use_native, int canvas_w, int canvas_h) {
// windowed coordinates already match the sub screen window they land on
if (GRAPHICS_WINDOWED) {
return;
}
// landscape mode: native injection hands the game these coordinates
// unchanged, so apply the rotation the touchscreen gets, while wintouchemu instead
// rotates them later through the subscreen overlay
if (GRAPHICS_FS_ORIENTATION_SWAP) {
if (use_native) {
POINT position { x, y };
if (nativetouch::transform::sdvx_landscape_rotate(&position, canvas_w, canvas_h)) {
x = position.x;
y = position.y;
}
}
return;
}
// rotate into the portrait touch space
const int x_raw = x;
x = canvas_w - y;
y = x_raw;
}
Touch::Touch() : Module("touch") {
is_sdvx = avs::game::is_model("KFC");
@@ -55,9 +86,12 @@ namespace api::modules {
native_canvas_w = 0;
native_canvas_h = 0;
if (is_sdvx) {
// exceed gear subscreen, portrait after the rotation applied in apply_touch_errata
native_canvas_w = 1080;
native_canvas_h = 1920;
// windowed API coordinates land on the sub screen window as-is; fullscreen
// coordinates are rotated into the game's touch space by apply_touch_errata
const bool landscape_coordinates =
GRAPHICS_WINDOWED || GRAPHICS_FS_ORIENTATION_SWAP;
native_canvas_w = landscape_coordinates ? 1920 : 1080;
native_canvas_h = landscape_coordinates ? 1080 : 1920;
} else if (avs::game::is_model("LDJ")) {
// TDJ subscreen; FHD models are upscaled to 1080p by apply_touch_errata
native_canvas_w = is_tdj_fhd ? 1920 : 1280;
@@ -66,6 +100,10 @@ namespace api::modules {
// pop'n music API touch surface
native_canvas_w = 1280;
native_canvas_h = 800;
} else if (games::gitadora::is_arena_model()) {
// GITADORA arena SMALL subscreen, either in its own window or in the overlay
native_canvas_w = games::gitadora::ARENA_SUBSCREEN_WIDTH;
native_canvas_h = games::gitadora::ARENA_SUBSCREEN_HEIGHT;
}
functions["read"] = std::bind(&Touch::read, this, _1, _2);
@@ -209,19 +247,14 @@ namespace api::modules {
}
void Touch::apply_touch_errata(int &x, int &y) {
int x_raw = x;
int y_raw = y;
if (is_tdj_fhd) {
// deal with TDJ FHD resolution mismatch (upgrade 720p to 1080p)
// we don't know what screen is being shown on the companion and the API doesn't specify
// the target of the touch events so just assume it's the sub screen
x = x_raw * 1920 / 1280;
y = y_raw * 1080 / 720;
x = x * 1920 / 1280;
y = y * 1080 / 720;
} else if (is_sdvx) {
// for exceed gear, they are both 1080p screens, but need to apply transformation
x = 1080 - y_raw;
y = x_raw;
sdvx_touch_errata(x, y, use_native, native_canvas_w, native_canvas_h);
}
}
}
@@ -7,6 +7,7 @@ from .coin import *
from .control import *
from .exceptions import *
from .iidx import *
from .sdvx import *
from .info import *
from .keypads import *
from .lights import *
@@ -0,0 +1,12 @@
from .connection import Connection
from .request import Request
def sdvx_tapeled_get(con: Connection, *light_names):
req = Request("sdvx", "tapeled_get")
for light_name in light_names:
req.add_param(light_name)
res = con.request(req)
return res.get_data()
+1
View File
@@ -6,6 +6,7 @@
<asmv3:windowsSettings xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">PerMonitorV2</dpiAwareness>
<dpiAware>true</dpiAware>
<activeCodePage xmlns="http://schemas.microsoft.com/SMI/2019/WindowsSettings">Legacy</activeCodePage>
</asmv3:windowsSettings>
</asmv3:application>
<dependency>
@@ -1,72 +1,72 @@
# fails the build if a PE binary statically imports a forbidden DLL.
#
# some DLLs must never end up in spice's static import table, for two reasons:
#
# 1. user-overridable DLLs (e.g. DXVK's d3d9.dll): users drop their own copy
# into the modules directory to replace the system one. a static import
# forces the loader to load the SYSTEM copy at process startup - before the
# modules directory is added to the DLL search path and before the game DLL
# loads - so the user-supplied override never takes effect (see issue #779).
#
# 2. DLLs that break games when present (e.g. Media Foundation: mf/mfplat/
# mfreadwrite): a static import loads them eagerly and breaks Unity games.
#
# in both cases the DLL must instead be loaded dynamically (libutils::try_library
# / GetProcAddress / delay load) so it is only pulled in when actually needed.
#
# invoked via `cmake -P` from a POST_BUILD step. required -D variables:
# OBJDUMP - path to objdump (CMAKE_OBJDUMP)
# TARGET_FILE - path to the PE binary to inspect
# FORBIDDEN - semicolon-separated list of lowercase DLL names to reject
if(NOT OBJDUMP OR NOT EXISTS "${OBJDUMP}")
message(WARNING
"check_no_static_dll_imports: objdump not found, skipping import check for ${TARGET_FILE}")
return()
endif()
execute_process(
COMMAND "${OBJDUMP}" -p "${TARGET_FILE}"
OUTPUT_VARIABLE dump_output
RESULT_VARIABLE dump_result
ERROR_VARIABLE dump_error)
if(NOT dump_result EQUAL 0)
message(WARNING
"check_no_static_dll_imports: objdump failed for ${TARGET_FILE}: ${dump_error}")
return()
endif()
# both GNU objdump and llvm-objdump print one "DLL Name: <name>" line per
# statically imported DLL in their PE private-header dump.
string(REGEX MATCHALL "DLL Name:[ \t]*[^\n\r]+" dll_lines "${dump_output}")
set(violations "")
foreach(line IN LISTS dll_lines)
string(REGEX REPLACE "DLL Name:[ \t]*" "" dll_name "${line}")
string(STRIP "${dll_name}" dll_name)
string(TOLOWER "${dll_name}" dll_name_lower)
if(dll_name_lower IN_LIST FORBIDDEN)
list(APPEND violations "${dll_name}")
endif()
endforeach()
if(violations)
list(REMOVE_DUPLICATES violations)
string(REPLACE ";" ", " violations_str "${violations}")
message(FATAL_ERROR
"static DLL import check FAILED for ${TARGET_FILE}\n"
" forbidden static imports found: ${violations_str}\n"
"\n"
" these DLLs must never be statically imported by spice:\n"
" * user-overridable DLLs (e.g. DXVK d3d9.dll) - a static import loads the\n"
" system copy at startup and preempts the modules override (issue #779).\n"
" * Media Foundation DLLs (mf/mfplat/mfreadwrite) - a static import breaks\n"
" Unity games.\n"
"\n"
" fix: load the DLL dynamically instead - replace the direct API call with a\n"
" libutils::try_library() + libutils::try_proc() lookup (or a delay load), then\n"
" call through the resolved function pointer.")
endif()
message(STATUS "static DLL import check passed for ${TARGET_FILE}")
# fails the build if a PE binary statically imports a forbidden DLL.
#
# some DLLs must never end up in spice's static import table, for two reasons:
#
# 1. user-overridable DLLs (e.g. DXVK's d3d9.dll): users drop their own copy
# into the modules directory to replace the system one. a static import
# forces the loader to load the SYSTEM copy at process startup - before the
# modules directory is added to the DLL search path and before the game DLL
# loads - so the user-supplied override never takes effect (see issue #779).
#
# 2. DLLs that break games when present (e.g. Media Foundation: mf/mfplat/
# mfreadwrite): a static import loads them eagerly and breaks Unity games.
#
# in both cases the DLL must instead be loaded dynamically (libutils::try_library
# / GetProcAddress / delay load) so it is only pulled in when actually needed.
#
# invoked via `cmake -P` from a POST_BUILD step. required -D variables:
# OBJDUMP - path to objdump (CMAKE_OBJDUMP)
# TARGET_FILE - path to the PE binary to inspect
# FORBIDDEN - semicolon-separated list of lowercase DLL names to reject
if(NOT OBJDUMP OR NOT EXISTS "${OBJDUMP}")
message(WARNING
"check_no_static_dll_imports: objdump not found, skipping import check for ${TARGET_FILE}")
return()
endif()
execute_process(
COMMAND "${OBJDUMP}" -p "${TARGET_FILE}"
OUTPUT_VARIABLE dump_output
RESULT_VARIABLE dump_result
ERROR_VARIABLE dump_error)
if(NOT dump_result EQUAL 0)
message(WARNING
"check_no_static_dll_imports: objdump failed for ${TARGET_FILE}: ${dump_error}")
return()
endif()
# both GNU objdump and llvm-objdump print one "DLL Name: <name>" line per
# statically imported DLL in their PE private-header dump.
string(REGEX MATCHALL "DLL Name:[ \t]*[^\n\r]+" dll_lines "${dump_output}")
set(violations "")
foreach(line IN LISTS dll_lines)
string(REGEX REPLACE "DLL Name:[ \t]*" "" dll_name "${line}")
string(STRIP "${dll_name}" dll_name)
string(TOLOWER "${dll_name}" dll_name_lower)
if(dll_name_lower IN_LIST FORBIDDEN)
list(APPEND violations "${dll_name}")
endif()
endforeach()
if(violations)
list(REMOVE_DUPLICATES violations)
string(REPLACE ";" ", " violations_str "${violations}")
message(FATAL_ERROR
"static DLL import check FAILED for ${TARGET_FILE}\n"
" forbidden static imports found: ${violations_str}\n"
"\n"
" these DLLs must never be statically imported by spice:\n"
" * user-overridable DLLs (e.g. DXVK d3d9.dll) - a static import loads the\n"
" system copy at startup and preempts the modules override (issue #779).\n"
" * Media Foundation DLLs (mf/mfplat/mfreadwrite) - a static import breaks\n"
" Unity games.\n"
"\n"
" fix: load the DLL dynamically instead - replace the direct API call with a\n"
" libutils::try_library() + libutils::try_proc() lookup (or a delay load), then\n"
" call through the resolved function pointer.")
endif()
message(STATUS "static DLL import check passed for ${TARGET_FILE}")
+95 -95
View File
@@ -1,95 +1,95 @@
Copyright (c) 2017, keshikan (http://www.keshikan.net),
with Reserved Font Name "DSEG".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
Copyright (c) 2017, keshikan (http://www.keshikan.net),
with Reserved Font Name "DSEG".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
File diff suppressed because one or more lines are too long
File diff suppressed because it is too large Load Diff
+73 -73
View File
@@ -1,73 +1,73 @@
#ifndef EASYWSCLIENT_HPP_20120819_MIOFVASDTNUASZDQPLFD
#define EASYWSCLIENT_HPP_20120819_MIOFVASDTNUASZDQPLFD
// This code comes from:
// https://github.com/dhbaird/easywsclient
//
// To get the latest version:
// wget https://raw.github.com/dhbaird/easywsclient/master/easywsclient.hpp
// wget https://raw.github.com/dhbaird/easywsclient/master/easywsclient.cpp
#include <string>
#include <vector>
#include <cstdint>
namespace easywsclient {
struct Callback_Imp { virtual void operator()(const std::string& message) = 0; };
struct BytesCallback_Imp { virtual void operator()(const std::vector<uint8_t>& message) = 0; };
class WebSocket {
public:
typedef WebSocket * pointer;
typedef enum readyStateValues { CLOSING, CLOSED, CONNECTING, OPEN } readyStateValues;
// Factories:
static pointer create_dummy();
static pointer from_url(const std::string& url, const std::string& origin = std::string());
static pointer from_url_no_mask(const std::string& url, const std::string& origin = std::string());
// Interfaces:
virtual ~WebSocket() { }
virtual void poll(int timeout = 0) = 0; // timeout in milliseconds
virtual void send(const std::string& message) = 0;
virtual void sendBinary(const std::string& message) = 0;
virtual void sendBinary(const std::vector<uint8_t>& message) = 0;
virtual void sendPing() = 0;
virtual void close() = 0;
virtual readyStateValues getReadyState() const = 0;
template<class Callable>
void dispatch(Callable callable)
// For callbacks that accept a string argument.
{ // N.B. this is compatible with both C++11 lambdas, functors and C function pointers
struct _Callback : public Callback_Imp {
Callable& callable;
_Callback(Callable& callable) : callable(callable) { }
void operator()(const std::string& message) { callable(message); }
};
_Callback callback(callable);
_dispatch(callback);
}
template<class Callable>
void dispatchBinary(Callable callable)
// For callbacks that accept a std::vector<uint8_t> argument.
{ // N.B. this is compatible with both C++11 lambdas, functors and C function pointers
struct _Callback : public BytesCallback_Imp {
Callable& callable;
_Callback(Callable& callable) : callable(callable) { }
void operator()(const std::vector<uint8_t>& message) { callable(message); }
};
_Callback callback(callable);
_dispatchBinary(callback);
}
protected:
virtual void _dispatch(Callback_Imp& callable) = 0;
virtual void _dispatchBinary(BytesCallback_Imp& callable) = 0;
};
} // namespace easywsclient
#endif /* EASYWSCLIENT_HPP_20120819_MIOFVASDTNUASZDQPLFD */
#ifndef EASYWSCLIENT_HPP_20120819_MIOFVASDTNUASZDQPLFD
#define EASYWSCLIENT_HPP_20120819_MIOFVASDTNUASZDQPLFD
// This code comes from:
// https://github.com/dhbaird/easywsclient
//
// To get the latest version:
// wget https://raw.github.com/dhbaird/easywsclient/master/easywsclient.hpp
// wget https://raw.github.com/dhbaird/easywsclient/master/easywsclient.cpp
#include <string>
#include <vector>
#include <cstdint>
namespace easywsclient {
struct Callback_Imp { virtual void operator()(const std::string& message) = 0; };
struct BytesCallback_Imp { virtual void operator()(const std::vector<uint8_t>& message) = 0; };
class WebSocket {
public:
typedef WebSocket * pointer;
typedef enum readyStateValues { CLOSING, CLOSED, CONNECTING, OPEN } readyStateValues;
// Factories:
static pointer create_dummy();
static pointer from_url(const std::string& url, const std::string& origin = std::string());
static pointer from_url_no_mask(const std::string& url, const std::string& origin = std::string());
// Interfaces:
virtual ~WebSocket() { }
virtual void poll(int timeout = 0) = 0; // timeout in milliseconds
virtual void send(const std::string& message) = 0;
virtual void sendBinary(const std::string& message) = 0;
virtual void sendBinary(const std::vector<uint8_t>& message) = 0;
virtual void sendPing() = 0;
virtual void close() = 0;
virtual readyStateValues getReadyState() const = 0;
template<class Callable>
void dispatch(Callable callable)
// For callbacks that accept a string argument.
{ // N.B. this is compatible with both C++11 lambdas, functors and C function pointers
struct _Callback : public Callback_Imp {
Callable& callable;
_Callback(Callable& callable) : callable(callable) { }
void operator()(const std::string& message) { callable(message); }
};
_Callback callback(callable);
_dispatch(callback);
}
template<class Callable>
void dispatchBinary(Callable callable)
// For callbacks that accept a std::vector<uint8_t> argument.
{ // N.B. this is compatible with both C++11 lambdas, functors and C function pointers
struct _Callback : public BytesCallback_Imp {
Callable& callable;
_Callback(Callable& callable) : callable(callable) { }
void operator()(const std::vector<uint8_t>& message) { callable(message); }
};
_Callback callback(callable);
_dispatchBinary(callback);
}
protected:
virtual void _dispatch(Callback_Imp& callable) = 0;
virtual void _dispatchBinary(BytesCallback_Imp& callable) = 0;
};
} // namespace easywsclient
#endif /* EASYWSCLIENT_HPP_20120819_MIOFVASDTNUASZDQPLFD */
File diff suppressed because it is too large Load Diff
+171 -171
View File
@@ -1,171 +1,171 @@
#include "asio.h"
#include <windows.h>
#include <cstring>
#include "avs/game.h"
#include "gitadora.h"
#include "util/detour.h"
#include "util/logging.h"
namespace games::gitadora {
// Redirects the game's hard-coded "XONAR" ASIO driver lookup to the
// driver name in ASIO_DRIVER by intercepting registry calls to
// HKLM\SOFTWARE\ASIO. Sentinel HKEY values mark the redirected handles
// so we can recognise them on subsequent reg* calls.
static const HKEY PARENT_ASIO_REG_HANDLE = reinterpret_cast<HKEY>(0x4001);
static const HKEY DEVICE_ASIO_REG_HANDLE = reinterpret_cast<HKEY>(0x4002);
static const char *FAKE_ASIO_DEVICE_NAME = "XONAR";
static decltype(RegCloseKey) *RegCloseKey_orig = nullptr;
static decltype(RegEnumKeyA) *RegEnumKeyA_orig = nullptr;
static decltype(RegOpenKeyA) *RegOpenKeyA_orig = nullptr;
static decltype(RegOpenKeyExA) *RegOpenKeyExA_orig = nullptr;
static decltype(RegQueryValueExA) *RegQueryValueExA_orig = nullptr;
static HKEY real_asio_reg_handle = nullptr;
static HKEY real_asio_device_reg_handle = nullptr;
static LONG WINAPI RegOpenKeyExA_hook(HKEY hKey, LPCSTR lpSubKey, DWORD ulOptions, REGSAM samDesired,
PHKEY phkResult)
{
if (ASIO_DRIVER.has_value() &&
lpSubKey != nullptr &&
phkResult != nullptr &&
hKey == PARENT_ASIO_REG_HANDLE &&
_stricmp(lpSubKey, FAKE_ASIO_DEVICE_NAME) == 0) {
*phkResult = DEVICE_ASIO_REG_HANDLE;
log_info("gitadora::asio", "replacing '{}' with '{}'", lpSubKey, ASIO_DRIVER.value());
const auto result = RegOpenKeyExA_orig(
real_asio_reg_handle,
ASIO_DRIVER.value().c_str(),
ulOptions,
samDesired,
&real_asio_device_reg_handle);
if (result != ERROR_SUCCESS) {
log_warning(
"gitadora::asio",
"failed to open registry subkey '{}', error=0x{:x}",
ASIO_DRIVER.value(), result);
log_warning(
"gitadora::asio",
"due to improper ASIO setting, audio init will fail");
}
return result;
}
return RegOpenKeyExA_orig(hKey, lpSubKey, ulOptions, samDesired, phkResult);
}
static LONG WINAPI RegOpenKeyA_hook(HKEY hKey, LPCSTR lpSubKey, PHKEY phkResult) {
if (ASIO_DRIVER.has_value() &&
lpSubKey != nullptr &&
phkResult != nullptr &&
hKey == HKEY_LOCAL_MACHINE &&
_stricmp(lpSubKey, "software\\asio") == 0)
{
*phkResult = PARENT_ASIO_REG_HANDLE;
return RegOpenKeyA_orig(hKey, lpSubKey, &real_asio_reg_handle);
}
return RegOpenKeyA_orig(hKey, lpSubKey, phkResult);
}
static LONG WINAPI RegEnumKeyA_hook(HKEY hKey, DWORD dwIndex, LPSTR lpName, DWORD cchName) {
if (hKey == PARENT_ASIO_REG_HANDLE && ASIO_DRIVER.has_value()) {
if (dwIndex == 0) {
// forward to real handle just to verify the key exists; we
// overwrite the name with our fake driver string regardless
auto ret = RegEnumKeyA_orig(real_asio_reg_handle, dwIndex, lpName, cchName);
if (ret == ERROR_SUCCESS && lpName != nullptr && cchName > 0) {
log_info("gitadora::asio", "stubbing '{}' with '{}'", lpName, FAKE_ASIO_DEVICE_NAME);
strncpy(lpName, FAKE_ASIO_DEVICE_NAME, cchName);
lpName[cchName - 1] = '\0';
}
return ret;
} else {
return ERROR_NO_MORE_ITEMS;
}
}
return RegEnumKeyA_orig(hKey, dwIndex, lpName, cchName);
}
static LONG WINAPI RegQueryValueExA_hook(HKEY hKey, LPCSTR lpValueName, LPDWORD lpReserved, LPDWORD lpType,
LPBYTE lpData, LPDWORD lpcbData)
{
HKEY target = hKey;
if (ASIO_DRIVER.has_value() &&
lpValueName != nullptr &&
lpData != nullptr &&
lpcbData != nullptr &&
hKey == DEVICE_ASIO_REG_HANDLE) {
if (_stricmp(lpValueName, "Description") == 0) {
// engine may verify the driver name after open; ensure it still
// sees something containing "XONAR" so the substring check passes
const size_t len = strlen(FAKE_ASIO_DEVICE_NAME) + 1;
if (*lpcbData < len) {
*lpcbData = static_cast<DWORD>(len);
return ERROR_MORE_DATA;
}
memcpy(lpData, FAKE_ASIO_DEVICE_NAME, len);
*lpcbData = static_cast<DWORD>(len);
if (lpType != nullptr) {
*lpType = REG_SZ;
}
return ERROR_SUCCESS;
}
// for everything else (CLSID etc.) defer to the real driver subkey
target = real_asio_device_reg_handle;
}
return RegQueryValueExA_orig(target, lpValueName, lpReserved, lpType, lpData, lpcbData);
}
static LONG WINAPI RegCloseKey_hook(HKEY hKey) {
if (hKey == PARENT_ASIO_REG_HANDLE) {
if (real_asio_reg_handle != nullptr) {
RegCloseKey_orig(real_asio_reg_handle);
real_asio_reg_handle = nullptr;
}
return ERROR_SUCCESS;
}
if (hKey == DEVICE_ASIO_REG_HANDLE) {
if (real_asio_device_reg_handle != nullptr) {
RegCloseKey_orig(real_asio_device_reg_handle);
real_asio_device_reg_handle = nullptr;
}
return ERROR_SUCCESS;
}
return RegCloseKey_orig(hKey);
}
void asio_hook_init() {
if (!ASIO_DRIVER.has_value()) {
return;
}
log_info("gitadora::asio", "installing ASIO driver redirect: XONAR -> {}", ASIO_DRIVER.value());
RegCloseKey_orig = detour::iat_try(
"RegCloseKey", RegCloseKey_hook, avs::game::DLL_INSTANCE);
RegEnumKeyA_orig = detour::iat_try(
"RegEnumKeyA", RegEnumKeyA_hook, avs::game::DLL_INSTANCE);
RegOpenKeyA_orig = detour::iat_try(
"RegOpenKeyA", RegOpenKeyA_hook, avs::game::DLL_INSTANCE);
RegOpenKeyExA_orig = detour::iat_try(
"RegOpenKeyExA", RegOpenKeyExA_hook, avs::game::DLL_INSTANCE);
RegQueryValueExA_orig = detour::iat_try(
"RegQueryValueExA", RegQueryValueExA_hook, avs::game::DLL_INSTANCE);
}
}
#include "asio.h"
#include <windows.h>
#include <cstring>
#include "avs/game.h"
#include "gitadora.h"
#include "util/detour.h"
#include "util/logging.h"
namespace games::gitadora {
// Redirects the game's hard-coded "XONAR" ASIO driver lookup to the
// driver name in ASIO_DRIVER by intercepting registry calls to
// HKLM\SOFTWARE\ASIO. Sentinel HKEY values mark the redirected handles
// so we can recognise them on subsequent reg* calls.
static const HKEY PARENT_ASIO_REG_HANDLE = reinterpret_cast<HKEY>(0x4001);
static const HKEY DEVICE_ASIO_REG_HANDLE = reinterpret_cast<HKEY>(0x4002);
static const char *FAKE_ASIO_DEVICE_NAME = "XONAR";
static decltype(RegCloseKey) *RegCloseKey_orig = nullptr;
static decltype(RegEnumKeyA) *RegEnumKeyA_orig = nullptr;
static decltype(RegOpenKeyA) *RegOpenKeyA_orig = nullptr;
static decltype(RegOpenKeyExA) *RegOpenKeyExA_orig = nullptr;
static decltype(RegQueryValueExA) *RegQueryValueExA_orig = nullptr;
static HKEY real_asio_reg_handle = nullptr;
static HKEY real_asio_device_reg_handle = nullptr;
static LONG WINAPI RegOpenKeyExA_hook(HKEY hKey, LPCSTR lpSubKey, DWORD ulOptions, REGSAM samDesired,
PHKEY phkResult)
{
if (ASIO_DRIVER.has_value() &&
lpSubKey != nullptr &&
phkResult != nullptr &&
hKey == PARENT_ASIO_REG_HANDLE &&
_stricmp(lpSubKey, FAKE_ASIO_DEVICE_NAME) == 0) {
*phkResult = DEVICE_ASIO_REG_HANDLE;
log_info("gitadora::asio", "replacing '{}' with '{}'", lpSubKey, ASIO_DRIVER.value());
const auto result = RegOpenKeyExA_orig(
real_asio_reg_handle,
ASIO_DRIVER.value().c_str(),
ulOptions,
samDesired,
&real_asio_device_reg_handle);
if (result != ERROR_SUCCESS) {
log_warning(
"gitadora::asio",
"failed to open registry subkey '{}', error=0x{:x}",
ASIO_DRIVER.value(), result);
log_warning(
"gitadora::asio",
"due to improper ASIO setting, audio init will fail");
}
return result;
}
return RegOpenKeyExA_orig(hKey, lpSubKey, ulOptions, samDesired, phkResult);
}
static LONG WINAPI RegOpenKeyA_hook(HKEY hKey, LPCSTR lpSubKey, PHKEY phkResult) {
if (ASIO_DRIVER.has_value() &&
lpSubKey != nullptr &&
phkResult != nullptr &&
hKey == HKEY_LOCAL_MACHINE &&
_stricmp(lpSubKey, "software\\asio") == 0)
{
*phkResult = PARENT_ASIO_REG_HANDLE;
return RegOpenKeyA_orig(hKey, lpSubKey, &real_asio_reg_handle);
}
return RegOpenKeyA_orig(hKey, lpSubKey, phkResult);
}
static LONG WINAPI RegEnumKeyA_hook(HKEY hKey, DWORD dwIndex, LPSTR lpName, DWORD cchName) {
if (hKey == PARENT_ASIO_REG_HANDLE && ASIO_DRIVER.has_value()) {
if (dwIndex == 0) {
// forward to real handle just to verify the key exists; we
// overwrite the name with our fake driver string regardless
auto ret = RegEnumKeyA_orig(real_asio_reg_handle, dwIndex, lpName, cchName);
if (ret == ERROR_SUCCESS && lpName != nullptr && cchName > 0) {
log_info("gitadora::asio", "stubbing '{}' with '{}'", lpName, FAKE_ASIO_DEVICE_NAME);
strncpy(lpName, FAKE_ASIO_DEVICE_NAME, cchName);
lpName[cchName - 1] = '\0';
}
return ret;
} else {
return ERROR_NO_MORE_ITEMS;
}
}
return RegEnumKeyA_orig(hKey, dwIndex, lpName, cchName);
}
static LONG WINAPI RegQueryValueExA_hook(HKEY hKey, LPCSTR lpValueName, LPDWORD lpReserved, LPDWORD lpType,
LPBYTE lpData, LPDWORD lpcbData)
{
HKEY target = hKey;
if (ASIO_DRIVER.has_value() &&
lpValueName != nullptr &&
lpData != nullptr &&
lpcbData != nullptr &&
hKey == DEVICE_ASIO_REG_HANDLE) {
if (_stricmp(lpValueName, "Description") == 0) {
// engine may verify the driver name after open; ensure it still
// sees something containing "XONAR" so the substring check passes
const size_t len = strlen(FAKE_ASIO_DEVICE_NAME) + 1;
if (*lpcbData < len) {
*lpcbData = static_cast<DWORD>(len);
return ERROR_MORE_DATA;
}
memcpy(lpData, FAKE_ASIO_DEVICE_NAME, len);
*lpcbData = static_cast<DWORD>(len);
if (lpType != nullptr) {
*lpType = REG_SZ;
}
return ERROR_SUCCESS;
}
// for everything else (CLSID etc.) defer to the real driver subkey
target = real_asio_device_reg_handle;
}
return RegQueryValueExA_orig(target, lpValueName, lpReserved, lpType, lpData, lpcbData);
}
static LONG WINAPI RegCloseKey_hook(HKEY hKey) {
if (hKey == PARENT_ASIO_REG_HANDLE) {
if (real_asio_reg_handle != nullptr) {
RegCloseKey_orig(real_asio_reg_handle);
real_asio_reg_handle = nullptr;
}
return ERROR_SUCCESS;
}
if (hKey == DEVICE_ASIO_REG_HANDLE) {
if (real_asio_device_reg_handle != nullptr) {
RegCloseKey_orig(real_asio_device_reg_handle);
real_asio_device_reg_handle = nullptr;
}
return ERROR_SUCCESS;
}
return RegCloseKey_orig(hKey);
}
void asio_hook_init() {
if (!ASIO_DRIVER.has_value()) {
return;
}
log_info("gitadora::asio", "installing ASIO driver redirect: XONAR -> {}", ASIO_DRIVER.value());
RegCloseKey_orig = detour::iat_try(
"RegCloseKey", RegCloseKey_hook, avs::game::DLL_INSTANCE);
RegEnumKeyA_orig = detour::iat_try(
"RegEnumKeyA", RegEnumKeyA_hook, avs::game::DLL_INSTANCE);
RegOpenKeyA_orig = detour::iat_try(
"RegOpenKeyA", RegOpenKeyA_hook, avs::game::DLL_INSTANCE);
RegOpenKeyExA_orig = detour::iat_try(
"RegOpenKeyExA", RegOpenKeyExA_hook, avs::game::DLL_INSTANCE);
RegQueryValueExA_orig = detour::iat_try(
"RegQueryValueExA", RegQueryValueExA_hook, avs::game::DLL_INSTANCE);
}
}
+12 -12
View File
@@ -1,12 +1,12 @@
#pragma once
namespace games::gitadora {
// installs IAT registry hooks in gfdm.dll that redirect the game's
// ASIO driver lookup (hard-coded "XONAR" substring) to a user-chosen
// driver name read from games::gitadora::ASIO_DRIVER.
//
// safe to call unconditionally; if ASIO_DRIVER is unset the hooks
// forward every call straight through to advapi32.
void asio_hook_init();
}
#pragma once
namespace games::gitadora {
// installs IAT registry hooks in gfdm.dll that redirect the game's
// ASIO driver lookup (hard-coded "XONAR" substring) to a user-chosen
// driver name read from games::gitadora::ASIO_DRIVER.
//
// safe to call unconditionally; if ASIO_DRIVER is unset the hooks
// forward every call straight through to advapi32.
void asio_hook_init();
}
+11 -11
View File
@@ -41,6 +41,7 @@ namespace games::gitadora {
bool ARENA_TWO_HEAD_EXCLUSIVE = false;
std::optional<std::string> ASIO_DRIVER = std::nullopt;
bool ALLOW_REALTEK_AUDIO = false;
bool NATIVE_TOUCH = false;
/*
* Prevent GitaDora from creating folders on F drive
@@ -809,17 +810,16 @@ namespace games::gitadora {
hooks::audio::INJECT_FAKE_REALTEK_AUDIO = true;
}
// Single-window mode needs touch injection for its overlay. Two-head fullscreen
// mode uses the real SMALL output, so it only needs the display-topology shim.
if (GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
// enable touch hook for subscreen overlay
const auto native_touch_ready = !wintouchemu::FORCE &&
nativetouch::hook(avs::game::DLL_INSTANCE);
if (!native_touch_ready) {
wintouchemu::FORCE = true;
wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
}
// touch injection drives mouse-as-touch and API touch for the subscreen,
// no matter whether it is drawn by the overlay (single-window mode) or by
// the dedicated SMALL window
NATIVE_TOUCH = !wintouchemu::FORCE &&
nativetouch::hook(avs::game::DLL_INSTANCE);
if (!NATIVE_TOUCH && GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
// the legacy fallback can only feed the subscreen overlay
wintouchemu::FORCE = true;
wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
}
#if !SPICE_XP
+5
View File
@@ -23,6 +23,11 @@ namespace games::gitadora {
extern bool ARENA_TWO_HEAD_EXCLUSIVE;
extern std::optional<std::string> ASIO_DRIVER;
extern bool ALLOW_REALTEK_AUDIO;
extern bool NATIVE_TOUCH;
// arena SMALL subscreen (touch panel) resolution
static constexpr int ARENA_SUBSCREEN_WIDTH = 800;
static constexpr int ARENA_SUBSCREEN_HEIGHT = 1280;
class GitaDoraGame : public games::Game {
public:
+7 -4
View File
@@ -3,6 +3,7 @@
#if SPICE64
#include <cstdint>
#include "api/client.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/utils.h"
@@ -443,10 +444,12 @@ namespace games::iidx {
GameAPI::Lights::writeLight(RI_MGR, lights[map.index_g], rgb.g);
GameAPI::Lights::writeLight(RI_MGR, lights[map.index_b], rgb.b);
for (unsigned int i = 0; i < data_size; ++i) {
map.data[i].r = data[i * 3];
map.data[i].g = data[i * 3 + 1];
map.data[i].b = data[i * 3 + 2];
if (api::has_clients()) {
for (size_t i = 0; i < data_size; ++i) {
map.data[i].r = data[i * 3];
map.data[i].g = data[i * 3 + 1];
map.data[i].b = data[i * 3 + 2];
}
}
}
+6 -18
View File
@@ -58,7 +58,7 @@ namespace games::iidx {
// settings
bool FLIP_CAMS = false;
std::optional<bool> DISABLE_CAMS;
cab_camera_access_mode CAB_CAMERA_ACCESS = cab_camera_access_mode::automatic;
bool TDJ_CAMERA = false;
bool TDJ_CAMERA_PREFER_16_9 = true;
bool TDJ_MODE = false;
@@ -424,10 +424,7 @@ namespace games::iidx {
"RegQueryValueExA", RegQueryValueExA_hook, avs::game::DLL_INSTANCE);
// check if cam hook should be enabled
if (!DISABLE_CAMS.has_value()) {
log_fatal("iidx", "assertion failure - DISABLE_CAMS not set during attach");
}
if (!DISABLE_CAMS.value()) {
if (CAB_CAMERA_ACCESS == cab_camera_access_mode::legacy) {
init_legacy_camera_hook(FLIP_CAMS);
}
@@ -454,19 +451,10 @@ namespace games::iidx {
SetEnvironmentVariable("SCREEN_MODE", SCREEN_MODE.value().c_str());
}
// check for cab camera access for the second time (first time was in launcher.cpp)
// this time, we are inside -iidx module hook, which means the user is likely NOT on a cab
// therefore, start with cams OFF by default, and allow user to forcibly override to ON
if (!games::iidx::DISABLE_CAMS.has_value()) {
games::iidx::DISABLE_CAMS = true;
if (options->at(launcher::Options::IIDXCabCamAccess).is_active() &&
options->at(launcher::Options::IIDXCabCamAccess).value_text() == "on") {
games::iidx::DISABLE_CAMS = false;
}
if (games::iidx::DISABLE_CAMS.value()) {
log_misc("iidx", "CONNECT_CAMERA env var set to 0");
SetEnvironmentVariable("CONNECT_CAMERA", "0");
}
// auto with iidx module means turn off camera (non-cab use)
if (CAB_CAMERA_ACCESS == cab_camera_access_mode::automatic) {
log_misc("iidx", "CONNECT_CAMERA env var set to 0");
SetEnvironmentVariable("CONNECT_CAMERA", "0");
}
// windowed subscreen, enabled by default, unless turned off by user
+8 -1
View File
@@ -11,6 +11,13 @@
namespace games::iidx {
enum class cab_camera_access_mode {
automatic,
off,
on,
legacy,
};
enum class iidx_aio_emulation_state {
unknown,
bi2a_com2,
@@ -20,7 +27,7 @@ namespace games::iidx {
// settings
extern bool FLIP_CAMS;
extern std::optional<bool> DISABLE_CAMS;
extern cab_camera_access_mode CAB_CAMERA_ACCESS;
extern bool TDJ_CAMERA;
extern bool TDJ_CAMERA_PREFER_16_9;
extern std::optional<std::string> TDJ_CAMERA_OVERRIDE;
+131 -131
View File
@@ -1,132 +1,132 @@
#include "mf_wrappers.h"
#include "util/libutils.h"
#include "util/logging.h"
namespace games::iidx {
static bool INITIALIZED = false;
static HMODULE mf_dll = nullptr;
static HMODULE mfreadwrite_dll = nullptr;
static HMODULE mfplat_dll = nullptr;
typedef HRESULT (__stdcall * MFCreateAttributes_t)(
_Out_ IMFAttributes** ppMFAttributes,
_In_ UINT32 cInitialSize
);
typedef HRESULT (__stdcall * MFCreateMediaType_t)(
_Out_ IMFMediaType** ppMFType
);
typedef HRESULT (__stdcall * MFEnumDeviceSources_t)(
_In_ IMFAttributes* pAttributes,
_Outptr_result_buffer_(*pcSourceActivate) IMFActivate*** pppSourceActivate,
_Out_ UINT32* pcSourceActivate
);
typedef HRESULT (__stdcall * MFCreateSourceReaderFromMediaSource_t)(
_In_ IMFMediaSource *pMediaSource,
_In_opt_ IMFAttributes *pAttributes,
_Out_ IMFSourceReader **ppSourceReader
);
typedef HRESULT (__stdcall * MFGetService_t)(
IUnknown* punkObject,
REFGUID guidService,
REFIID riid,
_Outptr_ LPVOID* ppvObject
);
static MFCreateAttributes_t MFCreateAttributes = nullptr;
static MFCreateMediaType_t MFCreateMediaType = nullptr;
static MFEnumDeviceSources_t MFEnumDeviceSources = nullptr;
static MFCreateSourceReaderFromMediaSource_t MFCreateSourceReaderFromMediaSource = nullptr;
static MFGetService_t MFGetService = nullptr;
void init_mf_library() {
// why was all of this needed?
//
// when iidx camhook was initially implemented, we linked to mf.lib, mfreadwrite.lib, and mfplat.lib
// this made Unity-based really unhappy, causing them to skip over the logic that loads mf library
// causing videos to not play ("Initializing Microsoft Media Foundation failed." in the cmd prompt)
//
// as a result, the static linking to mf libs were removed, and we are now doing the mess that is this file
if (INITIALIZED) {
return;
}
INITIALIZED = true;
log_misc("mf_wrappers", "creating delay-loaded wrappers for MF routines - BEGIN");
mf_dll = libutils::load_library("mf.dll", true);
mfreadwrite_dll = libutils::load_library("mfreadwrite.dll", true);
mfplat_dll = libutils::load_library("mfplat.dll", true);
MFCreateAttributes = (MFCreateAttributes_t)
libutils::get_proc(mfplat_dll, "MFCreateAttributes");
if (!MFCreateAttributes) {
log_fatal("mf_wrappers", "MFCreateAttributes failed to hook");
}
MFCreateMediaType = (MFCreateMediaType_t)
libutils::get_proc(mfplat_dll, "MFCreateMediaType");
if (!MFCreateMediaType) {
log_fatal("mf_wrappers", "MFCreateMediaType failed to hook");
}
MFEnumDeviceSources = (MFEnumDeviceSources_t)
libutils::get_proc(mf_dll, "MFEnumDeviceSources");
if (!MFEnumDeviceSources) {
log_fatal("mf_wrappers", "MFEnumDeviceSources failed to hook");
}
MFCreateSourceReaderFromMediaSource = (MFCreateSourceReaderFromMediaSource_t)
libutils::get_proc(mfreadwrite_dll, "MFCreateSourceReaderFromMediaSource");
if (!MFCreateSourceReaderFromMediaSource) {
log_fatal("mf_wrappers", "MFCreateSourceReaderFromMediaSource failed to hook");
}
MFGetService = (MFGetService_t)libutils::get_proc(mf_dll, "MFGetService");
if (!MFGetService) {
log_fatal("mf_wrappers", "MFGetService failed to hook");
}
log_misc("mf_wrappers", "creating delay-loaded wrappers for MF routines - DONE");
}
HRESULT WrappedMFCreateAttributes (
_Out_ IMFAttributes** ppMFAttributes,
_In_ UINT32 cInitialSize) {
return MFCreateAttributes(ppMFAttributes, cInitialSize);
}
HRESULT WrappedMFCreateMediaType (
_Out_ IMFMediaType** ppMFType) {
return MFCreateMediaType(ppMFType);
}
HRESULT WrappedMFEnumDeviceSources (
_In_ IMFAttributes* pAttributes,
_Outptr_result_buffer_(*pcSourceActivate) IMFActivate*** pppSourceActivate,
_Out_ UINT32* pcSourceActivate) {
return MFEnumDeviceSources(pAttributes, pppSourceActivate, pcSourceActivate);
}
HRESULT WrappedMFCreateSourceReaderFromMediaSource (
_In_ IMFMediaSource *pMediaSource,
_In_opt_ IMFAttributes *pAttributes,
_Out_ IMFSourceReader **ppSourceReader) {
return MFCreateSourceReaderFromMediaSource(pMediaSource, pAttributes, ppSourceReader);
}
HRESULT WrappedMFGetService (
IUnknown* punkObject,
REFGUID guidService,
REFIID riid,
_Outptr_ LPVOID* ppvObject) {
return MFGetService(punkObject, guidService, riid, ppvObject);
}
#include "mf_wrappers.h"
#include "util/libutils.h"
#include "util/logging.h"
namespace games::iidx {
static bool INITIALIZED = false;
static HMODULE mf_dll = nullptr;
static HMODULE mfreadwrite_dll = nullptr;
static HMODULE mfplat_dll = nullptr;
typedef HRESULT (__stdcall * MFCreateAttributes_t)(
_Out_ IMFAttributes** ppMFAttributes,
_In_ UINT32 cInitialSize
);
typedef HRESULT (__stdcall * MFCreateMediaType_t)(
_Out_ IMFMediaType** ppMFType
);
typedef HRESULT (__stdcall * MFEnumDeviceSources_t)(
_In_ IMFAttributes* pAttributes,
_Outptr_result_buffer_(*pcSourceActivate) IMFActivate*** pppSourceActivate,
_Out_ UINT32* pcSourceActivate
);
typedef HRESULT (__stdcall * MFCreateSourceReaderFromMediaSource_t)(
_In_ IMFMediaSource *pMediaSource,
_In_opt_ IMFAttributes *pAttributes,
_Out_ IMFSourceReader **ppSourceReader
);
typedef HRESULT (__stdcall * MFGetService_t)(
IUnknown* punkObject,
REFGUID guidService,
REFIID riid,
_Outptr_ LPVOID* ppvObject
);
static MFCreateAttributes_t MFCreateAttributes = nullptr;
static MFCreateMediaType_t MFCreateMediaType = nullptr;
static MFEnumDeviceSources_t MFEnumDeviceSources = nullptr;
static MFCreateSourceReaderFromMediaSource_t MFCreateSourceReaderFromMediaSource = nullptr;
static MFGetService_t MFGetService = nullptr;
void init_mf_library() {
// why was all of this needed?
//
// when iidx camhook was initially implemented, we linked to mf.lib, mfreadwrite.lib, and mfplat.lib
// this made Unity-based really unhappy, causing them to skip over the logic that loads mf library
// causing videos to not play ("Initializing Microsoft Media Foundation failed." in the cmd prompt)
//
// as a result, the static linking to mf libs were removed, and we are now doing the mess that is this file
if (INITIALIZED) {
return;
}
INITIALIZED = true;
log_misc("mf_wrappers", "creating delay-loaded wrappers for MF routines - BEGIN");
mf_dll = libutils::load_library("mf.dll", true);
mfreadwrite_dll = libutils::load_library("mfreadwrite.dll", true);
mfplat_dll = libutils::load_library("mfplat.dll", true);
MFCreateAttributes = (MFCreateAttributes_t)
libutils::get_proc(mfplat_dll, "MFCreateAttributes");
if (!MFCreateAttributes) {
log_fatal("mf_wrappers", "MFCreateAttributes failed to hook");
}
MFCreateMediaType = (MFCreateMediaType_t)
libutils::get_proc(mfplat_dll, "MFCreateMediaType");
if (!MFCreateMediaType) {
log_fatal("mf_wrappers", "MFCreateMediaType failed to hook");
}
MFEnumDeviceSources = (MFEnumDeviceSources_t)
libutils::get_proc(mf_dll, "MFEnumDeviceSources");
if (!MFEnumDeviceSources) {
log_fatal("mf_wrappers", "MFEnumDeviceSources failed to hook");
}
MFCreateSourceReaderFromMediaSource = (MFCreateSourceReaderFromMediaSource_t)
libutils::get_proc(mfreadwrite_dll, "MFCreateSourceReaderFromMediaSource");
if (!MFCreateSourceReaderFromMediaSource) {
log_fatal("mf_wrappers", "MFCreateSourceReaderFromMediaSource failed to hook");
}
MFGetService = (MFGetService_t)libutils::get_proc(mf_dll, "MFGetService");
if (!MFGetService) {
log_fatal("mf_wrappers", "MFGetService failed to hook");
}
log_misc("mf_wrappers", "creating delay-loaded wrappers for MF routines - DONE");
}
HRESULT WrappedMFCreateAttributes (
_Out_ IMFAttributes** ppMFAttributes,
_In_ UINT32 cInitialSize) {
return MFCreateAttributes(ppMFAttributes, cInitialSize);
}
HRESULT WrappedMFCreateMediaType (
_Out_ IMFMediaType** ppMFType) {
return MFCreateMediaType(ppMFType);
}
HRESULT WrappedMFEnumDeviceSources (
_In_ IMFAttributes* pAttributes,
_Outptr_result_buffer_(*pcSourceActivate) IMFActivate*** pppSourceActivate,
_Out_ UINT32* pcSourceActivate) {
return MFEnumDeviceSources(pAttributes, pppSourceActivate, pcSourceActivate);
}
HRESULT WrappedMFCreateSourceReaderFromMediaSource (
_In_ IMFMediaSource *pMediaSource,
_In_opt_ IMFAttributes *pAttributes,
_Out_ IMFSourceReader **ppSourceReader) {
return MFCreateSourceReaderFromMediaSource(pMediaSource, pAttributes, ppSourceReader);
}
HRESULT WrappedMFGetService (
IUnknown* punkObject,
REFGUID guidService,
REFIID riid,
_Outptr_ LPVOID* ppvObject) {
return MFGetService(punkObject, guidService, riid, ppvObject);
}
}
+32 -32
View File
@@ -1,33 +1,33 @@
#include <mfapi.h>
#include <mfidl.h>
#include <mfreadwrite.h>
#include <mfobjects.h>
#pragma once
namespace games::iidx {
void init_mf_library();
HRESULT WrappedMFCreateAttributes (
_Out_ IMFAttributes** ppMFAttributes,
_In_ UINT32 cInitialSize);
HRESULT WrappedMFCreateMediaType (
_Out_ IMFMediaType** ppMFType);
HRESULT WrappedMFEnumDeviceSources (
_In_ IMFAttributes* pAttributes,
_Outptr_result_buffer_(*pcSourceActivate) IMFActivate*** pppSourceActivate,
_Out_ UINT32* pcSourceActivate);
HRESULT WrappedMFCreateSourceReaderFromMediaSource (
_In_ IMFMediaSource *pMediaSource,
_In_opt_ IMFAttributes *pAttributes,
_Out_ IMFSourceReader **ppSourceReader);
HRESULT WrappedMFGetService (
IUnknown* punkObject,
REFGUID guidService,
REFIID riid,
_Outptr_ LPVOID* ppvObject);
#include <mfapi.h>
#include <mfidl.h>
#include <mfreadwrite.h>
#include <mfobjects.h>
#pragma once
namespace games::iidx {
void init_mf_library();
HRESULT WrappedMFCreateAttributes (
_Out_ IMFAttributes** ppMFAttributes,
_In_ UINT32 cInitialSize);
HRESULT WrappedMFCreateMediaType (
_Out_ IMFMediaType** ppMFType);
HRESULT WrappedMFEnumDeviceSources (
_In_ IMFAttributes* pAttributes,
_Outptr_result_buffer_(*pcSourceActivate) IMFActivate*** pppSourceActivate,
_Out_ UINT32* pcSourceActivate);
HRESULT WrappedMFCreateSourceReaderFromMediaSource (
_In_ IMFMediaSource *pMediaSource,
_In_opt_ IMFAttributes *pAttributes,
_Out_ IMFSourceReader **ppSourceReader);
HRESULT WrappedMFGetService (
IUnknown* punkObject,
REFGUID guidService,
REFIID riid,
_Outptr_ LPVOID* ppvObject);
}
+233 -233
View File
@@ -1,233 +1,233 @@
#include "touch_mode.h"
#include <atomic>
#include <mutex>
#include <unordered_map>
#include "touch/native/nativetouchhook.h"
#include "util/logging.h"
namespace games::nost::touch_mode {
// native contact positions feed piano input directly. native events reach the game
// in nav mode and are suppressed in piano mode. mode-button contacts are always
// suppressed and change that routing after release.
static constexpr LONG PIANO_LEFT_GAP = 11;
static constexpr LONG PIANO_RIGHT_GAP = 10;
static constexpr uint32_t PIANO_KEY_COUNT = 28;
struct TouchGeometry {
HWND window = nullptr;
RECT mode_button {};
LONG client_width = 0;
LONG client_height = 0;
bool valid() const {
return window != nullptr && client_width > 0 && client_height > 0;
}
};
struct NativeContact {
POINT position {};
// position contains game-client coordinates
bool client_position_valid = false;
// down began on the mode switch button; remains true through up
bool mode_button = false;
};
static std::atomic_bool accept_events { false };
static std::atomic<Mode> current_mode_state { Mode::Nav };
static std::mutex state_mutex;
static TouchGeometry touch_geometry;
// native contacts are kept by ID so each contact contributes exactly one position
static std::unordered_map<DWORD, NativeContact> active_contacts;
// a hardware button release requests one change after all contacts are released
static bool mode_change_pending = false;
static void reset_state_locked() {
current_mode_state.store(Mode::Nav, std::memory_order_release);
touch_geometry = {};
active_contacts.clear();
mode_change_pending = false;
}
// hardware contacts arrive in screen coordinates
static bool native_touch_in_button(const nativetouch::NativeTouchEvent &event) {
if (!touch_geometry.valid()) {
return false;
}
POINT position { event.x, event.y };
if (!ScreenToClient(touch_geometry.window, &position)) {
return false;
}
return PtInRect(&touch_geometry.mode_button, position) != FALSE;
}
static bool update_touch_state(const nativetouch::NativeTouchEvent &event) {
std::lock_guard<std::mutex> lock(state_mutex);
// first, process down / move events
if (event.down || event.move) {
auto contact = active_contacts.try_emplace(event.id).first;
// keep track of IDs that began as a down on the mode switch button
if (event.down) {
contact->second.mode_button = native_touch_in_button(event);
}
// check for valid position
POINT position { event.x, event.y };
if (touch_geometry.window != nullptr &&
ScreenToClient(touch_geometry.window, &position)) {
contact->second.position = position;
contact->second.client_position_valid = true;
}
}
const auto contact = active_contacts.find(event.id);
const bool mode_button_contact = contact != active_contacts.end() &&
contact->second.mode_button;
// process up events
if (event.up) {
active_contacts.erase(event.id);
// if a contact that began down event on the mode switch button has
// been released, a mode switch is now pending
if (mode_button_contact) {
mode_change_pending = true;
}
// apply the change on the final hardware up. switching earlier would
// split another contact's down and up events across different modes
if (mode_change_pending && active_contacts.empty()) {
mode_change_pending = false;
const auto next_mode = current_mode() == Mode::Nav ? Mode::Piano : Mode::Nav;
current_mode_state.store(next_mode, std::memory_order_release);
}
}
return mode_button_contact;
}
// install the Nostalgia-specific native touch interception
void enable() {
if (accept_events.exchange(true, std::memory_order_acq_rel)) {
return;
}
{
std::lock_guard<std::mutex> lock(state_mutex);
reset_state_locked();
}
nativetouch::set_input_filter(filter_native_touch);
log_info("nost::touch", "enabled");
}
void disable() {
if (!accept_events.exchange(false, std::memory_order_acq_rel)) {
return;
}
nativetouch::set_input_filter(nullptr);
std::lock_guard<std::mutex> lock(state_mutex);
reset_state_locked();
}
bool enabled() {
return accept_events.load(std::memory_order_acquire);
}
Mode current_mode() {
return current_mode_state.load(std::memory_order_acquire);
}
// publish the rendered overlay button rectangle in game-client pixels
void publish_button_bounds(HWND window, const RECT &client_bounds) {
TouchGeometry next {};
RECT client_rect {};
if (window != nullptr && GetClientRect(window, &client_rect) &&
client_rect.right > 0 && client_rect.bottom > 0) {
next.window = window;
next.mode_button = client_bounds;
next.client_width = client_rect.right;
next.client_height = client_rect.bottom;
}
std::lock_guard<std::mutex> lock(state_mutex);
touch_geometry = next;
}
// return the active 28-key piano bitfield for the PANB input update
uint32_t piano_key_state() {
if (!enabled() || current_mode() != Mode::Piano) {
return 0;
}
std::lock_guard<std::mutex> lock(state_mutex);
if (current_mode() != Mode::Piano || !touch_geometry.valid()) {
return 0;
}
uint32_t state = 0;
for (const auto &contact : active_contacts) {
// invalid position or mode-button contact; ignore these contacts
if (!contact.second.client_position_valid || contact.second.mode_button) {
continue;
}
const auto &position = contact.second.position;
// outside the client area or on the mode button; ignore these contacts
if (position.x < 0 || position.x >= touch_geometry.client_width ||
position.y < 0 || position.y >= touch_geometry.client_height ||
PtInRect(&touch_geometry.mode_button, position)) {
continue;
}
// divide the inset width evenly; touches in either side gap clamp to
// the nearest outer key so the physical screen edges remain playable
const auto piano_width =
touch_geometry.client_width - PIANO_LEFT_GAP - PIANO_RIGHT_GAP;
uint32_t key = 0;
if (position.x >= touch_geometry.client_width - PIANO_RIGHT_GAP) {
key = PIANO_KEY_COUNT - 1;
} else if (position.x >= PIANO_LEFT_GAP && piano_width > 0) {
key = static_cast<uint32_t>(
(position.x - PIANO_LEFT_GAP) * PIANO_KEY_COUNT / piano_width);
}
state |= UINT32_C(1) << key;
}
return state;
}
// update native contacts and report whether this event should be hidden from the game
bool filter_native_touch(const nativetouch::NativeTouchEvent &event) {
// synthetic events are outside this hardware-only feature
if (!enabled() || event.synthetic) {
// false leaves the event visible to the game
return false;
}
// snapshot routing before an up event can commit a pending mode switch
const bool piano_mode_before_update = current_mode() == Mode::Piano;
// update the contact lifetime and commit any pending switch when safe
const bool mode_button_contact = update_touch_state(event);
// hide every event in a contact that began on the mode switch button
if (mode_button_contact) {
return true;
}
// piano mode consumes hardware events; nav mode forwards them to the game
return piano_mode_before_update;
}
}
#include "touch_mode.h"
#include <atomic>
#include <mutex>
#include <unordered_map>
#include "touch/native/nativetouchhook.h"
#include "util/logging.h"
namespace games::nost::touch_mode {
// native contact positions feed piano input directly. native events reach the game
// in nav mode and are suppressed in piano mode. mode-button contacts are always
// suppressed and change that routing after release.
static constexpr LONG PIANO_LEFT_GAP = 11;
static constexpr LONG PIANO_RIGHT_GAP = 10;
static constexpr uint32_t PIANO_KEY_COUNT = 28;
struct TouchGeometry {
HWND window = nullptr;
RECT mode_button {};
LONG client_width = 0;
LONG client_height = 0;
bool valid() const {
return window != nullptr && client_width > 0 && client_height > 0;
}
};
struct NativeContact {
POINT position {};
// position contains game-client coordinates
bool client_position_valid = false;
// down began on the mode switch button; remains true through up
bool mode_button = false;
};
static std::atomic_bool accept_events { false };
static std::atomic<Mode> current_mode_state { Mode::Nav };
static std::mutex state_mutex;
static TouchGeometry touch_geometry;
// native contacts are kept by ID so each contact contributes exactly one position
static std::unordered_map<DWORD, NativeContact> active_contacts;
// a hardware button release requests one change after all contacts are released
static bool mode_change_pending = false;
static void reset_state_locked() {
current_mode_state.store(Mode::Nav, std::memory_order_release);
touch_geometry = {};
active_contacts.clear();
mode_change_pending = false;
}
// hardware contacts arrive in screen coordinates
static bool native_touch_in_button(const nativetouch::NativeTouchEvent &event) {
if (!touch_geometry.valid()) {
return false;
}
POINT position { event.x, event.y };
if (!ScreenToClient(touch_geometry.window, &position)) {
return false;
}
return PtInRect(&touch_geometry.mode_button, position) != FALSE;
}
static bool update_touch_state(const nativetouch::NativeTouchEvent &event) {
std::lock_guard<std::mutex> lock(state_mutex);
// first, process down / move events
if (event.down || event.move) {
auto contact = active_contacts.try_emplace(event.id).first;
// keep track of IDs that began as a down on the mode switch button
if (event.down) {
contact->second.mode_button = native_touch_in_button(event);
}
// check for valid position
POINT position { event.x, event.y };
if (touch_geometry.window != nullptr &&
ScreenToClient(touch_geometry.window, &position)) {
contact->second.position = position;
contact->second.client_position_valid = true;
}
}
const auto contact = active_contacts.find(event.id);
const bool mode_button_contact = contact != active_contacts.end() &&
contact->second.mode_button;
// process up events
if (event.up) {
active_contacts.erase(event.id);
// if a contact that began down event on the mode switch button has
// been released, a mode switch is now pending
if (mode_button_contact) {
mode_change_pending = true;
}
// apply the change on the final hardware up. switching earlier would
// split another contact's down and up events across different modes
if (mode_change_pending && active_contacts.empty()) {
mode_change_pending = false;
const auto next_mode = current_mode() == Mode::Nav ? Mode::Piano : Mode::Nav;
current_mode_state.store(next_mode, std::memory_order_release);
}
}
return mode_button_contact;
}
// install the Nostalgia-specific native touch interception
void enable() {
if (accept_events.exchange(true, std::memory_order_acq_rel)) {
return;
}
{
std::lock_guard<std::mutex> lock(state_mutex);
reset_state_locked();
}
nativetouch::set_input_filter(filter_native_touch);
log_info("nost::touch", "enabled");
}
void disable() {
if (!accept_events.exchange(false, std::memory_order_acq_rel)) {
return;
}
nativetouch::set_input_filter(nullptr);
std::lock_guard<std::mutex> lock(state_mutex);
reset_state_locked();
}
bool enabled() {
return accept_events.load(std::memory_order_acquire);
}
Mode current_mode() {
return current_mode_state.load(std::memory_order_acquire);
}
// publish the rendered overlay button rectangle in game-client pixels
void publish_button_bounds(HWND window, const RECT &client_bounds) {
TouchGeometry next {};
RECT client_rect {};
if (window != nullptr && GetClientRect(window, &client_rect) &&
client_rect.right > 0 && client_rect.bottom > 0) {
next.window = window;
next.mode_button = client_bounds;
next.client_width = client_rect.right;
next.client_height = client_rect.bottom;
}
std::lock_guard<std::mutex> lock(state_mutex);
touch_geometry = next;
}
// return the active 28-key piano bitfield for the PANB input update
uint32_t piano_key_state() {
if (!enabled() || current_mode() != Mode::Piano) {
return 0;
}
std::lock_guard<std::mutex> lock(state_mutex);
if (current_mode() != Mode::Piano || !touch_geometry.valid()) {
return 0;
}
uint32_t state = 0;
for (const auto &contact : active_contacts) {
// invalid position or mode-button contact; ignore these contacts
if (!contact.second.client_position_valid || contact.second.mode_button) {
continue;
}
const auto &position = contact.second.position;
// outside the client area or on the mode button; ignore these contacts
if (position.x < 0 || position.x >= touch_geometry.client_width ||
position.y < 0 || position.y >= touch_geometry.client_height ||
PtInRect(&touch_geometry.mode_button, position)) {
continue;
}
// divide the inset width evenly; touches in either side gap clamp to
// the nearest outer key so the physical screen edges remain playable
const auto piano_width =
touch_geometry.client_width - PIANO_LEFT_GAP - PIANO_RIGHT_GAP;
uint32_t key = 0;
if (position.x >= touch_geometry.client_width - PIANO_RIGHT_GAP) {
key = PIANO_KEY_COUNT - 1;
} else if (position.x >= PIANO_LEFT_GAP && piano_width > 0) {
key = static_cast<uint32_t>(
(position.x - PIANO_LEFT_GAP) * PIANO_KEY_COUNT / piano_width);
}
state |= UINT32_C(1) << key;
}
return state;
}
// update native contacts and report whether this event should be hidden from the game
bool filter_native_touch(const nativetouch::NativeTouchEvent &event) {
// synthetic events are outside this hardware-only feature
if (!enabled() || event.synthetic) {
// false leaves the event visible to the game
return false;
}
// snapshot routing before an up event can commit a pending mode switch
const bool piano_mode_before_update = current_mode() == Mode::Piano;
// update the contact lifetime and commit any pending switch when safe
const bool mode_button_contact = update_touch_state(event);
// hide every event in a contact that began on the mode switch button
if (mode_button_contact) {
return true;
}
// piano mode consumes hardware events; nav mode forwards them to the game
return piano_mode_before_update;
}
}
+27 -27
View File
@@ -1,27 +1,27 @@
#pragma once
#include <cstdint>
#include <windows.h>
#include "touch/native/nativetouchhook.h"
namespace games::nost::touch_mode {
// nav mode forwards contacts to the game; piano mode converts them into piano keys
enum class Mode {
Nav,
Piano,
};
void enable();
void disable();
bool enabled();
Mode current_mode();
void publish_button_bounds(HWND window, const RECT &client_bounds);
uint32_t piano_key_state();
bool filter_native_touch(const nativetouch::NativeTouchEvent &event);
}
#pragma once
#include <cstdint>
#include <windows.h>
#include "touch/native/nativetouchhook.h"
namespace games::nost::touch_mode {
// nav mode forwards contacts to the game; piano mode converts them into piano keys
enum class Mode {
Nav,
Piano,
};
void enable();
void disable();
bool enabled();
Mode current_mode();
void publish_button_bounds(HWND window, const RECT &client_bounds);
uint32_t piano_key_state();
bool filter_native_touch(const nativetouch::NativeTouchEvent &event);
}
+143 -143
View File
@@ -1,143 +1,143 @@
#include "touch_debug.h"
#include <array>
#include <atomic>
#include <cstring>
#include <mutex>
#include "external/imgui/imgui.h"
#include "games/rb/rb.h"
#include "games/rb/touch_defs.h"
namespace games::rb {
struct TouchDebugState {
std::array<unsigned char, TOUCH_PACKET_SIZE> packet {};
bool is_landscape = false;
};
std::atomic_bool TOUCH_DEBUG_OVERLAY = false;
static std::atomic_bool TOUCH_ACTIVE = false;
static std::mutex TOUCH_DEBUG_STATE_M;
static TouchDebugState TOUCH_DEBUG_STATE;
static float touch_scale_factor() {
return TOUCH_SCALING / (float) TOUCH_SCALE_DEFAULT;
}
static void clear_touch_debug_state() {
std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
TOUCH_DEBUG_STATE = {};
}
static TouchDebugState get_touch_debug_state() {
std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
return TOUCH_DEBUG_STATE;
}
static bool packet_bit_active(
const std::array<unsigned char, TOUCH_PACKET_SIZE> &packet, int bit) {
return (packet[TOUCH_PACKET_DATA_OFFSET + bit / 8] & (1u << (bit % 8))) != 0;
}
static int sensor_center(int sensor, int sensor_count, int extent) {
return ((sensor * 2 + 1) * extent) / (sensor_count * 2);
}
static float sensor_span_position(int sensor, int sensor_count, int extent) {
return sensor * (extent - 1) / (float) (sensor_count - 1);
}
bool touch_debug_overlay_enabled() {
return TOUCH_DEBUG_OVERLAY && TOUCH_ACTIVE.load(std::memory_order_acquire);
}
void touch_draw_debug_overlay() {
if (!touch_debug_overlay_enabled()) {
return;
}
const auto &io = ImGui::GetIO();
int width = static_cast<int>(io.DisplaySize.x);
int height = static_cast<int>(io.DisplaySize.y);
if (width <= 0 || height <= 0) {
return;
}
const float scale_factor = touch_scale_factor();
const float left = width * (1.f - scale_factor) / 2.f;
const float top = height * (1.f - scale_factor) / 2.f;
const float right = width - left;
const float bottom = height - top;
TouchDebugState state = get_touch_debug_state();
ImDrawList *draw_list = ImGui::GetBackgroundDrawList();
auto draw_line = [&](float x1, float y1, float x2, float y2) {
draw_list->AddLine(
ImVec2(x1, y1), ImVec2(x2, y2),
IM_COL32(0, 255, 64, 255), 2.f);
};
// show the valid input area when touch scaling restricts it
if (TOUCH_SCALING != TOUCH_SCALE_DEFAULT) {
draw_list->AddRect(
ImVec2(left, top), ImVec2(right, bottom),
IM_COL32(255, 255, 255, 255), 0.f, 0, 2.f);
}
// spread the usable X sensors 2..45 from edge to edge
for (int sensor = X_SENSOR_FIRST_ACTIVE; sensor <= X_SENSOR_LAST_ACTIVE; sensor++) {
if (!packet_bit_active(state.packet, X_SENSOR_FIRST_BIT + sensor)) {
continue;
}
float position = sensor_span_position(
sensor - X_SENSOR_FIRST_ACTIVE, X_SENSOR_ACTIVE_COUNT,
state.is_landscape ? height : width);
if (state.is_landscape) {
float y = top + position * scale_factor;
draw_line(left, y, right, y);
} else {
float x = left + position * scale_factor;
draw_line(x, top, x, bottom);
}
}
for (int sensor = 0; sensor < Y_SENSOR_COUNT; sensor++) {
if (!packet_bit_active(state.packet, Y_SENSOR_FIRST_BIT - sensor)) {
continue;
}
int position = sensor_center(
sensor, Y_SENSOR_COUNT,
state.is_landscape ? width : height);
if (state.is_landscape) {
float x = right - position * scale_factor;
draw_line(x, top, x, bottom);
} else {
float y = top + position * scale_factor;
draw_line(left, y, right, y);
}
}
}
void touch_debug_attach() {
clear_touch_debug_state();
TOUCH_ACTIVE.store(true, std::memory_order_release);
}
void touch_debug_detach() {
TOUCH_ACTIVE.store(false, std::memory_order_release);
clear_touch_debug_state();
}
void touch_debug_publish(const unsigned char *data, bool is_landscape) {
if (!TOUCH_DEBUG_OVERLAY) {
return;
}
std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
memcpy(TOUCH_DEBUG_STATE.packet.data(), data, TOUCH_PACKET_SIZE);
TOUCH_DEBUG_STATE.is_landscape = is_landscape;
}
}
#include "touch_debug.h"
#include <array>
#include <atomic>
#include <cstring>
#include <mutex>
#include "external/imgui/imgui.h"
#include "games/rb/rb.h"
#include "games/rb/touch_defs.h"
namespace games::rb {
struct TouchDebugState {
std::array<unsigned char, TOUCH_PACKET_SIZE> packet {};
bool is_landscape = false;
};
std::atomic_bool TOUCH_DEBUG_OVERLAY = false;
static std::atomic_bool TOUCH_ACTIVE = false;
static std::mutex TOUCH_DEBUG_STATE_M;
static TouchDebugState TOUCH_DEBUG_STATE;
static float touch_scale_factor() {
return TOUCH_SCALING / (float) TOUCH_SCALE_DEFAULT;
}
static void clear_touch_debug_state() {
std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
TOUCH_DEBUG_STATE = {};
}
static TouchDebugState get_touch_debug_state() {
std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
return TOUCH_DEBUG_STATE;
}
static bool packet_bit_active(
const std::array<unsigned char, TOUCH_PACKET_SIZE> &packet, int bit) {
return (packet[TOUCH_PACKET_DATA_OFFSET + bit / 8] & (1u << (bit % 8))) != 0;
}
static int sensor_center(int sensor, int sensor_count, int extent) {
return ((sensor * 2 + 1) * extent) / (sensor_count * 2);
}
static float sensor_span_position(int sensor, int sensor_count, int extent) {
return sensor * (extent - 1) / (float) (sensor_count - 1);
}
bool touch_debug_overlay_enabled() {
return TOUCH_DEBUG_OVERLAY && TOUCH_ACTIVE.load(std::memory_order_acquire);
}
void touch_draw_debug_overlay() {
if (!touch_debug_overlay_enabled()) {
return;
}
const auto &io = ImGui::GetIO();
int width = static_cast<int>(io.DisplaySize.x);
int height = static_cast<int>(io.DisplaySize.y);
if (width <= 0 || height <= 0) {
return;
}
const float scale_factor = touch_scale_factor();
const float left = width * (1.f - scale_factor) / 2.f;
const float top = height * (1.f - scale_factor) / 2.f;
const float right = width - left;
const float bottom = height - top;
TouchDebugState state = get_touch_debug_state();
ImDrawList *draw_list = ImGui::GetBackgroundDrawList();
auto draw_line = [&](float x1, float y1, float x2, float y2) {
draw_list->AddLine(
ImVec2(x1, y1), ImVec2(x2, y2),
IM_COL32(0, 255, 64, 255), 2.f);
};
// show the valid input area when touch scaling restricts it
if (TOUCH_SCALING != TOUCH_SCALE_DEFAULT) {
draw_list->AddRect(
ImVec2(left, top), ImVec2(right, bottom),
IM_COL32(255, 255, 255, 255), 0.f, 0, 2.f);
}
// spread the usable X sensors 2..45 from edge to edge
for (int sensor = X_SENSOR_FIRST_ACTIVE; sensor <= X_SENSOR_LAST_ACTIVE; sensor++) {
if (!packet_bit_active(state.packet, X_SENSOR_FIRST_BIT + sensor)) {
continue;
}
float position = sensor_span_position(
sensor - X_SENSOR_FIRST_ACTIVE, X_SENSOR_ACTIVE_COUNT,
state.is_landscape ? height : width);
if (state.is_landscape) {
float y = top + position * scale_factor;
draw_line(left, y, right, y);
} else {
float x = left + position * scale_factor;
draw_line(x, top, x, bottom);
}
}
for (int sensor = 0; sensor < Y_SENSOR_COUNT; sensor++) {
if (!packet_bit_active(state.packet, Y_SENSOR_FIRST_BIT - sensor)) {
continue;
}
int position = sensor_center(
sensor, Y_SENSOR_COUNT,
state.is_landscape ? width : height);
if (state.is_landscape) {
float x = right - position * scale_factor;
draw_line(x, top, x, bottom);
} else {
float y = top + position * scale_factor;
draw_line(left, y, right, y);
}
}
}
void touch_debug_attach() {
clear_touch_debug_state();
TOUCH_ACTIVE.store(true, std::memory_order_release);
}
void touch_debug_detach() {
TOUCH_ACTIVE.store(false, std::memory_order_release);
clear_touch_debug_state();
}
void touch_debug_publish(const unsigned char *data, bool is_landscape) {
if (!TOUCH_DEBUG_OVERLAY) {
return;
}
std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
memcpy(TOUCH_DEBUG_STATE.packet.data(), data, TOUCH_PACKET_SIZE);
TOUCH_DEBUG_STATE.is_landscape = is_landscape;
}
}
+14 -14
View File
@@ -1,14 +1,14 @@
#pragma once
#include <atomic>
namespace games::rb {
extern std::atomic_bool TOUCH_DEBUG_OVERLAY;
bool touch_debug_overlay_enabled();
void touch_draw_debug_overlay();
void touch_debug_attach();
void touch_debug_detach();
void touch_debug_publish(const unsigned char *data, bool is_landscape);
}
#pragma once
#include <atomic>
namespace games::rb {
extern std::atomic_bool TOUCH_DEBUG_OVERLAY;
bool touch_debug_overlay_enabled();
void touch_draw_debug_overlay();
void touch_debug_attach();
void touch_debug_detach();
void touch_debug_publish(const unsigned char *data, bool is_landscape);
}
+17 -17
View File
@@ -1,17 +1,17 @@
#pragma once
namespace games::rb {
inline constexpr int TOUCH_SCALE_DEFAULT = 1000;
inline constexpr int TOUCH_PACKET_SIZE = 20;
inline constexpr int TOUCH_PACKET_DATA_OFFSET = 3;
inline constexpr int X_SENSOR_COUNT = 48;
inline constexpr int X_SENSOR_FIRST_ACTIVE = 2;
inline constexpr int X_SENSOR_LAST_ACTIVE = 45;
inline constexpr int X_SENSOR_ACTIVE_COUNT =
X_SENSOR_LAST_ACTIVE - X_SENSOR_FIRST_ACTIVE + 1;
inline constexpr int X_SENSOR_FIRST_BIT = 88;
inline constexpr int Y_SENSOR_COUNT = 76;
inline constexpr int Y_SENSOR_FIRST_BIT = 75;
}
#pragma once
namespace games::rb {
inline constexpr int TOUCH_SCALE_DEFAULT = 1000;
inline constexpr int TOUCH_PACKET_SIZE = 20;
inline constexpr int TOUCH_PACKET_DATA_OFFSET = 3;
inline constexpr int X_SENSOR_COUNT = 48;
inline constexpr int X_SENSOR_FIRST_ACTIVE = 2;
inline constexpr int X_SENSOR_LAST_ACTIVE = 45;
inline constexpr int X_SENSOR_ACTIVE_COUNT =
X_SENSOR_LAST_ACTIVE - X_SENSOR_FIRST_ACTIVE + 1;
inline constexpr int X_SENSOR_FIRST_BIT = 88;
inline constexpr int Y_SENSOR_COUNT = 76;
inline constexpr int Y_SENSOR_FIRST_BIT = 75;
}
+13 -26
View File
@@ -3,6 +3,7 @@
#if SPICE64
#include <cstdint>
#include "api/client.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/utils.h"
@@ -349,43 +350,29 @@ namespace games::sdvx {
* 9 - v unit - 258 bytes - 86 colors
*
* data is stored in RGB order, 3 bytes per color
*
* TODO: expose this data via API
*/
// data mapping
static struct TapeLedMapping {
size_t data_size;
int index_r, index_g, index_b;
TapeLedMapping(size_t data_size, int index_r, int index_g, int index_b)
: data_size(data_size), index_r(index_r), index_g(index_g), index_b(index_b) {}
} mapping[] = {
{ 74, Lights::TITLE_AVG_R, Lights::TITLE_AVG_G, Lights::TITLE_AVG_B },
{ 12, Lights::UPPER_LEFT_SPEAKER_AVG_R, Lights::UPPER_LEFT_SPEAKER_AVG_G, Lights::UPPER_LEFT_SPEAKER_AVG_B },
{ 12, Lights::UPPER_RIGHT_SPEAKER_AVG_R, Lights::UPPER_RIGHT_SPEAKER_AVG_G, Lights::UPPER_RIGHT_SPEAKER_AVG_B },
{ 56, Lights::LEFT_WING_AVG_R, Lights::LEFT_WING_AVG_G, Lights::LEFT_WING_AVG_B },
{ 56, Lights::RIGHT_WING_AVG_R, Lights::RIGHT_WING_AVG_G, Lights::RIGHT_WING_AVG_B },
{ 94, Lights::CONTROL_PANEL_AVG_R, Lights::CONTROL_PANEL_AVG_G, Lights::CONTROL_PANEL_AVG_B },
{ 12, Lights::LOWER_LEFT_SPEAKER_AVG_R, Lights::LOWER_LEFT_SPEAKER_AVG_G, Lights::LOWER_LEFT_SPEAKER_AVG_B },
{ 12, Lights::LOWER_RIGHT_SPEAKER_AVG_R, Lights::LOWER_RIGHT_SPEAKER_AVG_G, Lights::LOWER_RIGHT_SPEAKER_AVG_B },
{ 14, Lights::WOOFER_AVG_R, Lights::WOOFER_AVG_G, Lights::WOOFER_AVG_B },
{ 86, Lights::V_UNIT_AVG_R, Lights::V_UNIT_AVG_G, Lights::V_UNIT_AVG_B },
};
// check index bounds
if (tapeledutils::is_enabled() && index < std::size(mapping)) {
auto &map = mapping[index];
if (tapeledutils::is_enabled() && index < std::size(TAPELED_MAPPING)) {
auto &map = TAPELED_MAPPING[index];
const auto data_size = map.data.size();
// pick a color to use
const auto rgb = tapeledutils::pick_color_from_led_tape(data, map.data_size);
const auto rgb = tapeledutils::pick_color_from_led_tape(data, data_size);
// program the lights into API
auto &lights = get_lights();
GameAPI::Lights::writeLight(RI_MGR, lights[map.index_r], rgb.r);
GameAPI::Lights::writeLight(RI_MGR, lights[map.index_g], rgb.g);
GameAPI::Lights::writeLight(RI_MGR, lights[map.index_b], rgb.b);
if (api::has_clients()) {
for (size_t i = 0; i < data_size; ++i) {
map.data[i].r = data[i * 3];
map.data[i].g = data[i * 3 + 1];
map.data[i].b = data[i * 3 + 2];
}
}
}
if (This != custom_node) {
+13
View File
@@ -61,6 +61,19 @@ namespace games::sdvx {
static HKEY real_asio_reg_handle = nullptr;
static HKEY real_asio_device_reg_handle = nullptr;
tapeledutils::tape_led TAPELED_MAPPING[SDVX_TAPELED_TOTAL] = {
{ 74, Lights::TITLE_AVG_R, Lights::TITLE_AVG_G, Lights::TITLE_AVG_B, "Title" },
{ 12, Lights::UPPER_LEFT_SPEAKER_AVG_R, Lights::UPPER_LEFT_SPEAKER_AVG_G, Lights::UPPER_LEFT_SPEAKER_AVG_B, "Upper Left Speaker" },
{ 12, Lights::UPPER_RIGHT_SPEAKER_AVG_R, Lights::UPPER_RIGHT_SPEAKER_AVG_G, Lights::UPPER_RIGHT_SPEAKER_AVG_B, "Upper Right Speaker" },
{ 56, Lights::LEFT_WING_AVG_R, Lights::LEFT_WING_AVG_G, Lights::LEFT_WING_AVG_B, "Left Wing" },
{ 56, Lights::RIGHT_WING_AVG_R, Lights::RIGHT_WING_AVG_G, Lights::RIGHT_WING_AVG_B, "Right Wing" },
{ 94, Lights::CONTROL_PANEL_AVG_R, Lights::CONTROL_PANEL_AVG_G, Lights::CONTROL_PANEL_AVG_B, "Control Panel" },
{ 12, Lights::LOWER_LEFT_SPEAKER_AVG_R, Lights::LOWER_LEFT_SPEAKER_AVG_G, Lights::LOWER_LEFT_SPEAKER_AVG_B, "Lower Left Speaker" },
{ 12, Lights::LOWER_RIGHT_SPEAKER_AVG_R, Lights::LOWER_RIGHT_SPEAKER_AVG_G, Lights::LOWER_RIGHT_SPEAKER_AVG_B, "Lower Right Speaker" },
{ 14, Lights::WOOFER_AVG_R, Lights::WOOFER_AVG_G, Lights::WOOFER_AVG_B, "Woofer" },
{ 86, Lights::V_UNIT_AVG_R, Lights::V_UNIT_AVG_G, Lights::V_UNIT_AVG_B, "V Unit" },
};
static LONG WINAPI RegOpenKeyA_hook(HKEY hKey, LPCSTR lpSubKey, PHKEY phkResult) {
if (lpSubKey != nullptr &&
phkResult != nullptr &&
+4
View File
@@ -6,6 +6,7 @@
#include "avs/game.h"
#include "games/game.h"
#include "util/tapeled.h"
namespace games::sdvx {
@@ -25,6 +26,9 @@ namespace games::sdvx {
// states
extern bool SHOW_VM_MONITOR_WARNING;
constexpr int SDVX_TAPELED_TOTAL = 10;
extern tapeledutils::tape_led TAPELED_MAPPING[SDVX_TAPELED_TOTAL];
static inline bool is_valkyrie_model() {
return (
avs::game::is_model("KFC") &&
+72 -72
View File
@@ -1,72 +1,72 @@
#include "sdvx_live2d.h"
// only the Live2D-capable SDVX versions are 64-bit, so the whole feature is
// compiled out of 32-bit builds.
#ifdef SPICE64
#include <string>
#include "hooks/graphics/graphics.h"
#include "launcher/logger.h"
#include "util/logging.h"
namespace games::sdvx {
// Live2D in-game scene detection (for the -sdvxnolive2d "ingame" option).
//
// the game logs scene transitions as "I:Attach: in <SCENE>" / "I:Detach: in
// <SCENE>". several scenes correspond to in-song gameplay (with the heavy
// Live2D rendering); we watch those log lines and keep the shared flag
// the d3d9 backend reads up to date. the hook never alters the log output
// (always returns false).
static bool live2d_scene_log_hook(
void *user, const std::string &data, logger::Style style, std::string &out) {
// any of these scenes counts as in-song gameplay (different play modes)
static const char *const gameplay_scenes[] = {
"in ALTERNATIVE_GAME_SCENE",
"in MEGAMIX_GAME_SCENE",
"in MEGAMIX_BATTLE",
"in BATTLE_GAME_SCENE",
"in AUTOMATION_GAME_SCENE",
"in ARENA_GAME_SCENE",
};
bool in_gameplay_scene = false;
for (const auto *scene : gameplay_scenes) {
if (data.find(scene) != std::string::npos) {
in_gameplay_scene = true;
break;
}
}
if (!in_gameplay_scene) {
return false;
}
// note: log messages here must NOT contain any matched scene token, else
// this hook would re-enter itself when the message is pushed.
if (data.find("I:Attach: in ") != std::string::npos) {
if (!GRAPHICS_SDVX_LIVE2D_IN_GAMEPLAY.exchange(true, std::memory_order_relaxed)) {
log_info("sdvx", "Live2D skip: entering gameplay");
}
} else if (data.find("I:Detach: in ") != std::string::npos) {
if (GRAPHICS_SDVX_LIVE2D_IN_GAMEPLAY.exchange(false, std::memory_order_relaxed)) {
log_info("sdvx", "Live2D skip: leaving gameplay");
}
}
return false;
}
void live2d_scene_detection_init() {
static bool installed = false;
if (installed) {
return;
}
installed = true;
// the logger's hook list is a persistent static, so registering here is
// safe even though this runs before logger::start(). we intentionally do
// NOT log a confirmation now: at this point the log file isn't open yet
// and the message would be dropped. the entering/leaving-gameplay lines
// above provide runtime confirmation once the logger is running.
logger::hook_add(live2d_scene_log_hook, nullptr);
}
}
#endif // SPICE64
#include "sdvx_live2d.h"
// only the Live2D-capable SDVX versions are 64-bit, so the whole feature is
// compiled out of 32-bit builds.
#ifdef SPICE64
#include <string>
#include "hooks/graphics/graphics.h"
#include "launcher/logger.h"
#include "util/logging.h"
namespace games::sdvx {
// Live2D in-game scene detection (for the -sdvxnolive2d "ingame" option).
//
// the game logs scene transitions as "I:Attach: in <SCENE>" / "I:Detach: in
// <SCENE>". several scenes correspond to in-song gameplay (with the heavy
// Live2D rendering); we watch those log lines and keep the shared flag
// the d3d9 backend reads up to date. the hook never alters the log output
// (always returns false).
static bool live2d_scene_log_hook(
void *user, const std::string &data, logger::Style style, std::string &out) {
// any of these scenes counts as in-song gameplay (different play modes)
static const char *const gameplay_scenes[] = {
"in ALTERNATIVE_GAME_SCENE",
"in MEGAMIX_GAME_SCENE",
"in MEGAMIX_BATTLE",
"in BATTLE_GAME_SCENE",
"in AUTOMATION_GAME_SCENE",
"in ARENA_GAME_SCENE",
};
bool in_gameplay_scene = false;
for (const auto *scene : gameplay_scenes) {
if (data.find(scene) != std::string::npos) {
in_gameplay_scene = true;
break;
}
}
if (!in_gameplay_scene) {
return false;
}
// note: log messages here must NOT contain any matched scene token, else
// this hook would re-enter itself when the message is pushed.
if (data.find("I:Attach: in ") != std::string::npos) {
if (!GRAPHICS_SDVX_LIVE2D_IN_GAMEPLAY.exchange(true, std::memory_order_relaxed)) {
log_info("sdvx", "Live2D skip: entering gameplay");
}
} else if (data.find("I:Detach: in ") != std::string::npos) {
if (GRAPHICS_SDVX_LIVE2D_IN_GAMEPLAY.exchange(false, std::memory_order_relaxed)) {
log_info("sdvx", "Live2D skip: leaving gameplay");
}
}
return false;
}
void live2d_scene_detection_init() {
static bool installed = false;
if (installed) {
return;
}
installed = true;
// the logger's hook list is a persistent static, so registering here is
// safe even though this runs before logger::start(). we intentionally do
// NOT log a confirmation now: at this point the log file isn't open yet
// and the message would be dropped. the entering/leaving-gameplay lines
// above provide runtime confirmation once the logger is running.
logger::hook_add(live2d_scene_log_hook, nullptr);
}
}
#endif // SPICE64
+14 -14
View File
@@ -1,14 +1,14 @@
#pragma once
namespace games::sdvx {
#ifdef SPICE64
// installs the Live2D in-game scene-detection log hook used by the
// -sdvxnolive2d "ingame" option. does not require the SDVX game module to
// be attached, so it can be enabled purely from the launcher option.
// only the Live2D-capable SDVX versions are 64-bit, so this is compiled out
// of 32-bit builds.
void live2d_scene_detection_init();
#endif
}
#pragma once
namespace games::sdvx {
#ifdef SPICE64
// installs the Live2D in-game scene-detection log hook used by the
// -sdvxnolive2d "ingame" option. does not require the SDVX game module to
// be attached, so it can be enabled purely from the launcher option.
// only the Live2D-capable SDVX versions are 64-bit, so this is compiled out
// of 32-bit builds.
void live2d_scene_detection_init();
#endif
}
+84 -84
View File
@@ -1,84 +1,84 @@
#include "asio_driver_scan.h"
#include <algorithm>
#include <windows.h>
#include "util/utils.h"
namespace hooks::audio {
static constexpr char ASIO_REG_PATH[] = "software\\asio";
static constexpr char ASIO_REG_DESC[] = "description";
// enumerate a single registry view, appending to entries while merging
// duplicates discovered in another view. Drivers are matched by name (not
// CLSID): the game's ASIO loader selects drivers by name, and some vendors
// register the same CLSID under different 32-bit/64-bit names (e.g. "XONAR
// SOUND CARD" vs "XONAR SOUND CARD(64)"), which are distinct user choices.
static void scan_view(
REGSAM wow64_flag,
bool is_64bit,
std::vector<AsioDriverScanEntry> &entries) {
HKEY hkEnum = nullptr;
if (RegOpenKeyExA(HKEY_LOCAL_MACHINE, ASIO_REG_PATH, 0,
KEY_READ | wow64_flag, &hkEnum) != ERROR_SUCCESS) {
return;
}
char key_name[256];
for (DWORD index = 0;
RegEnumKeyA(hkEnum, index, key_name, sizeof(key_name)) == ERROR_SUCCESS;
index++) {
// read description (display name), fall back to the key name.
// RegOpenKeyExA + RegQueryValueExA is used instead of RegGetValueA
// because the latter is unavailable on Windows XP.
char desc[256] = { 0 };
DWORD size = sizeof(desc);
std::string name = key_name;
HKEY hkDriver = nullptr;
if (RegOpenKeyExA(hkEnum, key_name, 0,
KEY_QUERY_VALUE | wow64_flag, &hkDriver) == ERROR_SUCCESS) {
DWORD type = 0;
if (RegQueryValueExA(hkDriver,
ASIO_REG_DESC,
nullptr,
&type,
reinterpret_cast<LPBYTE>(desc),
&size) == ERROR_SUCCESS
&& type == REG_SZ && desc[0]) {
// ensure null termination
desc[sizeof(desc) - 1] = '\0';
name = desc;
}
RegCloseKey(hkDriver);
}
// merge with an existing entry from the other view (match by name)
const std::string name_lower = strtolower(name);
auto it = std::find_if(entries.begin(), entries.end(), [&](const auto &e) {
return strtolower(e.name) == name_lower;
});
if (it == entries.end()) {
entries.push_back({ name });
it = entries.end() - 1;
}
it->found_32bit |= !is_64bit;
it->found_64bit |= is_64bit;
}
RegCloseKey(hkEnum);
}
std::vector<AsioDriverScanEntry> scan_asio_drivers() {
std::vector<AsioDriverScanEntry> entries;
// 64-bit view first so it wins ordering when present in both
scan_view(KEY_WOW64_64KEY, true, entries);
scan_view(KEY_WOW64_32KEY, false, entries);
return entries;
}
}
#include "asio_driver_scan.h"
#include <algorithm>
#include <windows.h>
#include "util/utils.h"
namespace hooks::audio {
static constexpr char ASIO_REG_PATH[] = "software\\asio";
static constexpr char ASIO_REG_DESC[] = "description";
// enumerate a single registry view, appending to entries while merging
// duplicates discovered in another view. Drivers are matched by name (not
// CLSID): the game's ASIO loader selects drivers by name, and some vendors
// register the same CLSID under different 32-bit/64-bit names (e.g. "XONAR
// SOUND CARD" vs "XONAR SOUND CARD(64)"), which are distinct user choices.
static void scan_view(
REGSAM wow64_flag,
bool is_64bit,
std::vector<AsioDriverScanEntry> &entries) {
HKEY hkEnum = nullptr;
if (RegOpenKeyExA(HKEY_LOCAL_MACHINE, ASIO_REG_PATH, 0,
KEY_READ | wow64_flag, &hkEnum) != ERROR_SUCCESS) {
return;
}
char key_name[256];
for (DWORD index = 0;
RegEnumKeyA(hkEnum, index, key_name, sizeof(key_name)) == ERROR_SUCCESS;
index++) {
// read description (display name), fall back to the key name.
// RegOpenKeyExA + RegQueryValueExA is used instead of RegGetValueA
// because the latter is unavailable on Windows XP.
char desc[256] = { 0 };
DWORD size = sizeof(desc);
std::string name = key_name;
HKEY hkDriver = nullptr;
if (RegOpenKeyExA(hkEnum, key_name, 0,
KEY_QUERY_VALUE | wow64_flag, &hkDriver) == ERROR_SUCCESS) {
DWORD type = 0;
if (RegQueryValueExA(hkDriver,
ASIO_REG_DESC,
nullptr,
&type,
reinterpret_cast<LPBYTE>(desc),
&size) == ERROR_SUCCESS
&& type == REG_SZ && desc[0]) {
// ensure null termination
desc[sizeof(desc) - 1] = '\0';
name = desc;
}
RegCloseKey(hkDriver);
}
// merge with an existing entry from the other view (match by name)
const std::string name_lower = strtolower(name);
auto it = std::find_if(entries.begin(), entries.end(), [&](const auto &e) {
return strtolower(e.name) == name_lower;
});
if (it == entries.end()) {
entries.push_back({ name });
it = entries.end() - 1;
}
it->found_32bit |= !is_64bit;
it->found_64bit |= is_64bit;
}
RegCloseKey(hkEnum);
}
std::vector<AsioDriverScanEntry> scan_asio_drivers() {
std::vector<AsioDriverScanEntry> entries;
// 64-bit view first so it wins ordering when present in both
scan_view(KEY_WOW64_64KEY, true, entries);
scan_view(KEY_WOW64_32KEY, false, entries);
return entries;
}
}
+15 -15
View File
@@ -1,15 +1,15 @@
#pragma once
#include <string>
#include <vector>
namespace hooks::audio {
struct AsioDriverScanEntry {
std::string name;
bool found_32bit = false;
bool found_64bit = false;
};
std::vector<AsioDriverScanEntry> scan_asio_drivers();
}
#pragma once
#include <string>
#include <vector>
namespace hooks::audio {
struct AsioDriverScanEntry {
std::string name;
bool found_32bit = false;
bool found_64bit = false;
};
std::vector<AsioDriverScanEntry> scan_asio_drivers();
}
File diff suppressed because it is too large Load Diff
+240 -240
View File
@@ -1,240 +1,240 @@
#pragma once
#include <atomic>
#include <memory>
#include <string>
#include <vector>
#include <windows.h>
#include "external/asio/asio.h"
#include "external/asio/iasiodrv.h"
namespace hooks::audio::asio {
// returns true if a CoCreateInstance call is instantiating a registered ASIO driver.
// ASIO hosts pass the driver CLSID as both class id and interface id; we also validate
// it against the system's registered ASIO drivers to avoid false positives
bool is_asio_creation(REFCLSID rclsid, REFIID riid);
// wrap a real ASIO driver instance, taking ownership of the supplied reference, and
// return a proxy that forwards every call to it. also records it as the cached
// instance for its CLSID so later CoCreate calls can reuse it (see wrap_existing)
IUnknown *wrap(REFCLSID clsid, void *real);
// if a cached wrapper already exists for this CLSID, return it (with an added
// reference); otherwise nullptr to signal the caller to create the real driver and
// wrap it. lets the host reuse one driver instance instead of re-instantiating it
IUnknown *wrap_existing(REFCLSID clsid);
// drop the process-lifetime references taken by wrap() so cached drivers can be released
// at shutdown. only relinquishes our pin, so a real driver is torn down once the host
// has released its own references too. call from a controlled shutdown point, never from
// a static destructor (the driver DLL may already be unloaded)
void release_all_wrappers();
}
// transparent proxy around a real ASIO driver; a single place to intercept ASIO traffic
struct WrappedAsio final : IAsio {
WrappedAsio(IAsio *real, REFCLSID clsid, std::string name)
: pReal(real), clsid(clsid), driver_name(std::move(name)) {
}
WrappedAsio(const WrappedAsio &) = delete;
WrappedAsio &operator=(const WrappedAsio &) = delete;
virtual ~WrappedAsio();
// selects which source channel pair of a multichannel ASIO output reaches the device's
// 2.0 front pair. when not None, the proxy presents the game's expected multichannel
// layout to the host so it proceeds to create_buffers, then opens only a two-channel
// stream on the real device and routes the selected pair onto it (see create_buffers).
// Front is the plain "force two channel" case (forward the device's own front pair);
// the others copy a different pair onto 0/1. assumes a standard 7.1 layout (0-indexed).
// set once at boot, before any wrapper exists, so it needs no synchronization
enum class StereoDownmix {
None, // feature disabled - full multichannel passthrough
Front, // channels 0/1 - the device front pair is forwarded as-is (no copy)
Center, // channel 2 duplicated to both 0 and 1
Rear, // channels 4/5 -> 0/1
Side, // channels 6/7 -> 0/1
};
static StereoDownmix STEREO_DOWNMIX;
// true when a stereo extraction is configured, i.e. the real device should open a 2.0
// stream and only the selected pair should reach it. the former standalone
// FORCE_TWO_CHANNELS flag is now just the Front case of this
static bool force_two_channels() {
return STEREO_DOWNMIX != StereoDownmix::None;
}
// some games hardcode a multichannel ASIO output and bail before create_buffers if
// get_channels reports fewer, so we report at least this many output channels when a
// stereo extraction is active
static constexpr long FORCED_OUTPUT_CHANNELS = 8;
// maps an option string ("front", "center", "rear", "side") to a StereoDownmix value,
// returning None for anything unrecognized
static StereoDownmix name_to_stereo_downmix(const char *name);
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppv) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
#pragma endregion
#pragma region IAsio
AsioBool __thiscall init(void *sys_handle) override;
void __thiscall get_driver_name(char *name) override;
long __thiscall get_driver_version() override;
void __thiscall get_error_message(char *string) override;
AsioError __thiscall start() override;
AsioError __thiscall stop() override;
AsioError __thiscall get_channels(long *num_input_channels, long *num_output_channels) override;
AsioError __thiscall get_latencies(long *input_latency, long *output_latency) override;
AsioError __thiscall get_buffer_size(
long *min_size,
long *max_size,
long *preferred_size,
long *granularity) override;
AsioError __thiscall can_sample_rate(AsioSampleRate sample_rate) override;
AsioError __thiscall get_sample_rate(AsioSampleRate *sample_rate) override;
AsioError __thiscall set_sample_rate(AsioSampleRate sample_rate) override;
AsioError __thiscall get_clock_sources(ASIOClockSource *clocks, long *num_sources) override;
AsioError __thiscall set_clock_source(long reference) override;
AsioError __thiscall get_sample_position(ASIOSamples *s_pos, ASIOTimeStamp *t_stamp) override;
AsioError __thiscall get_channel_info(AsioChannelInfo *info) override;
AsioError __thiscall create_buffers(
AsioBufferInfo *buffer_infos,
long num_channels,
long buffer_size,
AsioCallbacks *callbacks) override;
AsioError __thiscall dispose_buffers() override;
AsioError __thiscall control_panel() override;
AsioError __thiscall future(long selector, void *opt) override;
AsioError __thiscall output_ready() override;
#pragma endregion
// quiesces any leftover stream/buffer state before the cached wrapper is handed back
// for reuse, without destroying the real driver (see wrap_existing)
void quiesce_for_reuse();
private:
// create_buffers implementation used when a stereo extraction is active: forwards only
// the channels the real device has and hands the game throwaway buffers for the rest
AsioError create_buffers_front_pair(
AsioBufferInfo *buffer_infos,
long num_channels,
long buffer_size,
AsioCallbacks *callbacks);
// if any post-processing effect (volume boost or stereo downmix) is active, saves the
// game's callbacks and returns a proxy callback set (our buffer-switch trampolines) to
// hand the real driver instead, so we can rework its output buffers after the game
// fills them. otherwise returns the game's callbacks unchanged. called at create_buffers
// time, before the stream starts
AsioCallbacks *install_proxy_callbacks(AsioCallbacks *game_callbacks);
// records a device output channel whose buffers we scale by the volume boost. queries
// the real driver for the channel's sample format. called at create_buffers time
void record_volume_output_channel(const AsioBufferInfo &info);
// the real device's output sample format, queried from its first output channel. all
// output channels of a device share one format, so this characterizes them all. returns
// ASIOSTLastEntry if the device has no output channels or the query fails
AsioSampleType device_output_sample_type();
// locates the destination pair (device channels 0/1) and the configured source channels
// in the game's buffer set so the realtime path can copy the selected pair onto 0/1.
// a no-op unless STEREO_DOWNMIX selects a non-front pair. called at create_buffers time
void record_downmix_channels(AsioBufferInfo *buffer_infos, long num_channels, long buffer_size);
// publishes the captured post-process state to the realtime thread once the buffers
// exist, making our trampolines start reworking output. called at the end of either
// create_buffers path
void publish_post_process(long buffer_size);
// detaches this instance from the realtime trampolines so they stop touching its
// buffers. called from dispose_buffers and the destructor
void detach_post_process();
// multiplies every recorded output channel's buffer for the given double-buffer index
// by the volume boost. runs on the driver's realtime thread from our buffer switch
void apply_output_volume(long double_buffer_index);
// copies the configured source channel pair onto device channels 0/1 for the given
// double-buffer index. runs on the driver's realtime thread from our buffer switch
void apply_downmix(long double_buffer_index);
// realtime-thread trampolines for the buffer-switch callbacks, handed to the real
// driver in place of the game's; ASIO callbacks carry no user data, so they reach the
// active wrapper through active_instance, call the game's original, then rework output.
// the other two callbacks (sample_rate_did_change, asio_message) are forwarded as the
// game's own pointers, so they need no trampoline
static void __cdecl proxy_buffer_switch(long double_buffer_index, AsioBool direct_process);
static AsioTime * __cdecl proxy_buffer_switch_time_info(
AsioTime *params, long double_buffer_index, AsioBool direct_process);
// the single wrapper whose proxy callbacks are installed (ASIO is single-instance with
// one running stream); read by the static trampolines to reach the right wrapper
static std::atomic<WrappedAsio *> active_instance;
IAsio *const pReal;
const CLSID clsid;
// registry name of the driver (not get_driver_name), used in our logs as a single
// unambiguous name; constant for our lifetime
std::string driver_name;
// the real driver is initialized exactly once; repeat init() calls are a no-op success
bool initialized = false;
// whether the real driver currently has a buffer set / running stream. used to quiesce
// leftover state when the cached wrapper is reused (see quiesce_for_reuse)
bool buffers_created = false;
bool started = false;
// our own reference count; we hold one reference on pReal and release it when this
// drops to zero
std::atomic<ULONG> ref_count {1};
// throwaway double buffers handed to the channels we discard when a stereo extraction
// is active (see create_buffers). owned for the lifetime of the buffer set and freed
// in dispose_buffers; only read by the game from its own bufferSwitch, never by us
std::vector<std::unique_ptr<uint8_t[]>> dummy_buffers;
// one device output channel scaled by the volume boost in our buffer switch
struct VolumeOutputChannel {
void *buffers[2];
AsioSampleType type;
};
// the game's original callbacks (captured when we install our proxy set) and the proxy
// set we hand the real driver; the realtime trampolines reach the game's buffer_switch
// through game_callbacks regardless of which effect is active
AsioCallbacks game_callbacks {};
AsioCallbacks proxy_callbacks {};
// volume boost state, captured at create_buffers time and published to the realtime
// thread via active_instance once fully built; untouched while the stream runs.
// volume_active gates whether the realtime path scales any buffers
bool volume_active = false;
float volume_gain = 1.0f;
long volume_buffer_size = 0;
std::vector<VolumeOutputChannel> volume_channels;
// one device channel (0 or 1) fed by a source channel during stereo downmix; both
// buffer pointers are indexed by the ASIO double-buffer index, the same as the channels
struct DownmixCopy {
void *dst[2];
void *src[2];
};
// stereo downmix state, captured at create_buffers time and published alongside the
// volume state; untouched while the stream runs. downmix_active gates whether the
// realtime path copies the selected source pair onto device channels 0/1. copies[0]
// feeds device channel 0, copies[1] feeds device channel 1
bool downmix_active = false;
DownmixCopy downmix_copies[2] {};
size_t downmix_bytes = 0;
};
#pragma once
#include <atomic>
#include <memory>
#include <string>
#include <vector>
#include <windows.h>
#include "external/asio/asio.h"
#include "external/asio/iasiodrv.h"
namespace hooks::audio::asio {
// returns true if a CoCreateInstance call is instantiating a registered ASIO driver.
// ASIO hosts pass the driver CLSID as both class id and interface id; we also validate
// it against the system's registered ASIO drivers to avoid false positives
bool is_asio_creation(REFCLSID rclsid, REFIID riid);
// wrap a real ASIO driver instance, taking ownership of the supplied reference, and
// return a proxy that forwards every call to it. also records it as the cached
// instance for its CLSID so later CoCreate calls can reuse it (see wrap_existing)
IUnknown *wrap(REFCLSID clsid, void *real);
// if a cached wrapper already exists for this CLSID, return it (with an added
// reference); otherwise nullptr to signal the caller to create the real driver and
// wrap it. lets the host reuse one driver instance instead of re-instantiating it
IUnknown *wrap_existing(REFCLSID clsid);
// drop the process-lifetime references taken by wrap() so cached drivers can be released
// at shutdown. only relinquishes our pin, so a real driver is torn down once the host
// has released its own references too. call from a controlled shutdown point, never from
// a static destructor (the driver DLL may already be unloaded)
void release_all_wrappers();
}
// transparent proxy around a real ASIO driver; a single place to intercept ASIO traffic
struct WrappedAsio final : IAsio {
WrappedAsio(IAsio *real, REFCLSID clsid, std::string name)
: pReal(real), clsid(clsid), driver_name(std::move(name)) {
}
WrappedAsio(const WrappedAsio &) = delete;
WrappedAsio &operator=(const WrappedAsio &) = delete;
virtual ~WrappedAsio();
// selects which source channel pair of a multichannel ASIO output reaches the device's
// 2.0 front pair. when not None, the proxy presents the game's expected multichannel
// layout to the host so it proceeds to create_buffers, then opens only a two-channel
// stream on the real device and routes the selected pair onto it (see create_buffers).
// Front is the plain "force two channel" case (forward the device's own front pair);
// the others copy a different pair onto 0/1. assumes a standard 7.1 layout (0-indexed).
// set once at boot, before any wrapper exists, so it needs no synchronization
enum class StereoDownmix {
None, // feature disabled - full multichannel passthrough
Front, // channels 0/1 - the device front pair is forwarded as-is (no copy)
Center, // channel 2 duplicated to both 0 and 1
Rear, // channels 4/5 -> 0/1
Side, // channels 6/7 -> 0/1
};
static StereoDownmix STEREO_DOWNMIX;
// true when a stereo extraction is configured, i.e. the real device should open a 2.0
// stream and only the selected pair should reach it. the former standalone
// FORCE_TWO_CHANNELS flag is now just the Front case of this
static bool force_two_channels() {
return STEREO_DOWNMIX != StereoDownmix::None;
}
// some games hardcode a multichannel ASIO output and bail before create_buffers if
// get_channels reports fewer, so we report at least this many output channels when a
// stereo extraction is active
static constexpr long FORCED_OUTPUT_CHANNELS = 8;
// maps an option string ("front", "center", "rear", "side") to a StereoDownmix value,
// returning None for anything unrecognized
static StereoDownmix name_to_stereo_downmix(const char *name);
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppv) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
#pragma endregion
#pragma region IAsio
AsioBool __thiscall init(void *sys_handle) override;
void __thiscall get_driver_name(char *name) override;
long __thiscall get_driver_version() override;
void __thiscall get_error_message(char *string) override;
AsioError __thiscall start() override;
AsioError __thiscall stop() override;
AsioError __thiscall get_channels(long *num_input_channels, long *num_output_channels) override;
AsioError __thiscall get_latencies(long *input_latency, long *output_latency) override;
AsioError __thiscall get_buffer_size(
long *min_size,
long *max_size,
long *preferred_size,
long *granularity) override;
AsioError __thiscall can_sample_rate(AsioSampleRate sample_rate) override;
AsioError __thiscall get_sample_rate(AsioSampleRate *sample_rate) override;
AsioError __thiscall set_sample_rate(AsioSampleRate sample_rate) override;
AsioError __thiscall get_clock_sources(ASIOClockSource *clocks, long *num_sources) override;
AsioError __thiscall set_clock_source(long reference) override;
AsioError __thiscall get_sample_position(ASIOSamples *s_pos, ASIOTimeStamp *t_stamp) override;
AsioError __thiscall get_channel_info(AsioChannelInfo *info) override;
AsioError __thiscall create_buffers(
AsioBufferInfo *buffer_infos,
long num_channels,
long buffer_size,
AsioCallbacks *callbacks) override;
AsioError __thiscall dispose_buffers() override;
AsioError __thiscall control_panel() override;
AsioError __thiscall future(long selector, void *opt) override;
AsioError __thiscall output_ready() override;
#pragma endregion
// quiesces any leftover stream/buffer state before the cached wrapper is handed back
// for reuse, without destroying the real driver (see wrap_existing)
void quiesce_for_reuse();
private:
// create_buffers implementation used when a stereo extraction is active: forwards only
// the channels the real device has and hands the game throwaway buffers for the rest
AsioError create_buffers_front_pair(
AsioBufferInfo *buffer_infos,
long num_channels,
long buffer_size,
AsioCallbacks *callbacks);
// if any post-processing effect (volume boost or stereo downmix) is active, saves the
// game's callbacks and returns a proxy callback set (our buffer-switch trampolines) to
// hand the real driver instead, so we can rework its output buffers after the game
// fills them. otherwise returns the game's callbacks unchanged. called at create_buffers
// time, before the stream starts
AsioCallbacks *install_proxy_callbacks(AsioCallbacks *game_callbacks);
// records a device output channel whose buffers we scale by the volume boost. queries
// the real driver for the channel's sample format. called at create_buffers time
void record_volume_output_channel(const AsioBufferInfo &info);
// the real device's output sample format, queried from its first output channel. all
// output channels of a device share one format, so this characterizes them all. returns
// ASIOSTLastEntry if the device has no output channels or the query fails
AsioSampleType device_output_sample_type();
// locates the destination pair (device channels 0/1) and the configured source channels
// in the game's buffer set so the realtime path can copy the selected pair onto 0/1.
// a no-op unless STEREO_DOWNMIX selects a non-front pair. called at create_buffers time
void record_downmix_channels(AsioBufferInfo *buffer_infos, long num_channels, long buffer_size);
// publishes the captured post-process state to the realtime thread once the buffers
// exist, making our trampolines start reworking output. called at the end of either
// create_buffers path
void publish_post_process(long buffer_size);
// detaches this instance from the realtime trampolines so they stop touching its
// buffers. called from dispose_buffers and the destructor
void detach_post_process();
// multiplies every recorded output channel's buffer for the given double-buffer index
// by the volume boost. runs on the driver's realtime thread from our buffer switch
void apply_output_volume(long double_buffer_index);
// copies the configured source channel pair onto device channels 0/1 for the given
// double-buffer index. runs on the driver's realtime thread from our buffer switch
void apply_downmix(long double_buffer_index);
// realtime-thread trampolines for the buffer-switch callbacks, handed to the real
// driver in place of the game's; ASIO callbacks carry no user data, so they reach the
// active wrapper through active_instance, call the game's original, then rework output.
// the other two callbacks (sample_rate_did_change, asio_message) are forwarded as the
// game's own pointers, so they need no trampoline
static void __cdecl proxy_buffer_switch(long double_buffer_index, AsioBool direct_process);
static AsioTime * __cdecl proxy_buffer_switch_time_info(
AsioTime *params, long double_buffer_index, AsioBool direct_process);
// the single wrapper whose proxy callbacks are installed (ASIO is single-instance with
// one running stream); read by the static trampolines to reach the right wrapper
static std::atomic<WrappedAsio *> active_instance;
IAsio *const pReal;
const CLSID clsid;
// registry name of the driver (not get_driver_name), used in our logs as a single
// unambiguous name; constant for our lifetime
std::string driver_name;
// the real driver is initialized exactly once; repeat init() calls are a no-op success
bool initialized = false;
// whether the real driver currently has a buffer set / running stream. used to quiesce
// leftover state when the cached wrapper is reused (see quiesce_for_reuse)
bool buffers_created = false;
bool started = false;
// our own reference count; we hold one reference on pReal and release it when this
// drops to zero
std::atomic<ULONG> ref_count {1};
// throwaway double buffers handed to the channels we discard when a stereo extraction
// is active (see create_buffers). owned for the lifetime of the buffer set and freed
// in dispose_buffers; only read by the game from its own bufferSwitch, never by us
std::vector<std::unique_ptr<uint8_t[]>> dummy_buffers;
// one device output channel scaled by the volume boost in our buffer switch
struct VolumeOutputChannel {
void *buffers[2];
AsioSampleType type;
};
// the game's original callbacks (captured when we install our proxy set) and the proxy
// set we hand the real driver; the realtime trampolines reach the game's buffer_switch
// through game_callbacks regardless of which effect is active
AsioCallbacks game_callbacks {};
AsioCallbacks proxy_callbacks {};
// volume boost state, captured at create_buffers time and published to the realtime
// thread via active_instance once fully built; untouched while the stream runs.
// volume_active gates whether the realtime path scales any buffers
bool volume_active = false;
float volume_gain = 1.0f;
long volume_buffer_size = 0;
std::vector<VolumeOutputChannel> volume_channels;
// one device channel (0 or 1) fed by a source channel during stereo downmix; both
// buffer pointers are indexed by the ASIO double-buffer index, the same as the channels
struct DownmixCopy {
void *dst[2];
void *src[2];
};
// stereo downmix state, captured at create_buffers time and published alongside the
// volume state; untouched while the stream runs. downmix_active gates whether the
// realtime path copies the selected source pair onto device channels 0/1. copies[0]
// feeds device channel 0, copies[1] feeds device channel 1
bool downmix_active = false;
DownmixCopy downmix_copies[2] {};
size_t downmix_bytes = 0;
};
@@ -1,43 +1,43 @@
#pragma once
#include <stdint.h>
#include <endpointvolume.h>
struct WrappedIAudioEndpointVolume : IAudioEndpointVolume {
explicit WrappedIAudioEndpointVolume(IAudioEndpointVolume *orig) : pReal(orig) {}
WrappedIAudioEndpointVolume(const WrappedIAudioEndpointVolume &) = delete;
WrappedIAudioEndpointVolume &operator=(const WrappedIAudioEndpointVolume &) = delete;
virtual ~WrappedIAudioEndpointVolume() = default;
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObj) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
#pragma endregion
#pragma region IAudioEndpointVolume
HRESULT STDMETHODCALLTYPE RegisterControlChangeNotify(IAudioEndpointVolumeCallback *pNotify) override;
HRESULT STDMETHODCALLTYPE UnregisterControlChangeNotify(IAudioEndpointVolumeCallback *pNotify) override;
HRESULT STDMETHODCALLTYPE GetChannelCount(uint32_t *pnChannelCount) override;
HRESULT STDMETHODCALLTYPE SetMasterVolumeLevel(float fLevelDB, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE SetMasterVolumeLevelScalar(float fLevel, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE GetMasterVolumeLevel(float *fLevelDB) override;
HRESULT STDMETHODCALLTYPE GetMasterVolumeLevelScalar(float *fLevel) override;
HRESULT STDMETHODCALLTYPE SetChannelVolumeLevel(uint32_t nChannel, float fLevelDB, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE SetChannelVolumeLevelScalar(uint32_t nChannel, float fLevel, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE GetChannelVolumeLevel(uint32_t nChannel, float *fLevelDB) override;
HRESULT STDMETHODCALLTYPE GetChannelVolumeLevelScalar(uint32_t nChannel, float *fLevel) override;
HRESULT STDMETHODCALLTYPE SetMute(WINBOOL bMute, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE GetMute(WINBOOL *bMute) override;
HRESULT STDMETHODCALLTYPE GetVolumeStepInfo(uint32_t *pnStep, uint32_t *pnStepCount) override;
HRESULT STDMETHODCALLTYPE VolumeStepUp(LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE VolumeStepDown(LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE QueryHardwareSupport(DWORD *pdwHardwareSupportMask) override;
HRESULT STDMETHODCALLTYPE GetVolumeRange(float *pflVolumeMindB, float *pflVolumeMaxdB, float *pflVolumeIncrementdB) override;
#pragma endregion
private:
IAudioEndpointVolume *const pReal;
#pragma once
#include <stdint.h>
#include <endpointvolume.h>
struct WrappedIAudioEndpointVolume : IAudioEndpointVolume {
explicit WrappedIAudioEndpointVolume(IAudioEndpointVolume *orig) : pReal(orig) {}
WrappedIAudioEndpointVolume(const WrappedIAudioEndpointVolume &) = delete;
WrappedIAudioEndpointVolume &operator=(const WrappedIAudioEndpointVolume &) = delete;
virtual ~WrappedIAudioEndpointVolume() = default;
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObj) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
#pragma endregion
#pragma region IAudioEndpointVolume
HRESULT STDMETHODCALLTYPE RegisterControlChangeNotify(IAudioEndpointVolumeCallback *pNotify) override;
HRESULT STDMETHODCALLTYPE UnregisterControlChangeNotify(IAudioEndpointVolumeCallback *pNotify) override;
HRESULT STDMETHODCALLTYPE GetChannelCount(uint32_t *pnChannelCount) override;
HRESULT STDMETHODCALLTYPE SetMasterVolumeLevel(float fLevelDB, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE SetMasterVolumeLevelScalar(float fLevel, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE GetMasterVolumeLevel(float *fLevelDB) override;
HRESULT STDMETHODCALLTYPE GetMasterVolumeLevelScalar(float *fLevel) override;
HRESULT STDMETHODCALLTYPE SetChannelVolumeLevel(uint32_t nChannel, float fLevelDB, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE SetChannelVolumeLevelScalar(uint32_t nChannel, float fLevel, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE GetChannelVolumeLevel(uint32_t nChannel, float *fLevelDB) override;
HRESULT STDMETHODCALLTYPE GetChannelVolumeLevelScalar(uint32_t nChannel, float *fLevel) override;
HRESULT STDMETHODCALLTYPE SetMute(WINBOOL bMute, LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE GetMute(WINBOOL *bMute) override;
HRESULT STDMETHODCALLTYPE GetVolumeStepInfo(uint32_t *pnStep, uint32_t *pnStepCount) override;
HRESULT STDMETHODCALLTYPE VolumeStepUp(LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE VolumeStepDown(LPCGUID pguidEventContext) override;
HRESULT STDMETHODCALLTYPE QueryHardwareSupport(DWORD *pdwHardwareSupportMask) override;
HRESULT STDMETHODCALLTYPE GetVolumeRange(float *pflVolumeMindB, float *pflVolumeMaxdB, float *pflVolumeIncrementdB) override;
#pragma endregion
private:
IAudioEndpointVolume *const pReal;
};
@@ -1,185 +1,185 @@
#include "null_device.h"
#include <atomic>
#include <cstring>
#include <audioclient.h>
#include "hooks/audio/audio.h"
#include "hooks/audio/audio_private.h"
#include "hooks/audio/backends/wasapi/dummy_audio_client.h"
#include "util/logging.h"
#include "util/utils.h"
#include "null_discard_backend.h"
// friendly name reported by the synthetic device. must contain "Realtek" so the
// gitadora arena device search matches it.
static const wchar_t NULL_DEVICE_FRIENDLY_NAME[] = L"Realtek High Definition Audio";
// arbitrary identifier reported by the synthetic device.
static const wchar_t NULL_DEVICE_ID[] = L"{spice2x-null-render-device}";
// PKEY_Device_FriendlyName, hardcoded to avoid pulling in functiondiscoverykeys_devpkey.h
static const PROPERTYKEY PKEY_DEVICE_FRIENDLY_NAME_LOCAL = {
{ 0xa45c254e, 0xdf1c, 0x4efd, { 0x80, 0x20, 0x67, 0xd1, 0x46, 0xa8, 0x50, 0xe0 } },
14
};
bool null_render_device_enabled() {
return hooks::audio::INJECT_FAKE_REALTEK_AUDIO;
}
// duplicate a wide string into CoTaskMem so the caller can free it with
// CoTaskMemFree / PropVariantClear as the COM API contract requires.
static LPWSTR co_task_wcsdup(const wchar_t *src) {
const size_t bytes = (wcslen(src) + 1) * sizeof(wchar_t);
auto *dst = static_cast<LPWSTR>(CoTaskMemAlloc(bytes));
if (dst != nullptr) {
memcpy(dst, src, bytes);
}
return dst;
}
namespace {
// minimal IPropertyStore that only answers PKEY_Device_FriendlyName.
struct NullPropertyStore : IPropertyStore {
std::atomic<ULONG> ref_cnt = 1;
virtual ~NullPropertyStore() = default;
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObj) override {
if (ppvObj == nullptr) {
return E_POINTER;
}
if (riid == __uuidof(IUnknown) || riid == __uuidof(IPropertyStore)) {
this->AddRef();
*ppvObj = this;
return S_OK;
}
*ppvObj = nullptr;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE AddRef() override {
return ++this->ref_cnt;
}
ULONG STDMETHODCALLTYPE Release() override {
const ULONG refs = --this->ref_cnt;
if (refs == 0) {
delete this;
}
return refs;
}
HRESULT STDMETHODCALLTYPE GetCount(DWORD *cProps) override {
if (cProps == nullptr) {
return E_POINTER;
}
*cProps = 1;
return S_OK;
}
HRESULT STDMETHODCALLTYPE GetAt(DWORD iProp, PROPERTYKEY *pkey) override {
if (pkey == nullptr) {
return E_POINTER;
}
if (iProp != 0) {
return E_INVALIDARG;
}
*pkey = PKEY_DEVICE_FRIENDLY_NAME_LOCAL;
return S_OK;
}
HRESULT STDMETHODCALLTYPE GetValue(REFPROPERTYKEY key, PROPVARIANT *pv) override {
if (pv == nullptr) {
return E_POINTER;
}
PropVariantInit(pv);
if (key.fmtid == PKEY_DEVICE_FRIENDLY_NAME_LOCAL.fmtid
&& key.pid == PKEY_DEVICE_FRIENDLY_NAME_LOCAL.pid) {
pv->pwszVal = co_task_wcsdup(NULL_DEVICE_FRIENDLY_NAME);
if (pv->pwszVal == nullptr) {
return E_OUTOFMEMORY;
}
pv->vt = VT_LPWSTR;
}
// unknown keys are returned as VT_EMPTY / S_OK
return S_OK;
}
HRESULT STDMETHODCALLTYPE SetValue(REFPROPERTYKEY, REFPROPVARIANT) override {
return STG_E_ACCESSDENIED;
}
HRESULT STDMETHODCALLTYPE Commit() override {
return S_OK;
}
};
}
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE NullMMDevice::QueryInterface(REFIID riid, void **ppvObj) {
if (ppvObj == nullptr) {
return E_POINTER;
}
if (riid == __uuidof(IUnknown) || riid == __uuidof(IMMDevice)) {
this->AddRef();
*ppvObj = this;
return S_OK;
}
*ppvObj = nullptr;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE NullMMDevice::AddRef() {
return ++this->ref_cnt;
}
ULONG STDMETHODCALLTYPE NullMMDevice::Release() {
const ULONG refs = --this->ref_cnt;
if (refs == 0) {
delete this;
}
return refs;
}
#pragma endregion
#pragma region IMMDevice
HRESULT STDMETHODCALLTYPE NullMMDevice::Activate(
REFIID iid,
DWORD,
PROPVARIANT *,
void **ppInterface)
{
if (ppInterface == nullptr) {
return E_POINTER;
}
*ppInterface = nullptr;
log_info("audio::null", "NullMMDevice::Activate {}", guid2s(iid));
if (iid == IID_IAudioClient) {
auto *client = static_cast<IAudioClient *>(new DummyIAudioClient(new NullDiscardBackend()));
*ppInterface = client;
return S_OK;
}
return E_NOINTERFACE;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::OpenPropertyStore(DWORD, IPropertyStore **ppProperties) {
if (ppProperties == nullptr) {
return E_POINTER;
}
*ppProperties = new NullPropertyStore();
return S_OK;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::GetId(LPWSTR *ppstrId) {
if (ppstrId == nullptr) {
return E_POINTER;
}
*ppstrId = co_task_wcsdup(NULL_DEVICE_ID);
return *ppstrId != nullptr ? S_OK : E_OUTOFMEMORY;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::GetState(DWORD *pdwState) {
if (pdwState == nullptr) {
return E_POINTER;
}
*pdwState = DEVICE_STATE_ACTIVE;
return S_OK;
}
#pragma endregion
#include "null_device.h"
#include <atomic>
#include <cstring>
#include <audioclient.h>
#include "hooks/audio/audio.h"
#include "hooks/audio/audio_private.h"
#include "hooks/audio/backends/wasapi/dummy_audio_client.h"
#include "util/logging.h"
#include "util/utils.h"
#include "null_discard_backend.h"
// friendly name reported by the synthetic device. must contain "Realtek" so the
// gitadora arena device search matches it.
static const wchar_t NULL_DEVICE_FRIENDLY_NAME[] = L"Realtek High Definition Audio";
// arbitrary identifier reported by the synthetic device.
static const wchar_t NULL_DEVICE_ID[] = L"{spice2x-null-render-device}";
// PKEY_Device_FriendlyName, hardcoded to avoid pulling in functiondiscoverykeys_devpkey.h
static const PROPERTYKEY PKEY_DEVICE_FRIENDLY_NAME_LOCAL = {
{ 0xa45c254e, 0xdf1c, 0x4efd, { 0x80, 0x20, 0x67, 0xd1, 0x46, 0xa8, 0x50, 0xe0 } },
14
};
bool null_render_device_enabled() {
return hooks::audio::INJECT_FAKE_REALTEK_AUDIO;
}
// duplicate a wide string into CoTaskMem so the caller can free it with
// CoTaskMemFree / PropVariantClear as the COM API contract requires.
static LPWSTR co_task_wcsdup(const wchar_t *src) {
const size_t bytes = (wcslen(src) + 1) * sizeof(wchar_t);
auto *dst = static_cast<LPWSTR>(CoTaskMemAlloc(bytes));
if (dst != nullptr) {
memcpy(dst, src, bytes);
}
return dst;
}
namespace {
// minimal IPropertyStore that only answers PKEY_Device_FriendlyName.
struct NullPropertyStore : IPropertyStore {
std::atomic<ULONG> ref_cnt = 1;
virtual ~NullPropertyStore() = default;
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObj) override {
if (ppvObj == nullptr) {
return E_POINTER;
}
if (riid == __uuidof(IUnknown) || riid == __uuidof(IPropertyStore)) {
this->AddRef();
*ppvObj = this;
return S_OK;
}
*ppvObj = nullptr;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE AddRef() override {
return ++this->ref_cnt;
}
ULONG STDMETHODCALLTYPE Release() override {
const ULONG refs = --this->ref_cnt;
if (refs == 0) {
delete this;
}
return refs;
}
HRESULT STDMETHODCALLTYPE GetCount(DWORD *cProps) override {
if (cProps == nullptr) {
return E_POINTER;
}
*cProps = 1;
return S_OK;
}
HRESULT STDMETHODCALLTYPE GetAt(DWORD iProp, PROPERTYKEY *pkey) override {
if (pkey == nullptr) {
return E_POINTER;
}
if (iProp != 0) {
return E_INVALIDARG;
}
*pkey = PKEY_DEVICE_FRIENDLY_NAME_LOCAL;
return S_OK;
}
HRESULT STDMETHODCALLTYPE GetValue(REFPROPERTYKEY key, PROPVARIANT *pv) override {
if (pv == nullptr) {
return E_POINTER;
}
PropVariantInit(pv);
if (key.fmtid == PKEY_DEVICE_FRIENDLY_NAME_LOCAL.fmtid
&& key.pid == PKEY_DEVICE_FRIENDLY_NAME_LOCAL.pid) {
pv->pwszVal = co_task_wcsdup(NULL_DEVICE_FRIENDLY_NAME);
if (pv->pwszVal == nullptr) {
return E_OUTOFMEMORY;
}
pv->vt = VT_LPWSTR;
}
// unknown keys are returned as VT_EMPTY / S_OK
return S_OK;
}
HRESULT STDMETHODCALLTYPE SetValue(REFPROPERTYKEY, REFPROPVARIANT) override {
return STG_E_ACCESSDENIED;
}
HRESULT STDMETHODCALLTYPE Commit() override {
return S_OK;
}
};
}
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE NullMMDevice::QueryInterface(REFIID riid, void **ppvObj) {
if (ppvObj == nullptr) {
return E_POINTER;
}
if (riid == __uuidof(IUnknown) || riid == __uuidof(IMMDevice)) {
this->AddRef();
*ppvObj = this;
return S_OK;
}
*ppvObj = nullptr;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE NullMMDevice::AddRef() {
return ++this->ref_cnt;
}
ULONG STDMETHODCALLTYPE NullMMDevice::Release() {
const ULONG refs = --this->ref_cnt;
if (refs == 0) {
delete this;
}
return refs;
}
#pragma endregion
#pragma region IMMDevice
HRESULT STDMETHODCALLTYPE NullMMDevice::Activate(
REFIID iid,
DWORD,
PROPVARIANT *,
void **ppInterface)
{
if (ppInterface == nullptr) {
return E_POINTER;
}
*ppInterface = nullptr;
log_info("audio::null", "NullMMDevice::Activate {}", guid2s(iid));
if (iid == IID_IAudioClient) {
auto *client = static_cast<IAudioClient *>(new DummyIAudioClient(new NullDiscardBackend()));
*ppInterface = client;
return S_OK;
}
return E_NOINTERFACE;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::OpenPropertyStore(DWORD, IPropertyStore **ppProperties) {
if (ppProperties == nullptr) {
return E_POINTER;
}
*ppProperties = new NullPropertyStore();
return S_OK;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::GetId(LPWSTR *ppstrId) {
if (ppstrId == nullptr) {
return E_POINTER;
}
*ppstrId = co_task_wcsdup(NULL_DEVICE_ID);
return *ppstrId != nullptr ? S_OK : E_OUTOFMEMORY;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::GetState(DWORD *pdwState) {
if (pdwState == nullptr) {
return E_POINTER;
}
*pdwState = DEVICE_STATE_ACTIVE;
return S_OK;
}
#pragma endregion
@@ -1,39 +1,39 @@
#pragma once
#include <atomic>
#include <mmdeviceapi.h>
// returns true when a synthetic render endpoint should be injected into device
// enumeration. games like gitadora arena search the render endpoint list for a
// device whose friendly name contains "Realtek" and crash with a null pointer
// dereference when no match exists. presenting a fake match that routes to the
// null audio backend lets the search succeed while discarding the audio.
bool null_render_device_enabled();
// fake IMMDevice that reports a "Realtek" friendly name and activates straight
// into the null audio backend, never touching real hardware.
struct NullMMDevice : IMMDevice {
NullMMDevice() = default;
NullMMDevice(const NullMMDevice &) = delete;
NullMMDevice &operator=(const NullMMDevice &) = delete;
virtual ~NullMMDevice() = default;
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObj) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
#pragma endregion
#pragma region IMMDevice
HRESULT STDMETHODCALLTYPE Activate(REFIID iid, DWORD dwClsCtx, PROPVARIANT *pActivationParams, void **ppInterface) override;
HRESULT STDMETHODCALLTYPE OpenPropertyStore(DWORD stgmAccess, IPropertyStore **ppProperties) override;
HRESULT STDMETHODCALLTYPE GetId(LPWSTR *ppstrId) override;
HRESULT STDMETHODCALLTYPE GetState(DWORD *pdwState) override;
#pragma endregion
private:
std::atomic<ULONG> ref_cnt = 1;
};
#pragma once
#include <atomic>
#include <mmdeviceapi.h>
// returns true when a synthetic render endpoint should be injected into device
// enumeration. games like gitadora arena search the render endpoint list for a
// device whose friendly name contains "Realtek" and crash with a null pointer
// dereference when no match exists. presenting a fake match that routes to the
// null audio backend lets the search succeed while discarding the audio.
bool null_render_device_enabled();
// fake IMMDevice that reports a "Realtek" friendly name and activates straight
// into the null audio backend, never touching real hardware.
struct NullMMDevice : IMMDevice {
NullMMDevice() = default;
NullMMDevice(const NullMMDevice &) = delete;
NullMMDevice &operator=(const NullMMDevice &) = delete;
virtual ~NullMMDevice() = default;
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObj) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
#pragma endregion
#pragma region IMMDevice
HRESULT STDMETHODCALLTYPE Activate(REFIID iid, DWORD dwClsCtx, PROPVARIANT *pActivationParams, void **ppInterface) override;
HRESULT STDMETHODCALLTYPE OpenPropertyStore(DWORD stgmAccess, IPropertyStore **ppProperties) override;
HRESULT STDMETHODCALLTYPE GetId(LPWSTR *ppstrId) override;
HRESULT STDMETHODCALLTYPE GetState(DWORD *pdwState) override;
#pragma endregion
private:
std::atomic<ULONG> ref_cnt = 1;
};
@@ -1,139 +1,139 @@
#include "null_discard_backend.h"
#include <algorithm>
#include <chrono>
#include <thread>
#include "hooks/audio/util.h"
#include "util/logging.h"
NullDiscardBackend::~NullDiscardBackend() {
this->running = false;
if (this->pacing_thread.joinable()) {
this->pacing_thread.join();
}
}
const WAVEFORMATEXTENSIBLE &NullDiscardBackend::format() const noexcept {
return this->format_;
}
HRESULT NullDiscardBackend::on_initialize(
AUDCLNT_SHAREMODE *,
DWORD *,
REFERENCE_TIME *hnsBufferDuration,
REFERENCE_TIME *,
const WAVEFORMATEX *pFormat,
LPCGUID)
{
copy_wave_format(&this->format_, pFormat);
// honor the game's requested buffer duration, falling back to 10 ms
constexpr REFERENCE_TIME DEFAULT_REFTIME = 100000; // 10 ms in 100-ns units
this->period_reftime = (hnsBufferDuration && *hnsBufferDuration > 0)
? *hnsBufferDuration
: DEFAULT_REFTIME;
this->buffer_frames = std::max<uint32_t>(1, static_cast<uint32_t>(
static_cast<double>(this->format_.Format.nSamplesPerSec)
* this->period_reftime / 10000000.0 + 0.5));
log_info("audio::null", "initializing null render device with {} channels, {} Hz, {}-bit",
this->format_.Format.nChannels,
this->format_.Format.nSamplesPerSec,
this->format_.Format.wBitsPerSample);
return S_OK;
}
HRESULT NullDiscardBackend::on_get_buffer_size(uint32_t *buffer_frames) {
*buffer_frames = this->buffer_frames;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_stream_latency(REFERENCE_TIME *latency) {
*latency = this->period_reftime;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_current_padding(std::optional<uint32_t> &padding_frames) {
// discarded immediately, so the buffer always reads as fully drained
padding_frames = 0;
return S_OK;
}
HRESULT NullDiscardBackend::on_is_format_supported(
AUDCLNT_SHAREMODE *,
const WAVEFORMATEX *,
WAVEFORMATEX **ppClosestMatch)
{
if (ppClosestMatch) {
*ppClosestMatch = nullptr;
}
return S_OK;
}
HRESULT NullDiscardBackend::on_get_mix_format(WAVEFORMATEX **) {
return E_NOTIMPL;
}
HRESULT NullDiscardBackend::on_get_device_period(
REFERENCE_TIME *default_device_period,
REFERENCE_TIME *minimum_device_period)
{
if (default_device_period) {
*default_device_period = this->period_reftime;
}
if (minimum_device_period) {
*minimum_device_period = this->period_reftime;
}
return S_OK;
}
HRESULT NullDiscardBackend::on_start() {
if (!this->running.exchange(true)) {
this->pacing_thread = std::thread(&NullDiscardBackend::pace_loop, this);
}
return S_OK;
}
HRESULT NullDiscardBackend::on_stop() {
return S_OK;
}
HRESULT NullDiscardBackend::on_set_event_handle(HANDLE *event_handle) {
// keep the game's event so pace_loop() can wake it; there is no real device behind it
this->relay_handle = *event_handle;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_buffer(uint32_t num_frames_requested, BYTE **ppData) {
const size_t buffer_size =
static_cast<size_t>(this->format_.Format.nBlockAlign) * num_frames_requested;
if (this->scratch.size() < buffer_size) {
this->scratch.resize(buffer_size);
}
*ppData = this->scratch.data();
return S_OK;
}
HRESULT NullDiscardBackend::on_release_buffer(uint32_t, DWORD) {
// discard the audio entirely
return S_OK;
}
void NullDiscardBackend::pace_loop() {
using namespace std::chrono;
// audio is discarded, so timing precision and drift do not matter; just wake the
// game once per buffer period to keep its render thread from blocking on the event.
const auto period = duration_cast<steady_clock::duration>(
duration<double>(this->period_reftime / 10000000.0));
while (this->running.load()) {
if (this->relay_handle) {
SetEvent(this->relay_handle);
}
std::this_thread::sleep_for(period);
}
}
#include "null_discard_backend.h"
#include <algorithm>
#include <chrono>
#include <thread>
#include "hooks/audio/util.h"
#include "util/logging.h"
NullDiscardBackend::~NullDiscardBackend() {
this->running = false;
if (this->pacing_thread.joinable()) {
this->pacing_thread.join();
}
}
const WAVEFORMATEXTENSIBLE &NullDiscardBackend::format() const noexcept {
return this->format_;
}
HRESULT NullDiscardBackend::on_initialize(
AUDCLNT_SHAREMODE *,
DWORD *,
REFERENCE_TIME *hnsBufferDuration,
REFERENCE_TIME *,
const WAVEFORMATEX *pFormat,
LPCGUID)
{
copy_wave_format(&this->format_, pFormat);
// honor the game's requested buffer duration, falling back to 10 ms
constexpr REFERENCE_TIME DEFAULT_REFTIME = 100000; // 10 ms in 100-ns units
this->period_reftime = (hnsBufferDuration && *hnsBufferDuration > 0)
? *hnsBufferDuration
: DEFAULT_REFTIME;
this->buffer_frames = std::max<uint32_t>(1, static_cast<uint32_t>(
static_cast<double>(this->format_.Format.nSamplesPerSec)
* this->period_reftime / 10000000.0 + 0.5));
log_info("audio::null", "initializing null render device with {} channels, {} Hz, {}-bit",
this->format_.Format.nChannels,
this->format_.Format.nSamplesPerSec,
this->format_.Format.wBitsPerSample);
return S_OK;
}
HRESULT NullDiscardBackend::on_get_buffer_size(uint32_t *buffer_frames) {
*buffer_frames = this->buffer_frames;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_stream_latency(REFERENCE_TIME *latency) {
*latency = this->period_reftime;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_current_padding(std::optional<uint32_t> &padding_frames) {
// discarded immediately, so the buffer always reads as fully drained
padding_frames = 0;
return S_OK;
}
HRESULT NullDiscardBackend::on_is_format_supported(
AUDCLNT_SHAREMODE *,
const WAVEFORMATEX *,
WAVEFORMATEX **ppClosestMatch)
{
if (ppClosestMatch) {
*ppClosestMatch = nullptr;
}
return S_OK;
}
HRESULT NullDiscardBackend::on_get_mix_format(WAVEFORMATEX **) {
return E_NOTIMPL;
}
HRESULT NullDiscardBackend::on_get_device_period(
REFERENCE_TIME *default_device_period,
REFERENCE_TIME *minimum_device_period)
{
if (default_device_period) {
*default_device_period = this->period_reftime;
}
if (minimum_device_period) {
*minimum_device_period = this->period_reftime;
}
return S_OK;
}
HRESULT NullDiscardBackend::on_start() {
if (!this->running.exchange(true)) {
this->pacing_thread = std::thread(&NullDiscardBackend::pace_loop, this);
}
return S_OK;
}
HRESULT NullDiscardBackend::on_stop() {
return S_OK;
}
HRESULT NullDiscardBackend::on_set_event_handle(HANDLE *event_handle) {
// keep the game's event so pace_loop() can wake it; there is no real device behind it
this->relay_handle = *event_handle;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_buffer(uint32_t num_frames_requested, BYTE **ppData) {
const size_t buffer_size =
static_cast<size_t>(this->format_.Format.nBlockAlign) * num_frames_requested;
if (this->scratch.size() < buffer_size) {
this->scratch.resize(buffer_size);
}
*ppData = this->scratch.data();
return S_OK;
}
HRESULT NullDiscardBackend::on_release_buffer(uint32_t, DWORD) {
// discard the audio entirely
return S_OK;
}
void NullDiscardBackend::pace_loop() {
using namespace std::chrono;
// audio is discarded, so timing precision and drift do not matter; just wake the
// game once per buffer period to keep its render thread from blocking on the event.
const auto period = duration_cast<steady_clock::duration>(
duration<double>(this->period_reftime / 10000000.0));
while (this->running.load()) {
if (this->relay_handle) {
SetEvent(this->relay_handle);
}
std::this_thread::sleep_for(period);
}
}
@@ -1,54 +1,54 @@
#pragma once
#include <atomic>
#include <optional>
#include <thread>
#include <vector>
#include <audioclient.h>
#include "hooks/audio/implementations/backend.h"
// discards all audio while pacing the game's event handle once per buffer period, so the game
// keeps running normally with nothing output to any real device. routed through the shared
// DummyIAudioClient, the same plumbing the asio backend uses.
struct NullDiscardBackend final : AudioBackend {
~NullDiscardBackend() final;
const WAVEFORMATEXTENSIBLE &format() const noexcept override;
HRESULT on_initialize(
AUDCLNT_SHAREMODE *,
DWORD *,
REFERENCE_TIME *hnsBufferDuration,
REFERENCE_TIME *,
const WAVEFORMATEX *pFormat,
LPCGUID) override;
HRESULT on_get_buffer_size(uint32_t *buffer_frames) override;
HRESULT on_get_stream_latency(REFERENCE_TIME *latency) override;
HRESULT on_get_current_padding(std::optional<uint32_t> &padding_frames) override;
HRESULT on_is_format_supported(
AUDCLNT_SHAREMODE *,
const WAVEFORMATEX *,
WAVEFORMATEX **ppClosestMatch) override;
HRESULT on_get_mix_format(WAVEFORMATEX **) override;
HRESULT on_get_device_period(
REFERENCE_TIME *default_device_period,
REFERENCE_TIME *minimum_device_period) override;
HRESULT on_start() override;
HRESULT on_stop() override;
HRESULT on_set_event_handle(HANDLE *event_handle) override;
HRESULT on_get_buffer(uint32_t num_frames_requested, BYTE **ppData) override;
HRESULT on_release_buffer(uint32_t, DWORD) override;
private:
void pace_loop();
WAVEFORMATEXTENSIBLE format_ {};
uint32_t buffer_frames = 0;
REFERENCE_TIME period_reftime = 0;
HANDLE relay_handle = nullptr;
std::vector<BYTE> scratch;
std::thread pacing_thread;
std::atomic<bool> running = false;
};
#pragma once
#include <atomic>
#include <optional>
#include <thread>
#include <vector>
#include <audioclient.h>
#include "hooks/audio/implementations/backend.h"
// discards all audio while pacing the game's event handle once per buffer period, so the game
// keeps running normally with nothing output to any real device. routed through the shared
// DummyIAudioClient, the same plumbing the asio backend uses.
struct NullDiscardBackend final : AudioBackend {
~NullDiscardBackend() final;
const WAVEFORMATEXTENSIBLE &format() const noexcept override;
HRESULT on_initialize(
AUDCLNT_SHAREMODE *,
DWORD *,
REFERENCE_TIME *hnsBufferDuration,
REFERENCE_TIME *,
const WAVEFORMATEX *pFormat,
LPCGUID) override;
HRESULT on_get_buffer_size(uint32_t *buffer_frames) override;
HRESULT on_get_stream_latency(REFERENCE_TIME *latency) override;
HRESULT on_get_current_padding(std::optional<uint32_t> &padding_frames) override;
HRESULT on_is_format_supported(
AUDCLNT_SHAREMODE *,
const WAVEFORMATEX *,
WAVEFORMATEX **ppClosestMatch) override;
HRESULT on_get_mix_format(WAVEFORMATEX **) override;
HRESULT on_get_device_period(
REFERENCE_TIME *default_device_period,
REFERENCE_TIME *minimum_device_period) override;
HRESULT on_start() override;
HRESULT on_stop() override;
HRESULT on_set_event_handle(HANDLE *event_handle) override;
HRESULT on_get_buffer(uint32_t num_frames_requested, BYTE **ppData) override;
HRESULT on_release_buffer(uint32_t, DWORD) override;
private:
void pace_loop();
WAVEFORMATEXTENSIBLE format_ {};
uint32_t buffer_frames = 0;
REFERENCE_TIME period_reftime = 0;
HANDLE relay_handle = nullptr;
std::vector<BYTE> scratch;
std::thread pacing_thread;
std::atomic<bool> running = false;
};
@@ -1,264 +1,264 @@
#include "downmix.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <audioclient.h>
#include <ks.h>
#include <ksmedia.h>
#include "util/logging.h"
#include "util.h"
namespace hooks::audio {
namespace {
constexpr float ATT_3DB = 0.70710678f;
// speakers routed to the left/right output; anything else (center) feeds both sides
constexpr DWORD LEFT_SPEAKERS = SPEAKER_FRONT_LEFT | SPEAKER_BACK_LEFT | SPEAKER_SIDE_LEFT
| SPEAKER_FRONT_LEFT_OF_CENTER | SPEAKER_TOP_FRONT_LEFT | SPEAKER_TOP_BACK_LEFT;
constexpr DWORD RIGHT_SPEAKERS = SPEAKER_FRONT_RIGHT | SPEAKER_BACK_RIGHT | SPEAKER_SIDE_RIGHT
| SPEAKER_FRONT_RIGHT_OF_CENTER | SPEAKER_TOP_FRONT_RIGHT | SPEAKER_TOP_BACK_RIGHT;
// the speaker mask is only present on WAVE_FORMAT_EXTENSIBLE formats
DWORD read_channel_mask(const WAVEFORMATEX *fmt) {
if (fmt->wFormatTag == WAVE_FORMAT_EXTENSIBLE
&& fmt->cbSize >= sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX)) {
return reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(fmt)->dwChannelMask;
}
return 0;
}
// call visit(channel_index, speaker_bit) for each present speaker, in channel order
template <typename F>
void for_each_speaker(DWORD mask, int channels, F &&visit) {
int channel = 0;
for (int bit = 0; bit < 18 && channel < channels; bit++) {
const DWORD speaker = 1u << bit;
if (mask & speaker) {
visit(channel++, speaker);
}
}
}
}
void Downmix::setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *stereo_out,
DownmixAlgorithm algorithm) {
this->enabled = true;
this->algorithm = algorithm;
this->bytes_per_sample = game_format->wBitsPerSample / 8;
this->game_frame_size = game_format->nChannels * this->bytes_per_sample;
this->is_float = is_ieee_float(game_format);
// supported: 16/24/32-bit integer PCM and 32-bit float; anything else mixes to silence
const bool supported = this->is_float
? this->bytes_per_sample == 4
: (this->bytes_per_sample >= 2 && this->bytes_per_sample <= 4);
if (!supported) {
log_fatal(
"audio::downmix",
"unsupported sample format ({}-bit {}), downmix will output silence",
game_format->wBitsPerSample, this->is_float ? "float" : "int");
}
this->left_mix.clear();
this->right_mix.clear();
this->build_layout_mix(game_format);
make_stereo_format(game_format, stereo_out);
}
void Downmix::make_stereo_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *stereo_out) {
const int bytes_per_sample = game_format->wBitsPerSample / 8;
memcpy(stereo_out, game_format, sizeof(WAVEFORMATEXTENSIBLE));
stereo_out->Format.nChannels = 2;
stereo_out->Format.nBlockAlign = 2 * bytes_per_sample;
stereo_out->Format.nAvgBytesPerSec =
game_format->nSamplesPerSec * stereo_out->Format.nBlockAlign;
stereo_out->dwChannelMask = SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT;
}
HRESULT Downmix::initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid) {
// the smaller stereo buffer can end up unaligned for the device when the game sized the
// duration for its larger multi-channel format; the helper recovers from that.
return initialize_with_alignment_retry(real, "audio::downmix", share_mode, stream_flags,
buffer_duration, periodicity, device_format, session_guid);
}
void Downmix::add_channel(int channel, DWORD speaker, float gain) {
if (speaker & LEFT_SPEAKERS) {
this->left_mix.push_back({ channel, gain });
} else if (speaker & RIGHT_SPEAKERS) {
this->right_mix.push_back({ channel, gain });
} else { // center: feed both sides
this->left_mix.push_back({ channel, gain });
this->right_mix.push_back({ channel, gain });
}
}
// AC-4 stereo downmix (ETSI TS 103 190-1): front pair at unity, everything else -3 dB, LFE dropped
void Downmix::build_ac4_mix(DWORD mask, int channels) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker == SPEAKER_LOW_FREQUENCY) {
return;
}
const bool front_pair = speaker & (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT);
this->add_channel(ch, speaker, front_pair ? 1.0f : ATT_3DB);
});
}
// keep only the channels in `keep` (front/rear/side), each at unity gain
void Downmix::build_extract_mix(DWORD mask, int channels, DWORD keep) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker & keep) {
this->add_channel(ch, speaker, 1.0f);
}
});
}
// keep every channel (LFE dropped), then average each side so its gains sum to unity
void Downmix::build_normalize_mix(DWORD mask, int channels) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker != SPEAKER_LOW_FREQUENCY) {
this->add_channel(ch, speaker, 1.0f);
}
});
for (auto *mix : { &this->left_mix, &this->right_mix }) {
if (!mix->empty()) {
const float gain = 1.0f / mix->size();
for (auto &c : *mix) {
c.gain = gain;
}
}
}
}
// fallback when no speaker mask is present: fold interleaved L/R pairs (even->left, odd->right)
void Downmix::build_pairs_mix(int channels, float gain) {
for (int ch = 0; ch < channels; ch++) {
(((ch & 1) == 0) ? this->left_mix : this->right_mix).push_back({ ch, gain });
}
}
void Downmix::build_layout_mix(const WAVEFORMATEX *game_format) {
const int channels = game_format->nChannels;
const DWORD mask = read_channel_mask(game_format);
// without a mask the layout is unknown: extract/normalize have nothing to act on, so all
// algorithms fall back to folding L/R pairs (AC-4 still attenuates by -3 dB)
if (mask == 0) {
this->build_pairs_mix(channels,
this->algorithm == DownmixAlgorithm::AC4 ? ATT_3DB : 1.0f);
return;
}
switch (this->algorithm) {
case DownmixAlgorithm::FrontOnly:
this->build_extract_mix(mask, channels,
SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT);
break;
case DownmixAlgorithm::RearOnly:
this->build_extract_mix(mask, channels,
SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_BACK_CENTER);
break;
case DownmixAlgorithm::SideOnly:
this->build_extract_mix(mask, channels,
SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT);
break;
case DownmixAlgorithm::Normalize:
this->build_normalize_mix(mask, channels);
break;
case DownmixAlgorithm::AC4:
this->build_ac4_mix(mask, channels);
break;
}
}
void Downmix::process(BYTE *dst, const BYTE *src, UINT32 frames) const {
const int bps = this->bytes_per_sample;
const int src_stride = this->game_frame_size;
const int dst_stride = 2 * bps;
if (dst == nullptr || src == nullptr || bps <= 0) {
return;
}
// sum each speaker's source channels into the matching stereo output
for (UINT32 i = 0; i < frames; i++) {
const BYTE *in = src + (size_t) i * src_stride;
BYTE *out = dst + (size_t) i * dst_stride;
float left = 0.0f;
float right = 0.0f;
for (const auto &c : this->left_mix) {
left += read_sample(in + c.channel * bps, bps, this->is_float) * c.gain;
}
for (const auto &c : this->right_mix) {
right += read_sample(in + c.channel * bps, bps, this->is_float) * c.gain;
}
write_sample(out, bps, this->is_float, left);
write_sample(out + bps, bps, this->is_float, right);
}
}
HRESULT Downmix::get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
HRESULT ret = real->GetBuffer(frames, &this->device_buffer);
if (FAILED(ret)) {
this->device_buffer = nullptr;
return ret;
}
*ppData = this->scratch.data();
return S_OK;
}
HRESULT Downmix::get_scratch(UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
*ppData = this->scratch.data();
return S_OK;
}
void Downmix::downmix_into(BYTE *dst, UINT32 frames) const {
this->process(dst, this->scratch.data(), frames);
}
void Downmix::write_device_buffer(UINT32 frames, DWORD flags) {
const int bps = this->bytes_per_sample;
const int dst_stride = 2 * bps;
if (this->device_buffer == nullptr || frames == 0 || bps <= 0) {
return;
}
// mute the first few buffers to avoid a pop on stream start
if (this->buffers_to_mute > 0) {
memset(this->device_buffer, 0, (size_t) frames * dst_stride);
this->buffers_to_mute--;
} else if ((flags & AUDCLNT_BUFFERFLAGS_SILENT) == 0) {
this->process(this->device_buffer, this->scratch.data(), frames);
}
}
}
#include "downmix.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <audioclient.h>
#include <ks.h>
#include <ksmedia.h>
#include "util/logging.h"
#include "util.h"
namespace hooks::audio {
namespace {
constexpr float ATT_3DB = 0.70710678f;
// speakers routed to the left/right output; anything else (center) feeds both sides
constexpr DWORD LEFT_SPEAKERS = SPEAKER_FRONT_LEFT | SPEAKER_BACK_LEFT | SPEAKER_SIDE_LEFT
| SPEAKER_FRONT_LEFT_OF_CENTER | SPEAKER_TOP_FRONT_LEFT | SPEAKER_TOP_BACK_LEFT;
constexpr DWORD RIGHT_SPEAKERS = SPEAKER_FRONT_RIGHT | SPEAKER_BACK_RIGHT | SPEAKER_SIDE_RIGHT
| SPEAKER_FRONT_RIGHT_OF_CENTER | SPEAKER_TOP_FRONT_RIGHT | SPEAKER_TOP_BACK_RIGHT;
// the speaker mask is only present on WAVE_FORMAT_EXTENSIBLE formats
DWORD read_channel_mask(const WAVEFORMATEX *fmt) {
if (fmt->wFormatTag == WAVE_FORMAT_EXTENSIBLE
&& fmt->cbSize >= sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX)) {
return reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(fmt)->dwChannelMask;
}
return 0;
}
// call visit(channel_index, speaker_bit) for each present speaker, in channel order
template <typename F>
void for_each_speaker(DWORD mask, int channels, F &&visit) {
int channel = 0;
for (int bit = 0; bit < 18 && channel < channels; bit++) {
const DWORD speaker = 1u << bit;
if (mask & speaker) {
visit(channel++, speaker);
}
}
}
}
void Downmix::setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *stereo_out,
DownmixAlgorithm algorithm) {
this->enabled = true;
this->algorithm = algorithm;
this->bytes_per_sample = game_format->wBitsPerSample / 8;
this->game_frame_size = game_format->nChannels * this->bytes_per_sample;
this->is_float = is_ieee_float(game_format);
// supported: 16/24/32-bit integer PCM and 32-bit float; anything else mixes to silence
const bool supported = this->is_float
? this->bytes_per_sample == 4
: (this->bytes_per_sample >= 2 && this->bytes_per_sample <= 4);
if (!supported) {
log_fatal(
"audio::downmix",
"unsupported sample format ({}-bit {}), downmix will output silence",
game_format->wBitsPerSample, this->is_float ? "float" : "int");
}
this->left_mix.clear();
this->right_mix.clear();
this->build_layout_mix(game_format);
make_stereo_format(game_format, stereo_out);
}
void Downmix::make_stereo_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *stereo_out) {
const int bytes_per_sample = game_format->wBitsPerSample / 8;
memcpy(stereo_out, game_format, sizeof(WAVEFORMATEXTENSIBLE));
stereo_out->Format.nChannels = 2;
stereo_out->Format.nBlockAlign = 2 * bytes_per_sample;
stereo_out->Format.nAvgBytesPerSec =
game_format->nSamplesPerSec * stereo_out->Format.nBlockAlign;
stereo_out->dwChannelMask = SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT;
}
HRESULT Downmix::initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid) {
// the smaller stereo buffer can end up unaligned for the device when the game sized the
// duration for its larger multi-channel format; the helper recovers from that.
return initialize_with_alignment_retry(real, "audio::downmix", share_mode, stream_flags,
buffer_duration, periodicity, device_format, session_guid);
}
void Downmix::add_channel(int channel, DWORD speaker, float gain) {
if (speaker & LEFT_SPEAKERS) {
this->left_mix.push_back({ channel, gain });
} else if (speaker & RIGHT_SPEAKERS) {
this->right_mix.push_back({ channel, gain });
} else { // center: feed both sides
this->left_mix.push_back({ channel, gain });
this->right_mix.push_back({ channel, gain });
}
}
// AC-4 stereo downmix (ETSI TS 103 190-1): front pair at unity, everything else -3 dB, LFE dropped
void Downmix::build_ac4_mix(DWORD mask, int channels) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker == SPEAKER_LOW_FREQUENCY) {
return;
}
const bool front_pair = speaker & (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT);
this->add_channel(ch, speaker, front_pair ? 1.0f : ATT_3DB);
});
}
// keep only the channels in `keep` (front/rear/side), each at unity gain
void Downmix::build_extract_mix(DWORD mask, int channels, DWORD keep) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker & keep) {
this->add_channel(ch, speaker, 1.0f);
}
});
}
// keep every channel (LFE dropped), then average each side so its gains sum to unity
void Downmix::build_normalize_mix(DWORD mask, int channels) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker != SPEAKER_LOW_FREQUENCY) {
this->add_channel(ch, speaker, 1.0f);
}
});
for (auto *mix : { &this->left_mix, &this->right_mix }) {
if (!mix->empty()) {
const float gain = 1.0f / mix->size();
for (auto &c : *mix) {
c.gain = gain;
}
}
}
}
// fallback when no speaker mask is present: fold interleaved L/R pairs (even->left, odd->right)
void Downmix::build_pairs_mix(int channels, float gain) {
for (int ch = 0; ch < channels; ch++) {
(((ch & 1) == 0) ? this->left_mix : this->right_mix).push_back({ ch, gain });
}
}
void Downmix::build_layout_mix(const WAVEFORMATEX *game_format) {
const int channels = game_format->nChannels;
const DWORD mask = read_channel_mask(game_format);
// without a mask the layout is unknown: extract/normalize have nothing to act on, so all
// algorithms fall back to folding L/R pairs (AC-4 still attenuates by -3 dB)
if (mask == 0) {
this->build_pairs_mix(channels,
this->algorithm == DownmixAlgorithm::AC4 ? ATT_3DB : 1.0f);
return;
}
switch (this->algorithm) {
case DownmixAlgorithm::FrontOnly:
this->build_extract_mix(mask, channels,
SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT);
break;
case DownmixAlgorithm::RearOnly:
this->build_extract_mix(mask, channels,
SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_BACK_CENTER);
break;
case DownmixAlgorithm::SideOnly:
this->build_extract_mix(mask, channels,
SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT);
break;
case DownmixAlgorithm::Normalize:
this->build_normalize_mix(mask, channels);
break;
case DownmixAlgorithm::AC4:
this->build_ac4_mix(mask, channels);
break;
}
}
void Downmix::process(BYTE *dst, const BYTE *src, UINT32 frames) const {
const int bps = this->bytes_per_sample;
const int src_stride = this->game_frame_size;
const int dst_stride = 2 * bps;
if (dst == nullptr || src == nullptr || bps <= 0) {
return;
}
// sum each speaker's source channels into the matching stereo output
for (UINT32 i = 0; i < frames; i++) {
const BYTE *in = src + (size_t) i * src_stride;
BYTE *out = dst + (size_t) i * dst_stride;
float left = 0.0f;
float right = 0.0f;
for (const auto &c : this->left_mix) {
left += read_sample(in + c.channel * bps, bps, this->is_float) * c.gain;
}
for (const auto &c : this->right_mix) {
right += read_sample(in + c.channel * bps, bps, this->is_float) * c.gain;
}
write_sample(out, bps, this->is_float, left);
write_sample(out + bps, bps, this->is_float, right);
}
}
HRESULT Downmix::get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
HRESULT ret = real->GetBuffer(frames, &this->device_buffer);
if (FAILED(ret)) {
this->device_buffer = nullptr;
return ret;
}
*ppData = this->scratch.data();
return S_OK;
}
HRESULT Downmix::get_scratch(UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
*ppData = this->scratch.data();
return S_OK;
}
void Downmix::downmix_into(BYTE *dst, UINT32 frames) const {
this->process(dst, this->scratch.data(), frames);
}
void Downmix::write_device_buffer(UINT32 frames, DWORD flags) {
const int bps = this->bytes_per_sample;
const int dst_stride = 2 * bps;
if (this->device_buffer == nullptr || frames == 0 || bps <= 0) {
return;
}
// mute the first few buffers to avoid a pop on stream start
if (this->buffers_to_mute > 0) {
memset(this->device_buffer, 0, (size_t) frames * dst_stride);
this->buffers_to_mute--;
} else if ((flags & AUDCLNT_BUFFERFLAGS_SILENT) == 0) {
this->process(this->device_buffer, this->scratch.data(), frames);
}
}
}
+150 -150
View File
@@ -1,150 +1,150 @@
#pragma once
#include <optional>
#include <vector>
#include <windows.h>
#include <mmreg.h>
#include <audioclient.h>
#include "hooks/audio/audio.h"
struct IAudioClient;
struct IAudioRenderClient;
namespace hooks::audio {
// Generic WASAPI surround-to-stereo downmix. The real device is opened in stereo while the
// game keeps writing its native multi-channel audio into a scratch buffer; on release that
// buffer is mixed down into the two front channels.
//
// The mix is derived from the source format's speaker mask according to the selected
// DownmixAlgorithm:
// FrontOnly / RearOnly / SideOnly - keep only that group of channels, routed to their side
// AC4 - AC-4 stereo downmix coefficients (ETSI TS 103 190-1 §6.2.17): front left/right
// pass at 0 dB, center and surrounds fold in at -3 dB, LFE dropped
// Normalize - every channel folded in (center to both sides) with each output side averaged
// so its channels are equally loud, LFE dropped
struct Downmix {
// a source channel routed into one output speaker at the given gain
struct Contribution {
int channel;
float gain;
};
// map an option value (front/rear/side/ac4/normalize) to its algorithm.
static std::optional<DownmixAlgorithm> name_to_algorithm(const char *value) {
if (_stricmp(value, "front") == 0) {
return DownmixAlgorithm::FrontOnly;
} else if (_stricmp(value, "rear") == 0) {
return DownmixAlgorithm::RearOnly;
} else if (_stricmp(value, "side") == 0) {
return DownmixAlgorithm::SideOnly;
} else if (_stricmp(value, "ac4") == 0) {
return DownmixAlgorithm::AC4;
} else if (_stricmp(value, "normalize") == 0) {
return DownmixAlgorithm::Normalize;
}
return std::nullopt;
}
// human-readable name of an algorithm, for logging.
static const char *algorithm_name(DownmixAlgorithm algorithm) {
switch (algorithm) {
case DownmixAlgorithm::FrontOnly: return "front";
case DownmixAlgorithm::RearOnly: return "rear";
case DownmixAlgorithm::SideOnly: return "side";
case DownmixAlgorithm::AC4: return "ac4";
case DownmixAlgorithm::Normalize: return "normalize";
default: return "unknown";
}
}
// whether the downmix is active for the current stream
bool enabled = false;
// algorithm used to fold the multi-channel audio into stereo
DownmixAlgorithm algorithm = DownmixAlgorithm::AC4;
// size in bytes of one frame of the game's multi-channel format
int game_frame_size = 0;
// size in bytes of a single sample (per channel)
int bytes_per_sample = 0;
// whether samples are IEEE floating point rather than integer PCM
bool is_float = false;
// enable the downmix for the given game format and fill stereo_out with the equivalent
// stereo format to open the real device with.
void setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *stereo_out,
DownmixAlgorithm algorithm);
// build the stereo format equivalent to game_format (same sample rate and bit depth).
static void make_stereo_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *stereo_out);
// initialize the real device with the stereo format. downmixing reduces the channel count,
// shrinking the buffer's byte size, so the duration the game sized for its multi-channel
// format can leave the smaller stereo buffer unaligned. on AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED
// this performs the standard WASAPI realignment and retries.
HRESULT initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid);
// mix `frames` frames of multi-channel `src` down into stereo `dst`.
void process(BYTE *dst, const BYTE *src, UINT32 frames) const;
// grab the real stereo device buffer and hand the game the scratch buffer to write into.
HRESULT get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData);
// size the scratch and hand it to the game without acquiring a device buffer. used when a
// later stage (the resampler) owns the device interaction.
HRESULT get_scratch(UINT32 frames, BYTE **ppData);
// downmix the scratch the game wrote into the caller's stereo buffer, without touching the
// device. used to feed the resampler when the two stages are chained.
void downmix_into(BYTE *dst, UINT32 frames) const;
// mix the scratch buffer into the stereo device buffer held since get_buffer. the caller
// owns releasing the device buffer afterwards (see current_buffer / buffer_released).
void write_device_buffer(UINT32 frames, DWORD flags);
// the real device buffer currently held, or null.
BYTE *current_buffer() const { return this->device_buffer; }
// forget the held device buffer once the caller has released it.
void buffer_released() { this->device_buffer = nullptr; }
private:
// build the mix from the source speaker layout for the selected algorithm
void build_layout_mix(const WAVEFORMATEX *game_format);
// per-algorithm builders, each filling left_mix / right_mix from the speaker mask
void build_ac4_mix(DWORD mask, int channels);
void build_extract_mix(DWORD mask, int channels, DWORD keep);
void build_normalize_mix(DWORD mask, int channels);
// fallback for streams without a speaker mask: fold interleaved L/R pairs at `gain`
void build_pairs_mix(int channels, float gain);
// append one source channel to the output side(s) matching its speaker, at `gain`
void add_channel(int channel, DWORD speaker, float gain);
// source channels summed into each output speaker
std::vector<Contribution> left_mix;
std::vector<Contribution> right_mix;
// buffer the game writes its multi-channel audio into between get/release
std::vector<BYTE> scratch;
// the real stereo device buffer currently held, or null
BYTE *device_buffer = nullptr;
// leading buffers to silence to avoid a pop on stream start
int buffers_to_mute = 16;
};
}
#pragma once
#include <optional>
#include <vector>
#include <windows.h>
#include <mmreg.h>
#include <audioclient.h>
#include "hooks/audio/audio.h"
struct IAudioClient;
struct IAudioRenderClient;
namespace hooks::audio {
// Generic WASAPI surround-to-stereo downmix. The real device is opened in stereo while the
// game keeps writing its native multi-channel audio into a scratch buffer; on release that
// buffer is mixed down into the two front channels.
//
// The mix is derived from the source format's speaker mask according to the selected
// DownmixAlgorithm:
// FrontOnly / RearOnly / SideOnly - keep only that group of channels, routed to their side
// AC4 - AC-4 stereo downmix coefficients (ETSI TS 103 190-1 §6.2.17): front left/right
// pass at 0 dB, center and surrounds fold in at -3 dB, LFE dropped
// Normalize - every channel folded in (center to both sides) with each output side averaged
// so its channels are equally loud, LFE dropped
struct Downmix {
// a source channel routed into one output speaker at the given gain
struct Contribution {
int channel;
float gain;
};
// map an option value (front/rear/side/ac4/normalize) to its algorithm.
static std::optional<DownmixAlgorithm> name_to_algorithm(const char *value) {
if (_stricmp(value, "front") == 0) {
return DownmixAlgorithm::FrontOnly;
} else if (_stricmp(value, "rear") == 0) {
return DownmixAlgorithm::RearOnly;
} else if (_stricmp(value, "side") == 0) {
return DownmixAlgorithm::SideOnly;
} else if (_stricmp(value, "ac4") == 0) {
return DownmixAlgorithm::AC4;
} else if (_stricmp(value, "normalize") == 0) {
return DownmixAlgorithm::Normalize;
}
return std::nullopt;
}
// human-readable name of an algorithm, for logging.
static const char *algorithm_name(DownmixAlgorithm algorithm) {
switch (algorithm) {
case DownmixAlgorithm::FrontOnly: return "front";
case DownmixAlgorithm::RearOnly: return "rear";
case DownmixAlgorithm::SideOnly: return "side";
case DownmixAlgorithm::AC4: return "ac4";
case DownmixAlgorithm::Normalize: return "normalize";
default: return "unknown";
}
}
// whether the downmix is active for the current stream
bool enabled = false;
// algorithm used to fold the multi-channel audio into stereo
DownmixAlgorithm algorithm = DownmixAlgorithm::AC4;
// size in bytes of one frame of the game's multi-channel format
int game_frame_size = 0;
// size in bytes of a single sample (per channel)
int bytes_per_sample = 0;
// whether samples are IEEE floating point rather than integer PCM
bool is_float = false;
// enable the downmix for the given game format and fill stereo_out with the equivalent
// stereo format to open the real device with.
void setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *stereo_out,
DownmixAlgorithm algorithm);
// build the stereo format equivalent to game_format (same sample rate and bit depth).
static void make_stereo_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *stereo_out);
// initialize the real device with the stereo format. downmixing reduces the channel count,
// shrinking the buffer's byte size, so the duration the game sized for its multi-channel
// format can leave the smaller stereo buffer unaligned. on AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED
// this performs the standard WASAPI realignment and retries.
HRESULT initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid);
// mix `frames` frames of multi-channel `src` down into stereo `dst`.
void process(BYTE *dst, const BYTE *src, UINT32 frames) const;
// grab the real stereo device buffer and hand the game the scratch buffer to write into.
HRESULT get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData);
// size the scratch and hand it to the game without acquiring a device buffer. used when a
// later stage (the resampler) owns the device interaction.
HRESULT get_scratch(UINT32 frames, BYTE **ppData);
// downmix the scratch the game wrote into the caller's stereo buffer, without touching the
// device. used to feed the resampler when the two stages are chained.
void downmix_into(BYTE *dst, UINT32 frames) const;
// mix the scratch buffer into the stereo device buffer held since get_buffer. the caller
// owns releasing the device buffer afterwards (see current_buffer / buffer_released).
void write_device_buffer(UINT32 frames, DWORD flags);
// the real device buffer currently held, or null.
BYTE *current_buffer() const { return this->device_buffer; }
// forget the held device buffer once the caller has released it.
void buffer_released() { this->device_buffer = nullptr; }
private:
// build the mix from the source speaker layout for the selected algorithm
void build_layout_mix(const WAVEFORMATEX *game_format);
// per-algorithm builders, each filling left_mix / right_mix from the speaker mask
void build_ac4_mix(DWORD mask, int channels);
void build_extract_mix(DWORD mask, int channels, DWORD keep);
void build_normalize_mix(DWORD mask, int channels);
// fallback for streams without a speaker mask: fold interleaved L/R pairs at `gain`
void build_pairs_mix(int channels, float gain);
// append one source channel to the output side(s) matching its speaker, at `gain`
void add_channel(int channel, DWORD speaker, float gain);
// source channels summed into each output speaker
std::vector<Contribution> left_mix;
std::vector<Contribution> right_mix;
// buffer the game writes its multi-channel audio into between get/release
std::vector<BYTE> scratch;
// the real stereo device buffer currently held, or null
BYTE *device_buffer = nullptr;
// leading buffers to silence to avoid a pop on stream start
int buffers_to_mute = 16;
};
}
@@ -1,437 +1,437 @@
#include "resample.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <mutex>
#include <audioclient.h>
#include "util/logging.h"
#include "util.h"
namespace hooks::audio {
namespace {
constexpr double PI = 3.14159265358979323846;
// normalized sinc: sin(pi*x) / (pi*x), with the removable singularity at 0 filled in
inline double sinc(double x) {
if (x == 0.0) {
return 1.0;
}
const double px = PI * x;
return std::sin(px) / px;
}
// Blackman window across the kernel radius; zero at +/- radius
inline double blackman(double x, double radius) {
const double n = (x + radius) / (2.0 * radius);
if (n <= 0.0 || n >= 1.0) {
return 0.0;
}
return 0.42 - 0.5 * std::cos(2.0 * PI * n) + 0.08 * std::cos(4.0 * PI * n);
}
}
std::optional<uint32_t> Resampler::resolve(const WAVEFORMATEX *game_format) {
if (game_format == nullptr || !RESAMPLE_RATE.has_value()) {
return std::nullopt;
}
if (game_format->nSamplesPerSec == 0
|| game_format->nSamplesPerSec == RESAMPLE_RATE.value()) {
return std::nullopt;
}
return RESAMPLE_RATE;
}
void Resampler::setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *device_out,
uint32_t target_rate) {
this->enabled = true;
this->channels = game_format->nChannels;
this->bytes_per_sample = game_format->wBitsPerSample / 8;
this->game_frame_size = this->channels * this->bytes_per_sample;
this->is_float = is_ieee_float(game_format);
const bool supported = this->is_float
? this->bytes_per_sample == 4
: (this->bytes_per_sample >= 2 && this->bytes_per_sample <= 4);
if (!supported) {
log_fatal(
"audio::resample",
"unsupported sample format ({}-bit {}) for -resample",
game_format->wBitsPerSample, this->is_float ? "float" : "int");
}
this->src_rate = game_format->nSamplesPerSec;
this->dst_rate = target_rate;
// anti-alias cutoff: full bandwidth when upsampling, scaled down when decimating
this->cutoff = std::min(1.0, (double) this->dst_rate / (double) this->src_rate);
this->half_taps = 16;
// precompute the windowed-sinc kernel now that cutoff is known
this->build_kernel();
// prime the queue with half a window of silence so the first outputs have left history
this->in_queue.assign((size_t) this->half_taps * this->channels, 0.0f);
this->in_pos = this->half_taps;
this->make_device_format(game_format, device_out, target_rate);
}
void Resampler::make_device_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *device_out, uint32_t target_rate) {
const size_t src_size = sizeof(WAVEFORMATEX) + game_format->cbSize;
memset(device_out, 0, sizeof(WAVEFORMATEXTENSIBLE));
memcpy(device_out, game_format, std::min(src_size, sizeof(WAVEFORMATEXTENSIBLE)));
device_out->Format.nSamplesPerSec = target_rate;
device_out->Format.nAvgBytesPerSec = target_rate * device_out->Format.nBlockAlign;
}
HRESULT Resampler::initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode,
DWORD stream_flags, REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid) {
// the resampler bypasses the OS mixer and talks to the device directly, so it only makes
// sense (and only works) for exclusive streams. shared streams are already resampled by
// the Windows audio engine, so refuse loudly rather than silently doing nothing.
if (share_mode != AUDCLNT_SHAREMODE_EXCLUSIVE) {
log_fatal("audio::resample",
"-resample requires WASAPI exclusive mode, but this stream is shared "
"(Windows already resamples shared streams)");
}
// record the pacing model. event-driven streams fill the whole device buffer each period
// (produce_exact); timer-driven streams poll padding and write variable partial chunks, so
// they drain the pending output to the device's free space each call (flush_timer).
this->event_driven = (stream_flags & AUDCLNT_STREAMFLAGS_EVENTCALLBACK) != 0;
return initialize_with_alignment_retry(real, "audio::resample", share_mode, stream_flags,
buffer_duration, periodicity, device_format, session_guid);
}
UINT32 Resampler::frames_device_to_game(UINT32 device_frames) const {
if (this->dst_rate == 0) {
return device_frames;
}
// round down so the game never believes it has more room than the device can hold
return (UINT32) (((double) device_frames * this->src_rate) / this->dst_rate);
}
UINT32 Resampler::padding_device_to_game(UINT32 device_padding) const {
if (this->dst_rate == 0) {
return device_padding;
}
// round up so the reported free space stays conservative
return (UINT32) std::ceil(((double) device_padding * this->src_rate) / this->dst_rate);
}
HRESULT Resampler::get_buffer(UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
*ppData = this->scratch.data();
return S_OK;
}
void Resampler::enqueue_input(UINT32 frames, bool silent) {
const int bps = this->bytes_per_sample;
const int ch = this->channels;
const size_t base = this->in_queue.size();
this->in_queue.resize(base + (size_t) frames * ch);
if (silent || bps <= 0 || ch <= 0) {
std::fill(this->in_queue.begin() + base, this->in_queue.end(), 0.0f);
return;
}
const BYTE *src = this->scratch.data();
for (UINT32 f = 0; f < frames; f++) {
for (int c = 0; c < ch; c++) {
const size_t s = (size_t) f * ch + c;
this->in_queue[base + s] = read_sample(src + s * bps, bps, this->is_float);
}
}
}
void Resampler::build_kernel() {
const int taps = 2 * this->half_taps;
const int phases = this->kernel_phases;
const double cut = this->cutoff;
const double radius = (double) this->half_taps;
// one extra row at frac == 1.0 so emit_frame can interpolate against row p + 1 safely
this->kernel_table.resize((size_t) (phases + 1) * taps);
for (int p = 0; p <= phases; p++) {
const double frac = (double) p / (double) phases;
for (int k = 0; k < taps; k++) {
// tap k maps to input offset t = k - (half_taps - 1), matching emit_frame
const double x = frac - (double) (k - (this->half_taps - 1));
this->kernel_table[(size_t) p * taps + k] =
(float) (cut * sinc(cut * x) * blackman(x, radius));
}
}
}
void Resampler::emit_frame() {
const int ch = this->channels;
const int radius = this->half_taps;
const int taps = 2 * radius;
const long avail = (long) (this->in_queue.size() / ch);
const long center = (long) std::floor(this->in_pos);
// pick the two kernel rows bracketing this fractional position and the blend between them
const double frac = this->in_pos - (double) center;
const double fp = frac * (double) this->kernel_phases;
const int p0 = (int) fp;
const float blend = (float) (fp - (double) p0);
const float *row0 = &this->kernel_table[(size_t) p0 * taps];
const float *row1 = &this->kernel_table[(size_t) (p0 + 1) * taps];
// base input index for tap 0 (t = -(radius - 1))
const long base = center - (radius - 1);
for (int c = 0; c < ch; c++) {
double acc = 0.0;
for (int k = 0; k < taps; k++) {
const long idx = base + k;
if (idx < 0 || idx >= avail) {
continue;
}
const float w = row0[k] + blend * (row1[k] - row0[k]);
acc += (double) this->in_queue[(size_t) idx * ch + c] * w;
}
this->out_float.push_back((float) acc);
}
}
void Resampler::drop_consumed() {
const int ch = this->channels;
const long drop = (long) std::floor(this->in_pos) - this->half_taps;
if (drop > 0) {
const size_t drop_samples = (size_t) drop * ch;
if (drop_samples <= this->in_queue.size()) {
this->in_queue.erase(this->in_queue.begin(),
this->in_queue.begin() + drop_samples);
this->in_pos -= drop;
}
}
}
UINT32 Resampler::produce_exact(UINT32 out_frames) {
const int ch = this->channels;
this->out_float.clear();
if (ch <= 0 || out_frames == 0) {
return 0;
}
this->out_float.reserve((size_t) out_frames * ch);
// resample ratio. drive it from the buffer size actually advertised to the game rather
// than the nominal src/dst ratio: GetBufferSize reports floor(dev_buf * src/dst) game
// frames, so the game only ever delivers that many input frames per device period.
// consuming at the nominal ratio would eat slightly more input than arrives on any device
// where dev_buf * src/dst is non-integer (e.g. 144 -> 132.3, floored to 132), slowly
// draining the queue until it underruns to permanent silence. using the advertised integer
// ratio keeps input and output exactly balanced; the resulting pitch error is below 0.3%
// and inaudible, and it collapses to the exact ratio when the division is integer (160 ->
// 147 stays 147/160 = 44100/48000).
const double step = (double) this->frames_device_to_game(this->device_buffer_frames)
/ (double) this->device_buffer_frames;
// input frames the block will touch: from in_pos through the right edge of the sinc kernel
// at the final output sample. if the queue is short of this, the kernel tail reads past the
// end and distorts every buffer, so buffer one extra block of input before the first output
// (emitting silence without consuming) to build a cushion the kernel can always reach into.
const long avail = (long) (this->in_queue.size() / ch);
const long need = (long) std::ceil(this->in_pos + step * (double) out_frames)
+ this->half_taps;
if (this->priming) {
if (avail < need + (long) out_frames) {
this->out_float.assign((size_t) out_frames * ch, 0.0f);
return out_frames;
}
this->priming = false;
}
for (UINT32 o = 0; o < out_frames; o++) {
this->emit_frame();
this->in_pos += step;
}
this->drop_consumed();
return out_frames;
}
UINT32 Resampler::produce_variable() {
const int ch = this->channels;
if (ch <= 0) {
return 0;
}
// input frames consumed per output frame. timer-driven streams write variable partial
// chunks, so produce however many output frames the currently queued input can fully
// support and leave the rest for the next call; this keeps input and output balanced at
// the exact src/dst ratio over time without depending on the device buffer size.
const double step = (double) this->src_rate / (double) this->dst_rate;
const long avail = (long) (this->in_queue.size() / ch);
// emit only while the sinc kernel's right edge stays within the queued input. the kernel
// reaches from in_pos out to half_taps frames ahead, so stop once that would read past the
// end; the remaining input becomes the next block's lookahead.
UINT32 produced = 0;
while ((long) std::ceil(this->in_pos) + this->half_taps < avail) {
this->emit_frame();
this->in_pos += step;
produced++;
}
this->drop_consumed();
return produced;
}
void Resampler::write_output(BYTE *dst, UINT32 frames, float gain) const {
const int bps = this->bytes_per_sample;
const int ch = this->channels;
const size_t count = (size_t) frames * ch;
for (size_t i = 0; i < count; i++) {
write_sample(dst + i * bps, bps, this->is_float, this->out_float[i] * gain);
}
}
HRESULT Resampler::flush(IAudioRenderClient *real, IAudioClient *client, UINT32 frames,
DWORD flags, float boost) {
if (!this->enabled) {
return S_OK;
}
// cache the device buffer size once
if (this->device_buffer_frames == 0) {
client->GetBufferSize(&this->device_buffer_frames);
}
if (this->device_buffer_frames == 0) {
return S_OK;
}
const bool silent = (flags & AUDCLNT_BUFFERFLAGS_SILENT) != 0;
this->enqueue_input(frames, silent);
// confirm once that conversion actually started producing output
static std::once_flag active_printed;
std::call_once(active_printed, [this]() {
log_info("audio::resample", "resample active: {} Hz -> {} Hz ({} ch, {})",
this->src_rate, this->dst_rate, this->channels,
this->event_driven ? "event-driven" : "timer-driven");
});
// the boost is applied here (inside write_output) rather than in the standard ReleaseBuffer
// path, so log it once for parity with that path's "volume boost active" line.
if (boost != 1.0f) {
static std::once_flag boost_printed;
std::call_once(boost_printed, [boost]() {
log_info("audio::resample", "volume boost active (resample): gain={}", boost);
});
}
return this->event_driven
? this->flush_event(real, boost)
: this->flush_timer(real, client, boost);
}
HRESULT Resampler::flush_event(IAudioRenderClient *real, float boost) {
// event-driven exclusive streams must hand the device a full buffer every period and may
// not push partial counts. resample the whole input block into exactly the device buffer
// size.
const UINT32 produced = this->produce_exact(this->device_buffer_frames);
if (produced == 0) {
return S_OK;
}
BYTE *dev = nullptr;
HRESULT ret = real->GetBuffer(produced, &dev);
if (FAILED(ret) || dev == nullptr) {
return ret;
}
// mute the first few buffers to avoid a pop on stream start
float gain = boost;
if (this->buffers_to_mute > 0) {
gain = 0.0f;
this->buffers_to_mute--;
}
this->write_output(dev, produced, gain);
return real->ReleaseBuffer(produced, 0);
}
HRESULT Resampler::flush_timer(IAudioRenderClient *real, IAudioClient *client, float boost) {
// convert everything currently queued into the pending output FIFO (out_float). timer-
// driven games write variable partial chunks, so produce only what the queued input can
// fully support and keep the remainder for the next call.
this->produce_variable();
const int ch = this->channels;
if (ch <= 0) {
return S_OK;
}
const UINT32 pending = (UINT32) (this->out_float.size() / ch);
if (pending == 0) {
return S_OK;
}
// push as many frames as the device currently has free, keeping the rest queued for the
// next call. timer-driven games poll padding and write whenever there is room, so matching
// the device's free space here avoids overflowing the ring while staying device-paced.
UINT32 padding = 0;
if (FAILED(client->GetCurrentPadding(&padding))) {
return S_OK;
}
const UINT32 device_free = this->device_buffer_frames > padding
? this->device_buffer_frames - padding
: 0;
if (device_free == 0) {
return S_OK;
}
const UINT32 to_write = std::min(pending, device_free);
BYTE *dev = nullptr;
HRESULT ret = real->GetBuffer(to_write, &dev);
if (FAILED(ret) || dev == nullptr) {
return ret;
}
// mute the first few buffers to avoid a pop on stream start
float gain = boost;
if (this->buffers_to_mute > 0) {
gain = 0.0f;
this->buffers_to_mute--;
}
this->write_output(dev, to_write, gain);
ret = real->ReleaseBuffer(to_write, 0);
// drop the frames just written from the front of the pending FIFO
this->out_float.erase(this->out_float.begin(),
this->out_float.begin() + (size_t) to_write * ch);
return ret;
}
}
#include "resample.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <mutex>
#include <audioclient.h>
#include "util/logging.h"
#include "util.h"
namespace hooks::audio {
namespace {
constexpr double PI = 3.14159265358979323846;
// normalized sinc: sin(pi*x) / (pi*x), with the removable singularity at 0 filled in
inline double sinc(double x) {
if (x == 0.0) {
return 1.0;
}
const double px = PI * x;
return std::sin(px) / px;
}
// Blackman window across the kernel radius; zero at +/- radius
inline double blackman(double x, double radius) {
const double n = (x + radius) / (2.0 * radius);
if (n <= 0.0 || n >= 1.0) {
return 0.0;
}
return 0.42 - 0.5 * std::cos(2.0 * PI * n) + 0.08 * std::cos(4.0 * PI * n);
}
}
std::optional<uint32_t> Resampler::resolve(const WAVEFORMATEX *game_format) {
if (game_format == nullptr || !RESAMPLE_RATE.has_value()) {
return std::nullopt;
}
if (game_format->nSamplesPerSec == 0
|| game_format->nSamplesPerSec == RESAMPLE_RATE.value()) {
return std::nullopt;
}
return RESAMPLE_RATE;
}
void Resampler::setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *device_out,
uint32_t target_rate) {
this->enabled = true;
this->channels = game_format->nChannels;
this->bytes_per_sample = game_format->wBitsPerSample / 8;
this->game_frame_size = this->channels * this->bytes_per_sample;
this->is_float = is_ieee_float(game_format);
const bool supported = this->is_float
? this->bytes_per_sample == 4
: (this->bytes_per_sample >= 2 && this->bytes_per_sample <= 4);
if (!supported) {
log_fatal(
"audio::resample",
"unsupported sample format ({}-bit {}) for -resample",
game_format->wBitsPerSample, this->is_float ? "float" : "int");
}
this->src_rate = game_format->nSamplesPerSec;
this->dst_rate = target_rate;
// anti-alias cutoff: full bandwidth when upsampling, scaled down when decimating
this->cutoff = std::min(1.0, (double) this->dst_rate / (double) this->src_rate);
this->half_taps = 16;
// precompute the windowed-sinc kernel now that cutoff is known
this->build_kernel();
// prime the queue with half a window of silence so the first outputs have left history
this->in_queue.assign((size_t) this->half_taps * this->channels, 0.0f);
this->in_pos = this->half_taps;
this->make_device_format(game_format, device_out, target_rate);
}
void Resampler::make_device_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *device_out, uint32_t target_rate) {
const size_t src_size = sizeof(WAVEFORMATEX) + game_format->cbSize;
memset(device_out, 0, sizeof(WAVEFORMATEXTENSIBLE));
memcpy(device_out, game_format, std::min(src_size, sizeof(WAVEFORMATEXTENSIBLE)));
device_out->Format.nSamplesPerSec = target_rate;
device_out->Format.nAvgBytesPerSec = target_rate * device_out->Format.nBlockAlign;
}
HRESULT Resampler::initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode,
DWORD stream_flags, REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid) {
// the resampler bypasses the OS mixer and talks to the device directly, so it only makes
// sense (and only works) for exclusive streams. shared streams are already resampled by
// the Windows audio engine, so refuse loudly rather than silently doing nothing.
if (share_mode != AUDCLNT_SHAREMODE_EXCLUSIVE) {
log_fatal("audio::resample",
"-resample requires WASAPI exclusive mode, but this stream is shared "
"(Windows already resamples shared streams)");
}
// record the pacing model. event-driven streams fill the whole device buffer each period
// (produce_exact); timer-driven streams poll padding and write variable partial chunks, so
// they drain the pending output to the device's free space each call (flush_timer).
this->event_driven = (stream_flags & AUDCLNT_STREAMFLAGS_EVENTCALLBACK) != 0;
return initialize_with_alignment_retry(real, "audio::resample", share_mode, stream_flags,
buffer_duration, periodicity, device_format, session_guid);
}
UINT32 Resampler::frames_device_to_game(UINT32 device_frames) const {
if (this->dst_rate == 0) {
return device_frames;
}
// round down so the game never believes it has more room than the device can hold
return (UINT32) (((double) device_frames * this->src_rate) / this->dst_rate);
}
UINT32 Resampler::padding_device_to_game(UINT32 device_padding) const {
if (this->dst_rate == 0) {
return device_padding;
}
// round up so the reported free space stays conservative
return (UINT32) std::ceil(((double) device_padding * this->src_rate) / this->dst_rate);
}
HRESULT Resampler::get_buffer(UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
*ppData = this->scratch.data();
return S_OK;
}
void Resampler::enqueue_input(UINT32 frames, bool silent) {
const int bps = this->bytes_per_sample;
const int ch = this->channels;
const size_t base = this->in_queue.size();
this->in_queue.resize(base + (size_t) frames * ch);
if (silent || bps <= 0 || ch <= 0) {
std::fill(this->in_queue.begin() + base, this->in_queue.end(), 0.0f);
return;
}
const BYTE *src = this->scratch.data();
for (UINT32 f = 0; f < frames; f++) {
for (int c = 0; c < ch; c++) {
const size_t s = (size_t) f * ch + c;
this->in_queue[base + s] = read_sample(src + s * bps, bps, this->is_float);
}
}
}
void Resampler::build_kernel() {
const int taps = 2 * this->half_taps;
const int phases = this->kernel_phases;
const double cut = this->cutoff;
const double radius = (double) this->half_taps;
// one extra row at frac == 1.0 so emit_frame can interpolate against row p + 1 safely
this->kernel_table.resize((size_t) (phases + 1) * taps);
for (int p = 0; p <= phases; p++) {
const double frac = (double) p / (double) phases;
for (int k = 0; k < taps; k++) {
// tap k maps to input offset t = k - (half_taps - 1), matching emit_frame
const double x = frac - (double) (k - (this->half_taps - 1));
this->kernel_table[(size_t) p * taps + k] =
(float) (cut * sinc(cut * x) * blackman(x, radius));
}
}
}
void Resampler::emit_frame() {
const int ch = this->channels;
const int radius = this->half_taps;
const int taps = 2 * radius;
const long avail = (long) (this->in_queue.size() / ch);
const long center = (long) std::floor(this->in_pos);
// pick the two kernel rows bracketing this fractional position and the blend between them
const double frac = this->in_pos - (double) center;
const double fp = frac * (double) this->kernel_phases;
const int p0 = (int) fp;
const float blend = (float) (fp - (double) p0);
const float *row0 = &this->kernel_table[(size_t) p0 * taps];
const float *row1 = &this->kernel_table[(size_t) (p0 + 1) * taps];
// base input index for tap 0 (t = -(radius - 1))
const long base = center - (radius - 1);
for (int c = 0; c < ch; c++) {
double acc = 0.0;
for (int k = 0; k < taps; k++) {
const long idx = base + k;
if (idx < 0 || idx >= avail) {
continue;
}
const float w = row0[k] + blend * (row1[k] - row0[k]);
acc += (double) this->in_queue[(size_t) idx * ch + c] * w;
}
this->out_float.push_back((float) acc);
}
}
void Resampler::drop_consumed() {
const int ch = this->channels;
const long drop = (long) std::floor(this->in_pos) - this->half_taps;
if (drop > 0) {
const size_t drop_samples = (size_t) drop * ch;
if (drop_samples <= this->in_queue.size()) {
this->in_queue.erase(this->in_queue.begin(),
this->in_queue.begin() + drop_samples);
this->in_pos -= drop;
}
}
}
UINT32 Resampler::produce_exact(UINT32 out_frames) {
const int ch = this->channels;
this->out_float.clear();
if (ch <= 0 || out_frames == 0) {
return 0;
}
this->out_float.reserve((size_t) out_frames * ch);
// resample ratio. drive it from the buffer size actually advertised to the game rather
// than the nominal src/dst ratio: GetBufferSize reports floor(dev_buf * src/dst) game
// frames, so the game only ever delivers that many input frames per device period.
// consuming at the nominal ratio would eat slightly more input than arrives on any device
// where dev_buf * src/dst is non-integer (e.g. 144 -> 132.3, floored to 132), slowly
// draining the queue until it underruns to permanent silence. using the advertised integer
// ratio keeps input and output exactly balanced; the resulting pitch error is below 0.3%
// and inaudible, and it collapses to the exact ratio when the division is integer (160 ->
// 147 stays 147/160 = 44100/48000).
const double step = (double) this->frames_device_to_game(this->device_buffer_frames)
/ (double) this->device_buffer_frames;
// input frames the block will touch: from in_pos through the right edge of the sinc kernel
// at the final output sample. if the queue is short of this, the kernel tail reads past the
// end and distorts every buffer, so buffer one extra block of input before the first output
// (emitting silence without consuming) to build a cushion the kernel can always reach into.
const long avail = (long) (this->in_queue.size() / ch);
const long need = (long) std::ceil(this->in_pos + step * (double) out_frames)
+ this->half_taps;
if (this->priming) {
if (avail < need + (long) out_frames) {
this->out_float.assign((size_t) out_frames * ch, 0.0f);
return out_frames;
}
this->priming = false;
}
for (UINT32 o = 0; o < out_frames; o++) {
this->emit_frame();
this->in_pos += step;
}
this->drop_consumed();
return out_frames;
}
UINT32 Resampler::produce_variable() {
const int ch = this->channels;
if (ch <= 0) {
return 0;
}
// input frames consumed per output frame. timer-driven streams write variable partial
// chunks, so produce however many output frames the currently queued input can fully
// support and leave the rest for the next call; this keeps input and output balanced at
// the exact src/dst ratio over time without depending on the device buffer size.
const double step = (double) this->src_rate / (double) this->dst_rate;
const long avail = (long) (this->in_queue.size() / ch);
// emit only while the sinc kernel's right edge stays within the queued input. the kernel
// reaches from in_pos out to half_taps frames ahead, so stop once that would read past the
// end; the remaining input becomes the next block's lookahead.
UINT32 produced = 0;
while ((long) std::ceil(this->in_pos) + this->half_taps < avail) {
this->emit_frame();
this->in_pos += step;
produced++;
}
this->drop_consumed();
return produced;
}
void Resampler::write_output(BYTE *dst, UINT32 frames, float gain) const {
const int bps = this->bytes_per_sample;
const int ch = this->channels;
const size_t count = (size_t) frames * ch;
for (size_t i = 0; i < count; i++) {
write_sample(dst + i * bps, bps, this->is_float, this->out_float[i] * gain);
}
}
HRESULT Resampler::flush(IAudioRenderClient *real, IAudioClient *client, UINT32 frames,
DWORD flags, float boost) {
if (!this->enabled) {
return S_OK;
}
// cache the device buffer size once
if (this->device_buffer_frames == 0) {
client->GetBufferSize(&this->device_buffer_frames);
}
if (this->device_buffer_frames == 0) {
return S_OK;
}
const bool silent = (flags & AUDCLNT_BUFFERFLAGS_SILENT) != 0;
this->enqueue_input(frames, silent);
// confirm once that conversion actually started producing output
static std::once_flag active_printed;
std::call_once(active_printed, [this]() {
log_info("audio::resample", "resample active: {} Hz -> {} Hz ({} ch, {})",
this->src_rate, this->dst_rate, this->channels,
this->event_driven ? "event-driven" : "timer-driven");
});
// the boost is applied here (inside write_output) rather than in the standard ReleaseBuffer
// path, so log it once for parity with that path's "volume boost active" line.
if (boost != 1.0f) {
static std::once_flag boost_printed;
std::call_once(boost_printed, [boost]() {
log_info("audio::resample", "volume boost active (resample): gain={}", boost);
});
}
return this->event_driven
? this->flush_event(real, boost)
: this->flush_timer(real, client, boost);
}
HRESULT Resampler::flush_event(IAudioRenderClient *real, float boost) {
// event-driven exclusive streams must hand the device a full buffer every period and may
// not push partial counts. resample the whole input block into exactly the device buffer
// size.
const UINT32 produced = this->produce_exact(this->device_buffer_frames);
if (produced == 0) {
return S_OK;
}
BYTE *dev = nullptr;
HRESULT ret = real->GetBuffer(produced, &dev);
if (FAILED(ret) || dev == nullptr) {
return ret;
}
// mute the first few buffers to avoid a pop on stream start
float gain = boost;
if (this->buffers_to_mute > 0) {
gain = 0.0f;
this->buffers_to_mute--;
}
this->write_output(dev, produced, gain);
return real->ReleaseBuffer(produced, 0);
}
HRESULT Resampler::flush_timer(IAudioRenderClient *real, IAudioClient *client, float boost) {
// convert everything currently queued into the pending output FIFO (out_float). timer-
// driven games write variable partial chunks, so produce only what the queued input can
// fully support and keep the remainder for the next call.
this->produce_variable();
const int ch = this->channels;
if (ch <= 0) {
return S_OK;
}
const UINT32 pending = (UINT32) (this->out_float.size() / ch);
if (pending == 0) {
return S_OK;
}
// push as many frames as the device currently has free, keeping the rest queued for the
// next call. timer-driven games poll padding and write whenever there is room, so matching
// the device's free space here avoids overflowing the ring while staying device-paced.
UINT32 padding = 0;
if (FAILED(client->GetCurrentPadding(&padding))) {
return S_OK;
}
const UINT32 device_free = this->device_buffer_frames > padding
? this->device_buffer_frames - padding
: 0;
if (device_free == 0) {
return S_OK;
}
const UINT32 to_write = std::min(pending, device_free);
BYTE *dev = nullptr;
HRESULT ret = real->GetBuffer(to_write, &dev);
if (FAILED(ret) || dev == nullptr) {
return ret;
}
// mute the first few buffers to avoid a pop on stream start
float gain = boost;
if (this->buffers_to_mute > 0) {
gain = 0.0f;
this->buffers_to_mute--;
}
this->write_output(dev, to_write, gain);
ret = real->ReleaseBuffer(to_write, 0);
// drop the frames just written from the front of the pending FIFO
this->out_float.erase(this->out_float.begin(),
this->out_float.begin() + (size_t) to_write * ch);
return ret;
}
}
+149 -149
View File
@@ -1,149 +1,149 @@
#pragma once
#include <cstdint>
#include <optional>
#include <vector>
#include <windows.h>
#include <mmreg.h>
#include <audioclient.h>
#include "hooks/audio/audio.h"
struct IAudioClient;
struct IAudioRenderClient;
namespace hooks::audio {
// Streaming sample-rate converter for the WASAPI render path. The real device is opened at the
// target rate while the game keeps writing its native-rate audio into a scratch buffer; on
// release that buffer is converted with a windowed-sinc kernel and pushed to the device.
// Channel count and sample format are preserved; only the sample rate changes.
//
// Frame counts differ between the two rates, so unlike the per-frame downmix this is stateful:
// a fractional read position and a window of input history carry across ReleaseBuffer calls,
// and the device buffer is only filled up to the space the device currently has free.
struct Resampler {
// whether the resampler is active for the current stream
bool enabled = false;
// whether the stream is event-driven (AUDCLNT_STREAMFLAGS_EVENTCALLBACK). timer-driven
// streams instead poll padding and write variable partial chunks, so they drain the
// pending output to the device's free space rather than pushing a full buffer per period.
bool event_driven = true;
// decide whether the stream should be resampled and to which rate. returns the target rate
// when RESAMPLE_RATE is set and differs from the game's rate, otherwise nullopt.
static std::optional<uint32_t> resolve(const WAVEFORMATEX *game_format);
// enable resampling for game_format and fill device_out with the equivalent format at the
// target rate to open the real device with.
void setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *device_out,
uint32_t target_rate);
// build the device format equivalent to game_format at target_rate (same channels/depth).
static void make_device_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *device_out, uint32_t target_rate);
// initialize the real device at the target rate, performing the standard WASAPI buffer
// realignment retry on AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED.
HRESULT initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid);
// translate a device-rate frame count to the equivalent game-rate count, so the buffer-size
// and padding values reported to the game stay paced at the game's native rate.
UINT32 frames_device_to_game(UINT32 device_frames) const;
UINT32 padding_device_to_game(UINT32 device_padding) const;
// hand the game a scratch buffer sized for `frames` of its native format to write into.
HRESULT get_buffer(UINT32 frames, BYTE **ppData);
// pointer to the input scratch (sized by get_buffer). when chained after the downmix, the
// downmix writes its stereo output here for the resampler to consume on the next flush.
BYTE *input_data() { return this->scratch.data(); }
// convert the `frames` the game wrote and push output to the real render client. `boost`
// is applied to the converted output. event-driven streams fill exactly one device buffer
// per period; timer-driven streams push as many converted frames as the device has free.
HRESULT flush(IAudioRenderClient *real, IAudioClient *client, UINT32 frames, DWORD flags,
float boost);
private:
// append `frames` of the scratch buffer (native format), or silence, to the input queue
void enqueue_input(UINT32 frames, bool silent);
// event-driven path: produce exactly one full device buffer and push it.
HRESULT flush_event(IAudioRenderClient *real, float boost);
// timer-driven path: convert all queued input into the pending output FIFO, then push as
// many frames as the device currently has free, keeping the remainder for the next call.
HRESULT flush_timer(IAudioRenderClient *real, IAudioClient *client, float boost);
// produce exactly out_frames output frames using the fixed src/dst ratio. event-driven
// exclusive streams must fill the whole device buffer every period; a small input cushion
// is buffered first (see priming) so the sinc kernel always has lookahead.
UINT32 produce_exact(UINT32 out_frames);
// convert all input the kernel can fully support into the pending output FIFO (out_float),
// appending without clearing. returns the number of frames produced. used by the
// timer-driven path where output is drained to the device in device-paced chunks.
UINT32 produce_variable();
// convolve the windowed-sinc kernel at the current in_pos and append the resulting frame
// (one sample per channel) to out_float
void emit_frame();
// precompute the windowed-sinc kernel sampled at kernel_phases sub-sample positions, so
// emit_frame is a table lookup instead of recomputing sin/cos per tap (which is far too
// expensive to run per sample on the audio callback thread and causes underrun crackle).
void build_kernel();
// drop input frames that in_pos has advanced past, keeping a window of history for the
// next block's left context
void drop_consumed();
// convert the first `frames` of out_float to the device format, scaled by `gain`
void write_output(BYTE *dst, UINT32 frames, float gain) const;
// sample format of the stream
int channels = 0;
int bytes_per_sample = 0;
bool is_float = false;
int game_frame_size = 0;
uint32_t src_rate = 0;
uint32_t dst_rate = 0;
// sinc low-pass cutoff (1.0 when upsampling, dst/src when downsampling) and window radius
double cutoff = 1.0;
int half_taps = 16;
// precomputed kernel: (kernel_phases + 1) rows of 2*half_taps weights, indexed by the
// fractional sample position (linearly interpolated between adjacent rows in emit_frame)
std::vector<float> kernel_table;
int kernel_phases = 1024;
// interleaved float input queue and the fractional read position within it (in frames)
std::vector<float> in_queue;
double in_pos = 0.0;
// emit silence until a full block of input lookahead has accumulated, so the sinc kernel
// never reads past the end of the queue (which would distort the tail of every buffer)
bool priming = true;
// interleaved float scratch for produced output
std::vector<float> out_float;
// buffer the game writes its native-rate audio into between get_buffer / flush
std::vector<BYTE> scratch;
// cached device buffer size (frames); a full buffer is produced every period
UINT32 device_buffer_frames = 0;
// leading buffers to silence to avoid a pop on stream start
int buffers_to_mute = 16;
};
}
#pragma once
#include <cstdint>
#include <optional>
#include <vector>
#include <windows.h>
#include <mmreg.h>
#include <audioclient.h>
#include "hooks/audio/audio.h"
struct IAudioClient;
struct IAudioRenderClient;
namespace hooks::audio {
// Streaming sample-rate converter for the WASAPI render path. The real device is opened at the
// target rate while the game keeps writing its native-rate audio into a scratch buffer; on
// release that buffer is converted with a windowed-sinc kernel and pushed to the device.
// Channel count and sample format are preserved; only the sample rate changes.
//
// Frame counts differ between the two rates, so unlike the per-frame downmix this is stateful:
// a fractional read position and a window of input history carry across ReleaseBuffer calls,
// and the device buffer is only filled up to the space the device currently has free.
struct Resampler {
// whether the resampler is active for the current stream
bool enabled = false;
// whether the stream is event-driven (AUDCLNT_STREAMFLAGS_EVENTCALLBACK). timer-driven
// streams instead poll padding and write variable partial chunks, so they drain the
// pending output to the device's free space rather than pushing a full buffer per period.
bool event_driven = true;
// decide whether the stream should be resampled and to which rate. returns the target rate
// when RESAMPLE_RATE is set and differs from the game's rate, otherwise nullopt.
static std::optional<uint32_t> resolve(const WAVEFORMATEX *game_format);
// enable resampling for game_format and fill device_out with the equivalent format at the
// target rate to open the real device with.
void setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *device_out,
uint32_t target_rate);
// build the device format equivalent to game_format at target_rate (same channels/depth).
static void make_device_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *device_out, uint32_t target_rate);
// initialize the real device at the target rate, performing the standard WASAPI buffer
// realignment retry on AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED.
HRESULT initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid);
// translate a device-rate frame count to the equivalent game-rate count, so the buffer-size
// and padding values reported to the game stay paced at the game's native rate.
UINT32 frames_device_to_game(UINT32 device_frames) const;
UINT32 padding_device_to_game(UINT32 device_padding) const;
// hand the game a scratch buffer sized for `frames` of its native format to write into.
HRESULT get_buffer(UINT32 frames, BYTE **ppData);
// pointer to the input scratch (sized by get_buffer). when chained after the downmix, the
// downmix writes its stereo output here for the resampler to consume on the next flush.
BYTE *input_data() { return this->scratch.data(); }
// convert the `frames` the game wrote and push output to the real render client. `boost`
// is applied to the converted output. event-driven streams fill exactly one device buffer
// per period; timer-driven streams push as many converted frames as the device has free.
HRESULT flush(IAudioRenderClient *real, IAudioClient *client, UINT32 frames, DWORD flags,
float boost);
private:
// append `frames` of the scratch buffer (native format), or silence, to the input queue
void enqueue_input(UINT32 frames, bool silent);
// event-driven path: produce exactly one full device buffer and push it.
HRESULT flush_event(IAudioRenderClient *real, float boost);
// timer-driven path: convert all queued input into the pending output FIFO, then push as
// many frames as the device currently has free, keeping the remainder for the next call.
HRESULT flush_timer(IAudioRenderClient *real, IAudioClient *client, float boost);
// produce exactly out_frames output frames using the fixed src/dst ratio. event-driven
// exclusive streams must fill the whole device buffer every period; a small input cushion
// is buffered first (see priming) so the sinc kernel always has lookahead.
UINT32 produce_exact(UINT32 out_frames);
// convert all input the kernel can fully support into the pending output FIFO (out_float),
// appending without clearing. returns the number of frames produced. used by the
// timer-driven path where output is drained to the device in device-paced chunks.
UINT32 produce_variable();
// convolve the windowed-sinc kernel at the current in_pos and append the resulting frame
// (one sample per channel) to out_float
void emit_frame();
// precompute the windowed-sinc kernel sampled at kernel_phases sub-sample positions, so
// emit_frame is a table lookup instead of recomputing sin/cos per tap (which is far too
// expensive to run per sample on the audio callback thread and causes underrun crackle).
void build_kernel();
// drop input frames that in_pos has advanced past, keeping a window of history for the
// next block's left context
void drop_consumed();
// convert the first `frames` of out_float to the device format, scaled by `gain`
void write_output(BYTE *dst, UINT32 frames, float gain) const;
// sample format of the stream
int channels = 0;
int bytes_per_sample = 0;
bool is_float = false;
int game_frame_size = 0;
uint32_t src_rate = 0;
uint32_t dst_rate = 0;
// sinc low-pass cutoff (1.0 when upsampling, dst/src when downsampling) and window radius
double cutoff = 1.0;
int half_taps = 16;
// precomputed kernel: (kernel_phases + 1) rows of 2*half_taps weights, indexed by the
// fractional sample position (linearly interpolated between adjacent rows in emit_frame)
std::vector<float> kernel_table;
int kernel_phases = 1024;
// interleaved float input queue and the fractional read position within it (in frames)
std::vector<float> in_queue;
double in_pos = 0.0;
// emit silence until a full block of input lookahead has accumulated, so the sinc kernel
// never reads past the end of the queue (which would distort the tail of every buffer)
bool priming = true;
// interleaved float scratch for produced output
std::vector<float> out_float;
// buffer the game writes its native-rate audio into between get_buffer / flush
std::vector<BYTE> scratch;
// cached device buffer size (frames); a full buffer is produced every period
UINT32 device_buffer_frames = 0;
// leading buffers to silence to avoid a pop on stream start
int buffers_to_mute = 16;
};
}
+187 -187
View File
@@ -1,187 +1,187 @@
#include "shared.h"
#include <algorithm>
#include <audioclient.h>
#include "hooks/audio/audio.h"
#include "util/logging.h"
#include "util.h"
#include "defs.h"
namespace hooks::audio {
// whether the engine's PCM converter can handle this format. PCM / float only; non-PCM
// bitstream (AC-3 / DTS passthrough) must be left alone.
static bool is_pcm_or_float(const WAVEFORMATEX *format) {
if (format == nullptr) {
return false;
}
switch (format->wFormatTag) {
case WAVE_FORMAT_PCM:
case WAVE_FORMAT_IEEE_FLOAT:
return true;
case WAVE_FORMAT_EXTENSIBLE: {
// SubFormat is only valid when the extra-bytes block is large enough
if (format->cbSize < sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX)) {
return false;
}
const auto *ext = reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(format);
return ext->SubFormat == GUID_KSDATAFORMAT_SUBTYPE_PCM
|| ext->SubFormat == GUID_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT;
}
default:
return false;
}
}
bool SharedRedirect::wants(AUDCLNT_SHAREMODE share_mode, const WAVEFORMATEX *format) {
// only redirect PCM / float exclusive streams: the engine converter (AUTOCONVERTPCM) can
// handle those, but non-PCM bitstream (AC-3 / DTS passthrough) would fail in shared mode,
// so leave it in exclusive untouched.
return hooks::audio::WASAPI_COMPATIBILITY_MODE
&& share_mode == AUDCLNT_SHAREMODE_EXCLUSIVE
&& is_pcm_or_float(format);
}
void SharedRedirect::apply(AUDCLNT_SHAREMODE *share_mode, DWORD *stream_flags,
REFERENCE_TIME *periodicity) {
// shared mode requires periodicity == 0; AUTOCONVERTPCM lets the engine accept the game's
// native format (else shared Initialize returns AUDCLNT_E_UNSUPPORTED_FORMAT).
log_info("audio::wasapi", "redirecting exclusive WASAPI to shared mode");
*share_mode = AUDCLNT_SHAREMODE_SHARED;
*periodicity = 0;
*stream_flags |= AUDCLNT_STREAMFLAGS_AUTOCONVERTPCM | AUDCLNT_STREAMFLAGS_SRC_DEFAULT_QUALITY;
this->redirected_from_exclusive = true;
}
UINT32 SharedRedirect::clamp_buffer_size(IAudioClient *real, uint32_t sample_rate,
UINT32 device_frames) {
if (!this->redirected_from_exclusive || real == nullptr || sample_rate == 0 || device_frames == 0) {
this->reported_frames = device_frames;
return device_frames;
}
// GetDevicePeriod returns REFERENCE_TIME units (100 ns), 10^7 per second, so
// period_frames = period * sample_rate / 10^7.
REFERENCE_TIME period = 0;
if (SUCCEEDED(real->GetDevicePeriod(&period, nullptr)) && period > 0) {
const UINT32 period_frames = (UINT32) ((period * sample_rate) / 10000000);
if (period_frames > 0 && period_frames < device_frames) {
this->reported_frames = period_frames;
return period_frames;
}
}
this->reported_frames = device_frames;
return device_frames;
}
void SharedRedirect::enable_bridge(int frame_bytes) {
if (!this->redirected_from_exclusive || frame_bytes <= 0) {
return;
}
this->frame_bytes = frame_bytes;
this->device_buffer_frames = 0;
this->fifo.clear();
log_info("audio::wasapi", "shared-mode buffer bridge enabled (frame size {} bytes)",
frame_bytes);
}
BYTE *SharedRedirect::begin_write(UINT32 frames) {
// reserve space at the FIFO tail and let the game write straight into it - no scratch copy.
this->pending_write_offset = this->fifo.size();
this->fifo.resize(this->pending_write_offset + (size_t) frames * this->frame_bytes);
return this->fifo.data() + this->pending_write_offset;
}
void SharedRedirect::commit_write(UINT32 frames, bool silent) {
// trim the tail reservation to the frames actually written; zero it in place if silent.
const size_t end = this->pending_write_offset + (size_t) frames * this->frame_bytes;
if (silent) {
std::fill(this->fifo.begin() + this->pending_write_offset,
this->fifo.begin() + end, (BYTE) 0);
}
this->fifo.resize(end);
}
UINT32 SharedRedirect::pending_frames() const {
if (this->frame_bytes <= 0) {
return 0;
}
return (UINT32) (this->fifo.size() / this->frame_bytes);
}
UINT32 SharedRedirect::virtual_padding() const {
const UINT32 pending = this->pending_frames();
return this->reported_frames > 0 ? std::min(pending, this->reported_frames) : pending;
}
HRESULT SharedRedirect::drain(IAudioRenderClient *real, IAudioClient *client,
const WAVEFORMATEXTENSIBLE &device_format, float boost) {
if (!this->bridge_enabled()) {
return S_OK;
}
// cache the real device buffer size once; it is fixed for the life of the stream.
if (this->device_buffer_frames == 0) {
if (FAILED(client->GetBufferSize(&this->device_buffer_frames))
|| this->device_buffer_frames == 0) {
return S_OK;
}
}
const UINT32 pending = this->pending_frames();
if (pending == 0) {
return S_OK;
}
// push only as many frames as the device currently has free, keeping the rest queued. this
// self-paces to the engine's real consumption so a full-buffer write never overflows.
UINT32 padding = 0;
if (FAILED(client->GetCurrentPadding(&padding))) {
return S_OK;
}
const UINT32 device_free = this->device_buffer_frames > padding
? this->device_buffer_frames - padding
: 0;
if (device_free == 0) {
return S_OK;
}
const UINT32 to_write = std::min(pending, device_free);
BYTE *dev = nullptr;
HRESULT ret = real->GetBuffer(to_write, &dev);
if (FAILED(ret) || dev == nullptr) {
return ret;
}
const size_t bytes = (size_t) to_write * this->frame_bytes;
std::copy(this->fifo.begin(), this->fifo.begin() + bytes, dev);
// mute the first few buffers to avoid a startup pop, then apply the volume boost.
if (this->buffers_to_mute > 0) {
std::fill(dev, dev + bytes, (BYTE) 0);
this->buffers_to_mute--;
} else if (boost != 1.0f) {
apply_gain(dev, to_write, device_format, boost);
}
ret = real->ReleaseBuffer(to_write, 0);
// drop the frames just handed to the device from the front of the FIFO.
this->fifo.erase(this->fifo.begin(), this->fifo.begin() + bytes);
return ret;
}
}
#include "shared.h"
#include <algorithm>
#include <audioclient.h>
#include "hooks/audio/audio.h"
#include "util/logging.h"
#include "util.h"
#include "defs.h"
namespace hooks::audio {
// whether the engine's PCM converter can handle this format. PCM / float only; non-PCM
// bitstream (AC-3 / DTS passthrough) must be left alone.
static bool is_pcm_or_float(const WAVEFORMATEX *format) {
if (format == nullptr) {
return false;
}
switch (format->wFormatTag) {
case WAVE_FORMAT_PCM:
case WAVE_FORMAT_IEEE_FLOAT:
return true;
case WAVE_FORMAT_EXTENSIBLE: {
// SubFormat is only valid when the extra-bytes block is large enough
if (format->cbSize < sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX)) {
return false;
}
const auto *ext = reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(format);
return ext->SubFormat == GUID_KSDATAFORMAT_SUBTYPE_PCM
|| ext->SubFormat == GUID_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT;
}
default:
return false;
}
}
bool SharedRedirect::wants(AUDCLNT_SHAREMODE share_mode, const WAVEFORMATEX *format) {
// only redirect PCM / float exclusive streams: the engine converter (AUTOCONVERTPCM) can
// handle those, but non-PCM bitstream (AC-3 / DTS passthrough) would fail in shared mode,
// so leave it in exclusive untouched.
return hooks::audio::WASAPI_COMPATIBILITY_MODE
&& share_mode == AUDCLNT_SHAREMODE_EXCLUSIVE
&& is_pcm_or_float(format);
}
void SharedRedirect::apply(AUDCLNT_SHAREMODE *share_mode, DWORD *stream_flags,
REFERENCE_TIME *periodicity) {
// shared mode requires periodicity == 0; AUTOCONVERTPCM lets the engine accept the game's
// native format (else shared Initialize returns AUDCLNT_E_UNSUPPORTED_FORMAT).
log_info("audio::wasapi", "redirecting exclusive WASAPI to shared mode");
*share_mode = AUDCLNT_SHAREMODE_SHARED;
*periodicity = 0;
*stream_flags |= AUDCLNT_STREAMFLAGS_AUTOCONVERTPCM | AUDCLNT_STREAMFLAGS_SRC_DEFAULT_QUALITY;
this->redirected_from_exclusive = true;
}
UINT32 SharedRedirect::clamp_buffer_size(IAudioClient *real, uint32_t sample_rate,
UINT32 device_frames) {
if (!this->redirected_from_exclusive || real == nullptr || sample_rate == 0 || device_frames == 0) {
this->reported_frames = device_frames;
return device_frames;
}
// GetDevicePeriod returns REFERENCE_TIME units (100 ns), 10^7 per second, so
// period_frames = period * sample_rate / 10^7.
REFERENCE_TIME period = 0;
if (SUCCEEDED(real->GetDevicePeriod(&period, nullptr)) && period > 0) {
const UINT32 period_frames = (UINT32) ((period * sample_rate) / 10000000);
if (period_frames > 0 && period_frames < device_frames) {
this->reported_frames = period_frames;
return period_frames;
}
}
this->reported_frames = device_frames;
return device_frames;
}
void SharedRedirect::enable_bridge(int frame_bytes) {
if (!this->redirected_from_exclusive || frame_bytes <= 0) {
return;
}
this->frame_bytes = frame_bytes;
this->device_buffer_frames = 0;
this->fifo.clear();
log_info("audio::wasapi", "shared-mode buffer bridge enabled (frame size {} bytes)",
frame_bytes);
}
BYTE *SharedRedirect::begin_write(UINT32 frames) {
// reserve space at the FIFO tail and let the game write straight into it - no scratch copy.
this->pending_write_offset = this->fifo.size();
this->fifo.resize(this->pending_write_offset + (size_t) frames * this->frame_bytes);
return this->fifo.data() + this->pending_write_offset;
}
void SharedRedirect::commit_write(UINT32 frames, bool silent) {
// trim the tail reservation to the frames actually written; zero it in place if silent.
const size_t end = this->pending_write_offset + (size_t) frames * this->frame_bytes;
if (silent) {
std::fill(this->fifo.begin() + this->pending_write_offset,
this->fifo.begin() + end, (BYTE) 0);
}
this->fifo.resize(end);
}
UINT32 SharedRedirect::pending_frames() const {
if (this->frame_bytes <= 0) {
return 0;
}
return (UINT32) (this->fifo.size() / this->frame_bytes);
}
UINT32 SharedRedirect::virtual_padding() const {
const UINT32 pending = this->pending_frames();
return this->reported_frames > 0 ? std::min(pending, this->reported_frames) : pending;
}
HRESULT SharedRedirect::drain(IAudioRenderClient *real, IAudioClient *client,
const WAVEFORMATEXTENSIBLE &device_format, float boost) {
if (!this->bridge_enabled()) {
return S_OK;
}
// cache the real device buffer size once; it is fixed for the life of the stream.
if (this->device_buffer_frames == 0) {
if (FAILED(client->GetBufferSize(&this->device_buffer_frames))
|| this->device_buffer_frames == 0) {
return S_OK;
}
}
const UINT32 pending = this->pending_frames();
if (pending == 0) {
return S_OK;
}
// push only as many frames as the device currently has free, keeping the rest queued. this
// self-paces to the engine's real consumption so a full-buffer write never overflows.
UINT32 padding = 0;
if (FAILED(client->GetCurrentPadding(&padding))) {
return S_OK;
}
const UINT32 device_free = this->device_buffer_frames > padding
? this->device_buffer_frames - padding
: 0;
if (device_free == 0) {
return S_OK;
}
const UINT32 to_write = std::min(pending, device_free);
BYTE *dev = nullptr;
HRESULT ret = real->GetBuffer(to_write, &dev);
if (FAILED(ret) || dev == nullptr) {
return ret;
}
const size_t bytes = (size_t) to_write * this->frame_bytes;
std::copy(this->fifo.begin(), this->fifo.begin() + bytes, dev);
// mute the first few buffers to avoid a startup pop, then apply the volume boost.
if (this->buffers_to_mute > 0) {
std::fill(dev, dev + bytes, (BYTE) 0);
this->buffers_to_mute--;
} else if (boost != 1.0f) {
apply_gain(dev, to_write, device_format, boost);
}
ret = real->ReleaseBuffer(to_write, 0);
// drop the frames just handed to the device from the front of the FIFO.
this->fifo.erase(this->fifo.begin(), this->fifo.begin() + bytes);
return ret;
}
}
@@ -1,83 +1,83 @@
#pragma once
#include <cstdint>
#include <vector>
#include <windows.h>
#include <mmreg.h>
#include <audioclient.h>
struct IAudioRenderClient;
namespace hooks::audio {
// The -wasapishared option redirects an exclusive WASAPI stream to shared mode, so other apps
// can play sound and devices that can't open the exclusive format still work, at the cost of
// some latency. Only PCM / float is converted; bitstream (AC-3 / DTS) is left alone.
struct SharedRedirect {
// true once apply() has redirected an exclusive request. gates the buffer clamp; stays false
// for a natively-shared stream (it paces itself, so must not be clamped).
bool redirected_from_exclusive = false;
// whether an exclusive-mode request should be redirected, given the -wasapishared option.
// only PCM / float is eligible; bitstream (AC-3 / DTS) is left in exclusive mode.
static bool wants(AUDCLNT_SHAREMODE share_mode, const WAVEFORMATEX *format);
// redirect an exclusive request to shared mode. caller must have checked wants() first.
void apply(AUDCLNT_SHAREMODE *share_mode, DWORD *stream_flags, REFERENCE_TIME *periodicity);
// clamp a reported buffer size to one device period. the FIFO bridge below is what prevents
// the overflow; this just keeps the game's per-event writes small so the bridge adds minimal
// latency. caches the chosen value for virtual_padding. a no-op unless redirected.
UINT32 clamp_buffer_size(IAudioClient *real, uint32_t sample_rate, UINT32 device_frames);
// FIFO bridge: the redirected game writes a whole reported buffer per event paced by its own
// callback, not the shared engine clock, so a full-buffer write can intermittently exceed the
// double-buffered shared free space (AUDCLNT_E_BUFFER_TOO_LARGE). The game instead writes
// directly into a FIFO that is drained to the device only as fast as it frees space - the
// same free-space-clamped approach the timer-driven resampler uses.
// arm the bridge once the redirected stream is initialized. frame_bytes is one frame's size
// in the game's (== device, via AUTOCONVERTPCM) format.
void enable_bridge(int frame_bytes);
// whether the FIFO bridge is active (a redirect was applied and armed).
bool bridge_enabled() const { return this->frame_bytes > 0; }
// reserve `frames` at the FIFO tail and hand the game a pointer into it to write in place.
// must be paired with commit_write, which trims the reservation to the frames written.
BYTE *begin_write(UINT32 frames);
// trim the reservation from begin_write to the `frames` actually written (zeroing if silent).
void commit_write(UINT32 frames, bool silent);
// padding to report to a game that polls GetCurrentPadding while the bridge is active: the
// FIFO fill level, capped to the reported buffer size so the game's free-space calculation
// (reported_buffer - padding) reflects room in the virtual buffer rather than the device's.
UINT32 virtual_padding() const;
// push as many queued frames as the real device has free, applying `boost`, keeping the rest
// for the next call. `real` is the wrapped render client's underlying interface; `client` is
// the underlying audio client used to query the device's free space.
HRESULT drain(IAudioRenderClient *real, IAudioClient *client,
const WAVEFORMATEXTENSIBLE &device_format, float boost);
private:
// frames currently queued in the FIFO and not yet handed to the device.
UINT32 pending_frames() const;
// FIFO bridge state (see enable_bridge). fifo holds audio queued for the device in the
// game's interleaved frame format; the game writes new frames directly into its tail between
// begin_write and commit_write. frame_bytes > 0 doubles as the "bridge armed" flag (see
// bridge_enabled). pending_write_offset marks the tail reservation handed to begin_write.
int frame_bytes = 0;
UINT32 device_buffer_frames = 0;
UINT32 reported_frames = 0;
int buffers_to_mute = 4;
size_t pending_write_offset = 0;
std::vector<BYTE> fifo;
};
}
#pragma once
#include <cstdint>
#include <vector>
#include <windows.h>
#include <mmreg.h>
#include <audioclient.h>
struct IAudioRenderClient;
namespace hooks::audio {
// The -wasapishared option redirects an exclusive WASAPI stream to shared mode, so other apps
// can play sound and devices that can't open the exclusive format still work, at the cost of
// some latency. Only PCM / float is converted; bitstream (AC-3 / DTS) is left alone.
struct SharedRedirect {
// true once apply() has redirected an exclusive request. gates the buffer clamp; stays false
// for a natively-shared stream (it paces itself, so must not be clamped).
bool redirected_from_exclusive = false;
// whether an exclusive-mode request should be redirected, given the -wasapishared option.
// only PCM / float is eligible; bitstream (AC-3 / DTS) is left in exclusive mode.
static bool wants(AUDCLNT_SHAREMODE share_mode, const WAVEFORMATEX *format);
// redirect an exclusive request to shared mode. caller must have checked wants() first.
void apply(AUDCLNT_SHAREMODE *share_mode, DWORD *stream_flags, REFERENCE_TIME *periodicity);
// clamp a reported buffer size to one device period. the FIFO bridge below is what prevents
// the overflow; this just keeps the game's per-event writes small so the bridge adds minimal
// latency. caches the chosen value for virtual_padding. a no-op unless redirected.
UINT32 clamp_buffer_size(IAudioClient *real, uint32_t sample_rate, UINT32 device_frames);
// FIFO bridge: the redirected game writes a whole reported buffer per event paced by its own
// callback, not the shared engine clock, so a full-buffer write can intermittently exceed the
// double-buffered shared free space (AUDCLNT_E_BUFFER_TOO_LARGE). The game instead writes
// directly into a FIFO that is drained to the device only as fast as it frees space - the
// same free-space-clamped approach the timer-driven resampler uses.
// arm the bridge once the redirected stream is initialized. frame_bytes is one frame's size
// in the game's (== device, via AUTOCONVERTPCM) format.
void enable_bridge(int frame_bytes);
// whether the FIFO bridge is active (a redirect was applied and armed).
bool bridge_enabled() const { return this->frame_bytes > 0; }
// reserve `frames` at the FIFO tail and hand the game a pointer into it to write in place.
// must be paired with commit_write, which trims the reservation to the frames written.
BYTE *begin_write(UINT32 frames);
// trim the reservation from begin_write to the `frames` actually written (zeroing if silent).
void commit_write(UINT32 frames, bool silent);
// padding to report to a game that polls GetCurrentPadding while the bridge is active: the
// FIFO fill level, capped to the reported buffer size so the game's free-space calculation
// (reported_buffer - padding) reflects room in the virtual buffer rather than the device's.
UINT32 virtual_padding() const;
// push as many queued frames as the real device has free, applying `boost`, keeping the rest
// for the next call. `real` is the wrapped render client's underlying interface; `client` is
// the underlying audio client used to query the device's free space.
HRESULT drain(IAudioRenderClient *real, IAudioClient *client,
const WAVEFORMATEXTENSIBLE &device_format, float boost);
private:
// frames currently queued in the FIFO and not yet handed to the device.
UINT32 pending_frames() const;
// FIFO bridge state (see enable_bridge). fifo holds audio queued for the device in the
// game's interleaved frame format; the game writes new frames directly into its tail between
// begin_write and commit_write. frame_bytes > 0 doubles as the "bridge armed" flag (see
// bridge_enabled). pending_write_offset marks the tail reservation handed to begin_write.
int frame_bytes = 0;
UINT32 device_buffer_frames = 0;
UINT32 reported_frames = 0;
int buffers_to_mute = 4;
size_t pending_write_offset = 0;
std::vector<BYTE> fifo;
};
}
+392 -392
View File
@@ -1,393 +1,393 @@
#include "xact.h"
#include <atomic>
#include <string>
#include <windows.h>
#include <initguid.h>
#include <mmreg.h>
#include <objbase.h>
#include "util/deferlog.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/utils.h"
namespace hooks::audio::xact {
// XAudio 2.7 is a COM API. Newer Windows SDKs expose a different IXAudio2
// layout, so keep this proxy pinned to the legacy ABI used by libxact.
struct XAudio2DeviceDetails {
WCHAR device_id[256];
WCHAR display_name[256];
DWORD role;
WAVEFORMATEXTENSIBLE output_format;
};
struct XAudio2EffectChain {
UINT32 effect_count;
const void *effect_descriptors;
};
struct IXAudio2_27 {
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **object) = 0;
virtual ULONG STDMETHODCALLTYPE AddRef() = 0;
virtual ULONG STDMETHODCALLTYPE Release() = 0;
virtual HRESULT STDMETHODCALLTYPE GetDeviceCount(UINT32 *device_count) = 0;
virtual HRESULT STDMETHODCALLTYPE GetDeviceDetails(
UINT32 device_index,
XAudio2DeviceDetails *device_details) = 0;
virtual HRESULT STDMETHODCALLTYPE Initialize(UINT32 flags, UINT32 processor) = 0;
virtual HRESULT STDMETHODCALLTYPE RegisterForCallbacks(void *callback) = 0;
virtual void STDMETHODCALLTYPE UnregisterForCallbacks(void *callback) = 0;
virtual HRESULT STDMETHODCALLTYPE CreateSourceVoice(
void **source_voice,
const WAVEFORMATEX *source_format,
UINT32 flags,
float max_frequency_ratio,
void *callback,
const void *send_list,
const XAudio2EffectChain *effect_chain) = 0;
virtual HRESULT STDMETHODCALLTYPE CreateSubmixVoice(
void **submix_voice,
UINT32 input_channels,
UINT32 input_sample_rate,
UINT32 flags,
UINT32 processing_stage,
const void *send_list,
const XAudio2EffectChain *effect_chain) = 0;
virtual HRESULT STDMETHODCALLTYPE CreateMasteringVoice(
void **mastering_voice,
UINT32 input_channels,
UINT32 input_sample_rate,
UINT32 flags,
UINT32 device_index,
const XAudio2EffectChain *effect_chain) = 0;
virtual HRESULT STDMETHODCALLTYPE StartEngine() = 0;
virtual void STDMETHODCALLTYPE StopEngine() = 0;
virtual HRESULT STDMETHODCALLTYPE CommitChanges(UINT32 operation_set) = 0;
virtual void STDMETHODCALLTYPE GetPerformanceData(void *performance_data) = 0;
virtual void STDMETHODCALLTYPE SetDebugConfiguration(
const void *debug_configuration,
void *reserved) = 0;
};
// XAudio2 2.7 COM class and interface.
DEFINE_GUID(CLSID_XAudio2_7_LEGACY,
0x5a508685, 0xa254, 0x4fba,
0x9b, 0x82, 0x9a, 0x24, 0xb0, 0x03, 0x06, 0xaf);
DEFINE_GUID(IID_IXAudio2_7_LEGACY,
0x8bcf1f58, 0x9fe7, 0x4583,
0x8a, 0xc6, 0xe2, 0xad, 0xc4, 0x65, 0xc8, 0xbb);
static decltype(CoCreateInstance) *CoCreateInstance_orig = nullptr;
using CreateFX_t = HRESULT (WINAPI *)(REFCLSID, IUnknown **, const void *, UINT32);
static CreateFX_t CreateFX_orig = nullptr;
static std::string describe_wave_format(const WAVEFORMATEX *format) {
if (format == nullptr) {
return "null";
}
DWORD channel_mask = 0;
if (format->wFormatTag == WAVE_FORMAT_EXTENSIBLE &&
format->cbSize >= sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX)) {
channel_mask = reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(format)->dwChannelMask;
}
return fmt::format(
"tag=0x{:04x}, channels={}, rate={} Hz, bits={}, valid_block={} B, avg={} B/s, mask=0x{:08x}",
format->wFormatTag,
format->nChannels,
format->nSamplesPerSec,
format->wBitsPerSample,
format->nBlockAlign,
format->nAvgBytesPerSec,
channel_mask);
}
template <size_t Size>
static std::string narrow_fixed(const WCHAR (&value)[Size]) {
size_t length = 0;
while (length < Size && value[length] != L'\0') {
length++;
}
return ws2s(std::wstring(value, length));
}
class WrappedXAudio2 final : public IXAudio2_27 {
public:
explicit WrappedXAudio2(IXAudio2_27 *real) : real(real) {
log_info("audio::xaudio2", "wrapping IXAudio2 2.7 engine {}", static_cast<void *>(real));
}
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **object) override {
if (object == nullptr) {
return E_POINTER;
}
if (IsEqualIID(riid, IID_IUnknown) || IsEqualIID(riid, IID_IXAudio2_7_LEGACY)) {
*object = this;
AddRef();
log_info("audio::xaudio2", "IXAudio2::QueryInterface({}) -> proxy", guid2s(riid));
return S_OK;
}
const auto result = real->QueryInterface(riid, object);
log_info(
"audio::xaudio2",
"IXAudio2::QueryInterface({}) -> {}, object={}",
guid2s(riid),
FMT_HRESULT(result),
object != nullptr ? *object : nullptr);
return result;
}
ULONG STDMETHODCALLTYPE AddRef() override {
return ++ref_count;
}
ULONG STDMETHODCALLTYPE Release() override {
const auto remaining = --ref_count;
if (remaining == 0) {
log_info("audio::xaudio2", "destroying IXAudio2 2.7 proxy");
real->Release();
delete this;
}
return remaining;
}
HRESULT STDMETHODCALLTYPE GetDeviceCount(UINT32 *device_count) override {
const auto result = real->GetDeviceCount(device_count);
log_info(
"audio::xaudio2",
"IXAudio2::GetDeviceCount -> {}, count={}",
FMT_HRESULT(result),
SUCCEEDED(result) && device_count != nullptr ? *device_count : 0);
return result;
}
HRESULT STDMETHODCALLTYPE GetDeviceDetails(
UINT32 device_index,
XAudio2DeviceDetails *device_details) override {
const auto result = real->GetDeviceDetails(device_index, device_details);
if (SUCCEEDED(result) && device_details != nullptr) {
const auto device_name = narrow_fixed(device_details->display_name);
if (!device_details_logged.exchange(true, std::memory_order_relaxed)) {
log_info(
"audio::xaudio2",
"IXAudio2::GetDeviceDetails({}) -> {}, id='{}', name='{}', role=0x{:08x}, {}",
device_index,
FMT_HRESULT(result),
narrow_fixed(device_details->device_id),
device_name,
device_details->role,
describe_wave_format(&device_details->output_format.Format));
}
const auto channels = device_details->output_format.Format.nChannels;
if (channels != 2 && channels != 6 &&
!channel_warning_logged.exchange(true, std::memory_order_relaxed)) {
log_warning(
"audio::xaudio2",
"output device '{}' has {} channels; Nostalgia requires stereo or 5.1 output",
device_name,
channels);
deferredlogs::defer_error_messages({
"unsupported audio output channel count detected!",
fmt::format(" device: {}", device_name),
fmt::format(" detected {} channels; Nostalgia requires 2 (stereo) or 6 (5.1)", channels),
" * configure the default Windows playback device for stereo or 5.1 output",
" * disable 7.1 surround sound or spatial audio for this device",
});
}
} else {
log_warning(
"audio::xaudio2",
"IXAudio2::GetDeviceDetails({}) -> {}",
device_index,
FMT_HRESULT(result));
}
return result;
}
HRESULT STDMETHODCALLTYPE Initialize(UINT32 flags, UINT32 processor) override {
const auto result = real->Initialize(flags, processor);
log_info(
"audio::xaudio2",
"IXAudio2::Initialize(flags=0x{:08x}, processor=0x{:08x}) -> {}",
flags,
processor,
FMT_HRESULT(result));
return result;
}
HRESULT STDMETHODCALLTYPE RegisterForCallbacks(void *callback) override {
const auto result = real->RegisterForCallbacks(callback);
log_info(
"audio::xaudio2",
"IXAudio2::RegisterForCallbacks({}) -> {}",
callback,
FMT_HRESULT(result));
return result;
}
void STDMETHODCALLTYPE UnregisterForCallbacks(void *callback) override {
log_info("audio::xaudio2", "IXAudio2::UnregisterForCallbacks({})", callback);
real->UnregisterForCallbacks(callback);
}
HRESULT STDMETHODCALLTYPE CreateSourceVoice(
void **source_voice,
const WAVEFORMATEX *source_format,
UINT32 flags,
float max_frequency_ratio,
void *callback,
const void *send_list,
const XAudio2EffectChain *effect_chain) override {
return real->CreateSourceVoice(
source_voice,
source_format,
flags,
max_frequency_ratio,
callback,
send_list,
effect_chain);
}
HRESULT STDMETHODCALLTYPE CreateSubmixVoice(
void **submix_voice,
UINT32 input_channels,
UINT32 input_sample_rate,
UINT32 flags,
UINT32 processing_stage,
const void *send_list,
const XAudio2EffectChain *effect_chain) override {
return real->CreateSubmixVoice(
submix_voice,
input_channels,
input_sample_rate,
flags,
processing_stage,
send_list,
effect_chain);
}
HRESULT STDMETHODCALLTYPE CreateMasteringVoice(
void **mastering_voice,
UINT32 input_channels,
UINT32 input_sample_rate,
UINT32 flags,
UINT32 device_index,
const XAudio2EffectChain *effect_chain) override {
const auto result = real->CreateMasteringVoice(
mastering_voice,
input_channels,
input_sample_rate,
flags,
device_index,
effect_chain);
log_info(
"audio::xaudio2",
"IXAudio2::CreateMasteringVoice(channels={}, rate={} Hz, flags=0x{:08x}, device={}, effects={}) -> {}, voice={}",
input_channels,
input_sample_rate,
flags,
device_index,
effect_chain != nullptr ? effect_chain->effect_count : 0,
FMT_HRESULT(result),
mastering_voice != nullptr ? *mastering_voice : nullptr);
return result;
}
HRESULT STDMETHODCALLTYPE StartEngine() override {
const auto result = real->StartEngine();
log_info("audio::xaudio2", "IXAudio2::StartEngine -> {}", FMT_HRESULT(result));
return result;
}
void STDMETHODCALLTYPE StopEngine() override {
log_info("audio::xaudio2", "IXAudio2::StopEngine");
real->StopEngine();
}
HRESULT STDMETHODCALLTYPE CommitChanges(UINT32 operation_set) override {
return real->CommitChanges(operation_set);
}
void STDMETHODCALLTYPE GetPerformanceData(void *performance_data) override {
real->GetPerformanceData(performance_data);
}
void STDMETHODCALLTYPE SetDebugConfiguration(
const void *debug_configuration,
void *reserved) override {
log_info("audio::xaudio2", "IXAudio2::SetDebugConfiguration({})", debug_configuration);
real->SetDebugConfiguration(debug_configuration, reserved);
}
private:
std::atomic<ULONG> ref_count = 1;
std::atomic_bool device_details_logged = false;
std::atomic_bool channel_warning_logged = false;
IXAudio2_27 *real;
};
static HRESULT STDAPICALLTYPE CoCreateInstance_hook(
REFCLSID clsid,
LPUNKNOWN outer,
DWORD class_context,
REFIID iid,
LPVOID *object) {
const auto result = CoCreateInstance_orig(clsid, outer, class_context, iid, object);
log_info(
"audio::xact",
"CoCreateInstance(clsid={}, iid={}, context=0x{:08x}) -> {}, object={}",
guid2s(clsid),
guid2s(iid),
class_context,
FMT_HRESULT(result),
object != nullptr ? *object : nullptr);
if (SUCCEEDED(result) && object != nullptr && *object != nullptr &&
IsEqualCLSID(clsid, CLSID_XAudio2_7_LEGACY) &&
IsEqualIID(iid, IID_IXAudio2_7_LEGACY)) {
*object = static_cast<IXAudio2_27 *>(
new WrappedXAudio2(static_cast<IXAudio2_27 *>(*object)));
}
return result;
}
static HRESULT WINAPI CreateFX_hook(
REFCLSID clsid,
IUnknown **effect,
const void *init_data,
UINT32 init_data_size) {
const auto result = CreateFX_orig(clsid, effect, init_data, init_data_size);
log_info(
"audio::xapofx",
"CreateFX(clsid={}, init_data={}, size={}) -> {}, effect={}",
guid2s(clsid),
init_data,
init_data_size,
FMT_HRESULT(result),
effect != nullptr ? static_cast<void *>(*effect) : nullptr);
return result;
}
void init() {
const auto libxact = GetModuleHandleW(L"libxact.dll");
if (libxact == nullptr) {
return;
}
CoCreateInstance_orig = detour::iat_try(
"CoCreateInstance", CoCreateInstance_hook, libxact);
CreateFX_orig = detour::iat_try("CreateFX", CreateFX_hook, libxact);
log_info(
"audio::xact",
"libxact hooks installed: CoCreateInstance={}, CreateFX={}",
CoCreateInstance_orig != nullptr,
CreateFX_orig != nullptr);
}
#include "xact.h"
#include <atomic>
#include <string>
#include <windows.h>
#include <initguid.h>
#include <mmreg.h>
#include <objbase.h>
#include "util/deferlog.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/utils.h"
namespace hooks::audio::xact {
// XAudio 2.7 is a COM API. Newer Windows SDKs expose a different IXAudio2
// layout, so keep this proxy pinned to the legacy ABI used by libxact.
struct XAudio2DeviceDetails {
WCHAR device_id[256];
WCHAR display_name[256];
DWORD role;
WAVEFORMATEXTENSIBLE output_format;
};
struct XAudio2EffectChain {
UINT32 effect_count;
const void *effect_descriptors;
};
struct IXAudio2_27 {
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **object) = 0;
virtual ULONG STDMETHODCALLTYPE AddRef() = 0;
virtual ULONG STDMETHODCALLTYPE Release() = 0;
virtual HRESULT STDMETHODCALLTYPE GetDeviceCount(UINT32 *device_count) = 0;
virtual HRESULT STDMETHODCALLTYPE GetDeviceDetails(
UINT32 device_index,
XAudio2DeviceDetails *device_details) = 0;
virtual HRESULT STDMETHODCALLTYPE Initialize(UINT32 flags, UINT32 processor) = 0;
virtual HRESULT STDMETHODCALLTYPE RegisterForCallbacks(void *callback) = 0;
virtual void STDMETHODCALLTYPE UnregisterForCallbacks(void *callback) = 0;
virtual HRESULT STDMETHODCALLTYPE CreateSourceVoice(
void **source_voice,
const WAVEFORMATEX *source_format,
UINT32 flags,
float max_frequency_ratio,
void *callback,
const void *send_list,
const XAudio2EffectChain *effect_chain) = 0;
virtual HRESULT STDMETHODCALLTYPE CreateSubmixVoice(
void **submix_voice,
UINT32 input_channels,
UINT32 input_sample_rate,
UINT32 flags,
UINT32 processing_stage,
const void *send_list,
const XAudio2EffectChain *effect_chain) = 0;
virtual HRESULT STDMETHODCALLTYPE CreateMasteringVoice(
void **mastering_voice,
UINT32 input_channels,
UINT32 input_sample_rate,
UINT32 flags,
UINT32 device_index,
const XAudio2EffectChain *effect_chain) = 0;
virtual HRESULT STDMETHODCALLTYPE StartEngine() = 0;
virtual void STDMETHODCALLTYPE StopEngine() = 0;
virtual HRESULT STDMETHODCALLTYPE CommitChanges(UINT32 operation_set) = 0;
virtual void STDMETHODCALLTYPE GetPerformanceData(void *performance_data) = 0;
virtual void STDMETHODCALLTYPE SetDebugConfiguration(
const void *debug_configuration,
void *reserved) = 0;
};
// XAudio2 2.7 COM class and interface.
DEFINE_GUID(CLSID_XAudio2_7_LEGACY,
0x5a508685, 0xa254, 0x4fba,
0x9b, 0x82, 0x9a, 0x24, 0xb0, 0x03, 0x06, 0xaf);
DEFINE_GUID(IID_IXAudio2_7_LEGACY,
0x8bcf1f58, 0x9fe7, 0x4583,
0x8a, 0xc6, 0xe2, 0xad, 0xc4, 0x65, 0xc8, 0xbb);
static decltype(CoCreateInstance) *CoCreateInstance_orig = nullptr;
using CreateFX_t = HRESULT (WINAPI *)(REFCLSID, IUnknown **, const void *, UINT32);
static CreateFX_t CreateFX_orig = nullptr;
static std::string describe_wave_format(const WAVEFORMATEX *format) {
if (format == nullptr) {
return "null";
}
DWORD channel_mask = 0;
if (format->wFormatTag == WAVE_FORMAT_EXTENSIBLE &&
format->cbSize >= sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX)) {
channel_mask = reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(format)->dwChannelMask;
}
return fmt::format(
"tag=0x{:04x}, channels={}, rate={} Hz, bits={}, valid_block={} B, avg={} B/s, mask=0x{:08x}",
format->wFormatTag,
format->nChannels,
format->nSamplesPerSec,
format->wBitsPerSample,
format->nBlockAlign,
format->nAvgBytesPerSec,
channel_mask);
}
template <size_t Size>
static std::string narrow_fixed(const WCHAR (&value)[Size]) {
size_t length = 0;
while (length < Size && value[length] != L'\0') {
length++;
}
return ws2s(std::wstring(value, length));
}
class WrappedXAudio2 final : public IXAudio2_27 {
public:
explicit WrappedXAudio2(IXAudio2_27 *real) : real(real) {
log_info("audio::xaudio2", "wrapping IXAudio2 2.7 engine {}", static_cast<void *>(real));
}
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **object) override {
if (object == nullptr) {
return E_POINTER;
}
if (IsEqualIID(riid, IID_IUnknown) || IsEqualIID(riid, IID_IXAudio2_7_LEGACY)) {
*object = this;
AddRef();
log_info("audio::xaudio2", "IXAudio2::QueryInterface({}) -> proxy", guid2s(riid));
return S_OK;
}
const auto result = real->QueryInterface(riid, object);
log_info(
"audio::xaudio2",
"IXAudio2::QueryInterface({}) -> {}, object={}",
guid2s(riid),
FMT_HRESULT(result),
object != nullptr ? *object : nullptr);
return result;
}
ULONG STDMETHODCALLTYPE AddRef() override {
return ++ref_count;
}
ULONG STDMETHODCALLTYPE Release() override {
const auto remaining = --ref_count;
if (remaining == 0) {
log_info("audio::xaudio2", "destroying IXAudio2 2.7 proxy");
real->Release();
delete this;
}
return remaining;
}
HRESULT STDMETHODCALLTYPE GetDeviceCount(UINT32 *device_count) override {
const auto result = real->GetDeviceCount(device_count);
log_info(
"audio::xaudio2",
"IXAudio2::GetDeviceCount -> {}, count={}",
FMT_HRESULT(result),
SUCCEEDED(result) && device_count != nullptr ? *device_count : 0);
return result;
}
HRESULT STDMETHODCALLTYPE GetDeviceDetails(
UINT32 device_index,
XAudio2DeviceDetails *device_details) override {
const auto result = real->GetDeviceDetails(device_index, device_details);
if (SUCCEEDED(result) && device_details != nullptr) {
const auto device_name = narrow_fixed(device_details->display_name);
if (!device_details_logged.exchange(true, std::memory_order_relaxed)) {
log_info(
"audio::xaudio2",
"IXAudio2::GetDeviceDetails({}) -> {}, id='{}', name='{}', role=0x{:08x}, {}",
device_index,
FMT_HRESULT(result),
narrow_fixed(device_details->device_id),
device_name,
device_details->role,
describe_wave_format(&device_details->output_format.Format));
}
const auto channels = device_details->output_format.Format.nChannels;
if (channels != 2 && channels != 6 &&
!channel_warning_logged.exchange(true, std::memory_order_relaxed)) {
log_warning(
"audio::xaudio2",
"output device '{}' has {} channels; Nostalgia requires stereo or 5.1 output",
device_name,
channels);
deferredlogs::defer_error_messages({
"unsupported audio output channel count detected!",
fmt::format(" device: {}", device_name),
fmt::format(" detected {} channels; Nostalgia requires 2 (stereo) or 6 (5.1)", channels),
" * configure the default Windows playback device for stereo or 5.1 output",
" * disable 7.1 surround sound or spatial audio for this device",
});
}
} else {
log_warning(
"audio::xaudio2",
"IXAudio2::GetDeviceDetails({}) -> {}",
device_index,
FMT_HRESULT(result));
}
return result;
}
HRESULT STDMETHODCALLTYPE Initialize(UINT32 flags, UINT32 processor) override {
const auto result = real->Initialize(flags, processor);
log_info(
"audio::xaudio2",
"IXAudio2::Initialize(flags=0x{:08x}, processor=0x{:08x}) -> {}",
flags,
processor,
FMT_HRESULT(result));
return result;
}
HRESULT STDMETHODCALLTYPE RegisterForCallbacks(void *callback) override {
const auto result = real->RegisterForCallbacks(callback);
log_info(
"audio::xaudio2",
"IXAudio2::RegisterForCallbacks({}) -> {}",
callback,
FMT_HRESULT(result));
return result;
}
void STDMETHODCALLTYPE UnregisterForCallbacks(void *callback) override {
log_info("audio::xaudio2", "IXAudio2::UnregisterForCallbacks({})", callback);
real->UnregisterForCallbacks(callback);
}
HRESULT STDMETHODCALLTYPE CreateSourceVoice(
void **source_voice,
const WAVEFORMATEX *source_format,
UINT32 flags,
float max_frequency_ratio,
void *callback,
const void *send_list,
const XAudio2EffectChain *effect_chain) override {
return real->CreateSourceVoice(
source_voice,
source_format,
flags,
max_frequency_ratio,
callback,
send_list,
effect_chain);
}
HRESULT STDMETHODCALLTYPE CreateSubmixVoice(
void **submix_voice,
UINT32 input_channels,
UINT32 input_sample_rate,
UINT32 flags,
UINT32 processing_stage,
const void *send_list,
const XAudio2EffectChain *effect_chain) override {
return real->CreateSubmixVoice(
submix_voice,
input_channels,
input_sample_rate,
flags,
processing_stage,
send_list,
effect_chain);
}
HRESULT STDMETHODCALLTYPE CreateMasteringVoice(
void **mastering_voice,
UINT32 input_channels,
UINT32 input_sample_rate,
UINT32 flags,
UINT32 device_index,
const XAudio2EffectChain *effect_chain) override {
const auto result = real->CreateMasteringVoice(
mastering_voice,
input_channels,
input_sample_rate,
flags,
device_index,
effect_chain);
log_info(
"audio::xaudio2",
"IXAudio2::CreateMasteringVoice(channels={}, rate={} Hz, flags=0x{:08x}, device={}, effects={}) -> {}, voice={}",
input_channels,
input_sample_rate,
flags,
device_index,
effect_chain != nullptr ? effect_chain->effect_count : 0,
FMT_HRESULT(result),
mastering_voice != nullptr ? *mastering_voice : nullptr);
return result;
}
HRESULT STDMETHODCALLTYPE StartEngine() override {
const auto result = real->StartEngine();
log_info("audio::xaudio2", "IXAudio2::StartEngine -> {}", FMT_HRESULT(result));
return result;
}
void STDMETHODCALLTYPE StopEngine() override {
log_info("audio::xaudio2", "IXAudio2::StopEngine");
real->StopEngine();
}
HRESULT STDMETHODCALLTYPE CommitChanges(UINT32 operation_set) override {
return real->CommitChanges(operation_set);
}
void STDMETHODCALLTYPE GetPerformanceData(void *performance_data) override {
real->GetPerformanceData(performance_data);
}
void STDMETHODCALLTYPE SetDebugConfiguration(
const void *debug_configuration,
void *reserved) override {
log_info("audio::xaudio2", "IXAudio2::SetDebugConfiguration({})", debug_configuration);
real->SetDebugConfiguration(debug_configuration, reserved);
}
private:
std::atomic<ULONG> ref_count = 1;
std::atomic_bool device_details_logged = false;
std::atomic_bool channel_warning_logged = false;
IXAudio2_27 *real;
};
static HRESULT STDAPICALLTYPE CoCreateInstance_hook(
REFCLSID clsid,
LPUNKNOWN outer,
DWORD class_context,
REFIID iid,
LPVOID *object) {
const auto result = CoCreateInstance_orig(clsid, outer, class_context, iid, object);
log_info(
"audio::xact",
"CoCreateInstance(clsid={}, iid={}, context=0x{:08x}) -> {}, object={}",
guid2s(clsid),
guid2s(iid),
class_context,
FMT_HRESULT(result),
object != nullptr ? *object : nullptr);
if (SUCCEEDED(result) && object != nullptr && *object != nullptr &&
IsEqualCLSID(clsid, CLSID_XAudio2_7_LEGACY) &&
IsEqualIID(iid, IID_IXAudio2_7_LEGACY)) {
*object = static_cast<IXAudio2_27 *>(
new WrappedXAudio2(static_cast<IXAudio2_27 *>(*object)));
}
return result;
}
static HRESULT WINAPI CreateFX_hook(
REFCLSID clsid,
IUnknown **effect,
const void *init_data,
UINT32 init_data_size) {
const auto result = CreateFX_orig(clsid, effect, init_data, init_data_size);
log_info(
"audio::xapofx",
"CreateFX(clsid={}, init_data={}, size={}) -> {}, effect={}",
guid2s(clsid),
init_data,
init_data_size,
FMT_HRESULT(result),
effect != nullptr ? static_cast<void *>(*effect) : nullptr);
return result;
}
void init() {
const auto libxact = GetModuleHandleW(L"libxact.dll");
if (libxact == nullptr) {
return;
}
CoCreateInstance_orig = detour::iat_try(
"CoCreateInstance", CoCreateInstance_hook, libxact);
CreateFX_orig = detour::iat_try("CreateFX", CreateFX_hook, libxact);
log_info(
"audio::xact",
"libxact hooks installed: CoCreateInstance={}, CreateFX={}",
CoCreateInstance_orig != nullptr,
CreateFX_orig != nullptr);
}
}
+4 -4
View File
@@ -1,5 +1,5 @@
#pragma once
namespace hooks::audio::xact {
void init();
#pragma once
namespace hooks::audio::xact {
void init();
}
@@ -1,304 +1,304 @@
// 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);
}
}
}
// the overlay's imgui dx11 backend needs D3DCompile (d3dcompiler_XX.dll) to
// build its shaders. _43 ships with the DX June 2010 redist on stock Win7;
// _46/_47 come with newer Windows.
bool d3dcompiler_available() {
static const wchar_t *names[] = {
L"d3dcompiler_47.dll",
L"d3dcompiler_46.dll",
L"d3dcompiler_43.dll",
};
for (auto name : names) {
HMODULE mod = GetModuleHandleW(name);
if (!mod) {
mod = LoadLibraryW(name);
}
if (mod && GetProcAddress(mod, "D3DCompile")) {
return true;
}
}
return false;
}
} // 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;
}
// no d3dcompiler -> overlay can't build shaders; skip dx11 overlay
if (!d3dcompiler_available()) {
log_warning(
"graphics::d3d11",
"d3dcompiler not found; dx11 overlay disabled");
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
// 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);
}
}
}
// the overlay's imgui dx11 backend needs D3DCompile (d3dcompiler_XX.dll) to
// build its shaders. _43 ships with the DX June 2010 redist on stock Win7;
// _46/_47 come with newer Windows.
bool d3dcompiler_available() {
static const wchar_t *names[] = {
L"d3dcompiler_47.dll",
L"d3dcompiler_46.dll",
L"d3dcompiler_43.dll",
};
for (auto name : names) {
HMODULE mod = GetModuleHandleW(name);
if (!mod) {
mod = LoadLibraryW(name);
}
if (mod && GetProcAddress(mod, "D3DCompile")) {
return true;
}
}
return false;
}
} // 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;
}
// no d3dcompiler -> overlay can't build shaders; skip dx11 overlay
if (!d3dcompiler_available()) {
log_warning(
"graphics::d3d11",
"d3dcompiler not found; dx11 overlay disabled");
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
@@ -1,24 +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
#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
@@ -1,102 +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
// 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
@@ -1,59 +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
#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
@@ -1,165 +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
// 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
@@ -1,294 +1,343 @@
// 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"
#include "util/utils.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;
}
// theme the native title bar; first present is the only reliable point for
// windows whose swapchain bypasses our factory hooks (e.g. UnityPlayer.dll)
set_window_dark_titlebar(desc.OutputWindow);
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
// 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 "hooks/graphics/graphics.h"
#include "util/utils.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;
// sub-screens / IME helpers are usually child or zero-sized windows.
// visibility isn't checked - the game may present before showing the window.
bool looks_like_game_window(HWND hwnd) {
RECT client {};
return GetAncestor(hwnd, GA_ROOT) == hwnd
&& GetClientRect(hwnd, &client)
&& client.right > client.left
&& client.bottom > client.top;
}
// only the main game window; ignore sub-screens / IME helpers.
bool is_main_game_swapchain(IDXGISwapChain *swapchain) {
DXGI_SWAP_CHAIN_DESC desc {};
if (!swapchain || FAILED(swapchain->GetDesc(&desc)) || !desc.OutputWindow) {
return false;
}
HWND main = d3d11_hooks::main_hwnd();
if (!main) {
// no creation hook recorded a window, so fall back to the presenting one;
// the choice is permanent, so require a plausible game window
if (!looks_like_game_window(desc.OutputWindow)) {
return false;
}
log_misc(
"graphics::d3d11",
"try to notemain hwnd from swapchain present: 0x{:x}",
(uintptr_t)desc.OutputWindow);
d3d11_hooks::note_main_hwnd(desc.OutputWindow);
// it may have been ignored, or another thread may have won the slot
main = d3d11_hooks::main_hwnd();
}
return desc.OutputWindow == main;
}
// checks are ordered cheapest first, since this runs on every present
void try_create_overlay(IDXGISwapChain *swapchain) {
if (!swapchain) {
return;
}
// overlay is disabled by user
if (!overlay::ENABLED) {
return;
}
// overlay is already enabled and attached
if (overlay::OVERLAY) {
return;
}
// ignore sub windows
if (!is_main_game_swapchain(swapchain)) {
return;
}
DXGI_SWAP_CHAIN_DESC desc {};
if (FAILED(swapchain->GetDesc(&desc)) || !desc.OutputWindow) {
return;
}
// theme the native title bar; first present is the only reliable point for
// windows whose swapchain bypasses our factory hooks (e.g. UnityPlayer.dll)
set_window_dark_titlebar(desc.OutputWindow);
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();
}
// screenshots have to keep working with the overlay disabled, so they are not gated on it
void pump_frame(IDXGISwapChain *swapchain) {
const bool has_overlay =
overlay::OVERLAY && overlay::OVERLAY->uses_swapchain(swapchain);
if (!has_overlay && !is_main_game_swapchain(swapchain)) {
return;
}
graphics_poll_screenshot_hotkey();
// before the overlay render so the screenshot excludes it
if (!GRAPHICS_SCREENSHOT_INCLUDE_OVERLAY) {
d3d11_hooks::try_screenshot(swapchain);
}
if (has_overlay) {
// 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 the overlay render so the screenshot includes toasts / menus
if (GRAPHICS_SCREENSHOT_INCLUDE_OVERLAY) {
d3d11_hooks::try_screenshot(swapchain);
}
}
// ----------------------------------------------------------------------
// swapchain method hooks
HRESULT STDMETHODCALLTYPE Present_hook(
IDXGISwapChain *swapchain, UINT SyncInterval, UINT Flags)
{
// a test present doesn't display anything; don't pick a window or take a screenshot off it
if (!(Flags & DXGI_PRESENT_TEST)) {
try_create_overlay(swapchain);
pump_frame(swapchain);
}
return Present_orig(swapchain, SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE Present1_hook(
IDXGISwapChain1 *swapchain, UINT SyncInterval, UINT Flags,
const DXGI_PRESENT_PARAMETERS *pParams)
{
if (!(Flags & DXGI_PRESENT_TEST)) {
try_create_overlay(swapchain);
pump_frame(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
@@ -1,175 +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
// 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
@@ -1,15 +1,12 @@
#include "d3d9_backend.h"
#include <atomic>
#include <cassert>
#include <memory>
#include <thread>
#include <vector>
#include <external/robin_hood.h>
#include <d3d9.h>
#ifdef __GNUC__
#include <d3dx9tex.h>
#endif
#include "avs/game.h"
#include "cfg/screen_resize.h"
@@ -18,28 +15,23 @@
#include "games/popn/popn.h"
#include "games/sdvx/sdvx.h"
#include "games/mfc/mfc.h"
#include "games/io.h"
#include "hooks/graphics/graphics.h"
#include "launcher/launcher.h"
#include "launcher/options.h"
#include "launcher/signal.h"
#include "launcher/shutdown.h"
#include "misc/clipboard.h"
#include "misc/eamuse.h"
#include "misc/wintouchemu.h"
#include "overlay/overlay.h"
#include "overlay/notifications.h"
#include "util/detour.h"
#include "util/deferlog.h"
#include "util/fileutils.h"
#include "util/flags_helper.h"
#include "util/libutils.h"
#include "util/logging.h"
#include "util/utils.h"
#include "util/memutils.h"
#include "util/threadpool.h"
#include "d3d9_device.h"
#include "d3d9_screenshot.h"
#ifdef min
#undef min
@@ -63,19 +55,6 @@
return __ret; \
} while (0)
#ifdef __GNUC__
typedef decltype(D3DXSaveSurfaceToFileA) *D3DXSaveSurfaceToFileA_t;
#else
#define D3DXIFF_PNG ((DWORD) 3)
typedef HRESULT (WINAPI *D3DXSaveSurfaceToFileA_t)(
LPCSTR pDestFile,
DWORD DestFormat,
LPDIRECT3DSURFACE9 pSrcSurface,
CONST PALETTEENTRY *pSrcPalette,
CONST RECT *pSrcRect);
#endif
/*
* 9 on 12
*/
@@ -99,8 +78,6 @@ typedef IDirect3D9* (WINAPI *Direct3DCreate9On12_t)(
static void *D3D9_DIRECT3D_CREATE9_ADR = nullptr;
static char D3D9_DIRECT3D_CREATE9_CONTENTS[16];
static bool ATTEMPTED_D3DX9_LOAD_LIBRARY = false;
// settings
std::optional<UINT> D3D9_ADAPTER = std::nullopt;
DWORD D3D9_BEHAVIOR_DISABLE = 0;
@@ -113,6 +90,12 @@ static Direct3DCreate9On12Ex_t Direct3DCreate9On12Ex_orig = nullptr;
static bool ATTEMPTED_SUB_SWAP_CHAIN_ACQUIRE = false;
static IDirect3DSwapChain9 *SUB_SWAP_CHAIN = nullptr;
// main and subscreen presents may occur on different threads.
static std::atomic_bool SUBSCREEN_PRESENTED_SINCE_LAST_MAIN = false;
// do not mistake the fallback Present below for a game-originated Present.
static thread_local bool SUBSCREEN_FORCE_REDRAW_IN_PROGRESS = false;
static void graphics_d3d9_ldj_init_sub_screen(
IDirect3DDevice9Ex *device,
D3DPRESENT_PARAMETERS *present_params,
@@ -1445,6 +1428,12 @@ IDirect3DSurface9 *graphics_d3d9_ldj_get_sub_screen() {
return surface;
}
void graphics_d3d9_notify_subscreen_present() {
if (SUBSCREEN_FORCE_REDRAW && !SUBSCREEN_FORCE_REDRAW_IN_PROGRESS) {
SUBSCREEN_PRESENTED_SINCE_LAST_MAIN.store(true, std::memory_order_relaxed);
}
}
static void graphics_d3d9_ldj_on_present(IDirect3DDevice9 *wrapped_device) {
// iidx/sdvx
int swapchain = 1;
@@ -1472,188 +1461,24 @@ static void graphics_d3d9_ldj_on_present(IDirect3DDevice9 *wrapped_device) {
//
// early versions of popn HC needs this as well, but not on by default as it can cause
// graphical glitches on some GPUs
if (GRAPHICS_WINDOWED || SUBSCREEN_FORCE_REDRAW) {
//
// treat forced redraw as a fallback so it does not duplicate a successful game present.
const bool force_redraw = SUBSCREEN_FORCE_REDRAW &&
!SUBSCREEN_PRESENTED_SINCE_LAST_MAIN.exchange(false, std::memory_order_relaxed);
if (GRAPHICS_WINDOWED || force_redraw) {
SUBSCREEN_FORCE_REDRAW_IN_PROGRESS = true;
SUB_SWAP_CHAIN->Present(nullptr, nullptr, nullptr, nullptr, 0);
SUBSCREEN_FORCE_REDRAW_IN_PROGRESS = false;
}
}
}
static void save_capture(
int screen,
D3DFORMAT format,
UINT width,
UINT height,
IDirect3DSurface9 *surface) {
HRESULT hr;
// lock surface to be able to access the data
D3DLOCKED_RECT finished_copy {};
hr = surface->LockRect(&finished_copy, nullptr, 0);
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to lock screenshot surface, hr={}", FMT_HRESULT(hr));
graphics_capture_skip(screen);
return;
}
// copy pixel data
size_t pitch = finished_copy.Pitch;
auto data = reinterpret_cast<uint8_t *>(finished_copy.pBits);
auto pixels = new uint8_t[width * height * 3];
for (size_t row = 0; row < height; row++) {
size_t offset_pixels = 0;
size_t offset_row = row * width * 3;
switch (format) {
case D3DFMT_R8G8B8: {
for (size_t offset = 0; offset < pitch; offset += 3) {
auto cell = data + row * pitch + offset;
auto pixel = &pixels[offset_row + offset_pixels];
pixel[0] = cell[0];
pixel[1] = cell[1];
pixel[2] = cell[2];
offset_pixels += 3;
}
break;
}
case D3DFMT_X8R8G8B8:
case D3DFMT_A8R8G8B8: {
for (size_t offset = 0; offset < pitch; offset += 4) {
auto cell = data + row * pitch + offset;
auto pixel = &pixels[offset_row + offset_pixels];
pixel[0] = cell[2];
pixel[1] = cell[1];
pixel[2] = cell[0];
offset_pixels += 3;
}
break;
}
case D3DFMT_X8B8G8R8:
case D3DFMT_A8B8G8R8: {
for (size_t offset = 0; offset < pitch; offset += 4) {
auto cell = data + row * pitch + offset;
auto pixel = &pixels[offset_row + offset_pixels];
pixel[0] = cell[0];
pixel[1] = cell[1];
pixel[2] = cell[2];
offset_pixels += 3;
}
break;
}
default: {
for (size_t offset = 0; offset < width; offset++) {
auto pixel = &pixels[offset_row + offset_pixels];
pixel[0] = 0;
pixel[1] = 0;
pixel[2] = 0;
offset_pixels += 3;
}
}
}
}
// unlock surface
hr = surface->UnlockRect();
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to unlock screenshot surface, hr={}", FMT_HRESULT(hr));
graphics_capture_skip(screen);
return;
}
// enqueue
graphics_capture_enqueue(screen, pixels, width, height);
}
static void save_screenshot(const std::string &file_path, UINT height, IDirect3DSurface9 *surface) {
HRESULT hr;
D3DLOCKED_RECT finished_copy {};
hr = surface->LockRect(&finished_copy, nullptr, 0);
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to lock screenshot surface, hr={}", FMT_HRESULT(hr));
return;
}
// set alpha channel to 255
{
auto pitch = finished_copy.Pitch;
auto data = reinterpret_cast<uint8_t *>(finished_copy.pBits);
for (size_t i = 0; i < height; i++) {
for (int j = 3; j < pitch; j += 4) {
data[i * pitch + j] = 255;
}
}
}
hr = surface->UnlockRect();
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to unlock screenshot surface, hr={}", FMT_HRESULT(hr));
return;
}
// lazy load function
static D3DXSaveSurfaceToFileA_t D3DXSaveSurfaceToFileA_ptr = nullptr;
if (D3DXSaveSurfaceToFileA_ptr == nullptr) {
D3DXSaveSurfaceToFileA_ptr = libutils::try_proc<D3DXSaveSurfaceToFileA_t>("D3DXSaveSurfaceToFileA");
// check if function was not found, likely because d3dx9 is not loaded
if (!ATTEMPTED_D3DX9_LOAD_LIBRARY && D3DXSaveSurfaceToFileA_ptr == nullptr) {
ATTEMPTED_D3DX9_LOAD_LIBRARY = true;
for (size_t i = 43; i >= 24; i--) {
auto lib_name = fmt::format("d3dx9_{}.dll", i);
auto d3dx9 = libutils::try_library(lib_name);
// Check if library was not found
if (d3dx9 == nullptr) {
continue;
}
D3DXSaveSurfaceToFileA_ptr = libutils::try_proc<D3DXSaveSurfaceToFileA_t>(
d3dx9, "D3DXSaveSurfaceToFileA");
// Check if function was not found
if (D3DXSaveSurfaceToFileA_ptr == nullptr) {
FreeLibrary(d3dx9);
d3dx9 = nullptr;
continue;
}
log_info("graphics::d3d9", "found surface save function in '{}'", lib_name);
break;
}
}
}
if (D3DXSaveSurfaceToFileA_ptr != nullptr) {
// save to file
log_info("graphics::d3d9", "saving screenshot to {}", file_path);
auto hr = D3DXSaveSurfaceToFileA_ptr(file_path.c_str(), D3DXIFF_PNG, surface, nullptr, nullptr);
if (FAILED(hr)) {
log_warning("graphics::d3d9", "Failed to save screenshot");
overlay::notifications::add(
overlay::notifications::Severity::Error,
"Screenshot failed to save");
return;
}
// save to clipboard
clipboard::copy_image(file_path);
overlay::notifications::add(
overlay::notifications::Severity::Success,
fmt::format("Screenshot saved: {}", fileutils::basename(file_path)));
} else {
log_warning("graphics::d3d9", "Direct3D save helper function not available");
}
}
void graphics_d3d9_on_present(
HWND hFocusWindow,
IDirect3DDevice9 *device,
IDirect3DDevice9 *wrapped_device) {
WrappedIDirect3DDevice9 *wrapped_device) {
// image resize / orientation swap. run here (the present path) rather than from `EndScene`,
// which may fire several times per frame on multi-pass / render-to-texture games. this is the
@@ -1664,6 +1489,13 @@ void graphics_d3d9_on_present(
SurfaceHook(device);
}
graphics_poll_screenshot_hotkey();
// before the overlay render so the screenshot excludes it
if (!GRAPHICS_SCREENSHOT_INCLUDE_OVERLAY) {
graphics_d3d9_process_screenshot(device, wrapped_device);
}
// Do overlay init as many d3d9 hooks create a dummy instance to get vtable offsets and never
// call `Present`. This avoids race conditions on `IDirect3D9::CreateDevice` like with
// `dx9osd.dll` for pfreepanic.
@@ -1683,6 +1515,15 @@ void graphics_d3d9_on_present(
device->EndScene();
}
// after the overlay render so the screenshot includes toasts / menus
if (GRAPHICS_SCREENSHOT_INCLUDE_OVERLAY) {
graphics_d3d9_process_screenshot(device, wrapped_device);
}
// API capture always includes the overlay; it must run before the subscreen present
// below, which leaves the arena SMALL back buffer black
graphics_d3d9_process_capture(device, wrapped_device);
// for IIDX TDJ / SDVX UFC, handle subscreen
const bool is_vm = games::sdvx::is_valkyrie_model();
const bool is_tdj = avs::game::is_model("LDJ") && games::iidx::TDJ_MODE;
@@ -1696,136 +1537,6 @@ void graphics_d3d9_on_present(
if (is_mfc) {
wintouchemu::update();
}
// check screenshot key
static bool trigger_last = false;
auto buttons = games::get_buttons_overlay(eamuse_get_game());
if (buttons && (!overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered()) &&
GameAPI::Buttons::getState(RI_MGR, buttons->at(games::OverlayButtons::Screenshot)))
{
if (!trigger_last) {
graphics_screenshot_trigger();
}
trigger_last = true;
} else {
trigger_last = false;
}
// process pending screenshot
bool screenshot = false;
bool capture = false;
int capture_screen = 0;
if ((screenshot = graphics_screenshot_consume())
|| ((capture = graphics_capture_consume(&capture_screen)))) {
HRESULT hr = S_OK;
// TODO: verify capture_screen is a valid swapchain
// get back buffer
IDirect3DSurface9 *buffer = nullptr;
if (SUB_SWAP_CHAIN != nullptr && capture_screen & 1) {
hr = SUB_SWAP_CHAIN->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &buffer);
} else {
hr = device->GetBackBuffer(capture_screen, 0, D3DBACKBUFFER_TYPE_MONO, &buffer);
}
if (FAILED(hr) || buffer == nullptr) {
log_warning("graphics::d3d9",
"failed to get back buffer, hr={}",
FMT_HRESULT(hr));
if (capture) {
graphics_capture_skip(capture_screen);
}
return;
}
D3DSURFACE_DESC desc {};
hr = buffer->GetDesc(&desc);
if (FAILED(hr)) {
log_warning("graphics::d3d9",
"failed to acquire back buffer descriptor, hr={}",
FMT_HRESULT(hr));
buffer->Release();
if (capture) {
graphics_capture_skip(capture_screen);
}
return;
}
// TODO: cache render targets
IDirect3DSurface9 *temp_surface = nullptr;
hr = device->CreateRenderTarget(
desc.Width, desc.Height, desc.Format, desc.MultiSampleType,
desc.MultiSampleQuality, TRUE, &temp_surface, nullptr);
if (FAILED(hr) || temp_surface == nullptr) {
log_warning("graphics::d3d9",
"failed to acquire temporary surface, hr={}",
FMT_HRESULT(hr));
buffer->Release();
if (capture) {
graphics_capture_skip(capture_screen);
}
return;
}
hr = device->StretchRect(buffer, nullptr, temp_surface, nullptr, D3DTEXF_NONE);
if (FAILED(hr)) {
log_warning("graphics::d3d9",
"failed to copy back buffer contents, hr={}",
FMT_HRESULT(hr));
temp_surface->Release();
buffer->Release();
if (capture) {
graphics_capture_skip(capture_screen);
}
return;
}
// release original back buffer reference
buffer->Release();
// function for storing the surface
auto surface_process = [=]() {
// capture
if (capture) {
save_capture(capture_screen, desc.Format, desc.Width, desc.Height, temp_surface);
}
// screenshot
if (screenshot) {
// check where we can save it
auto file_path = graphics_screenshot_genpath();
if (!file_path.empty()) {
// write to file
save_screenshot(file_path, desc.Height, temp_surface);
}
}
// release surface
temp_surface->Release();
};
// list of games that crash when running the screenshot processor on another thread
static const robin_hood::unordered_set<std::string> THREAD_BAN {
"JMA",
#ifndef SPICE64
"KFC",
#endif
"KMA",
"KLP",
"LMA",
};
// run the save operation on another thread for supported games
if (THREAD_BAN.contains(avs::game::MODEL)) {
surface_process();
} else {
static auto pool = ThreadPool(2);
pool.add(surface_process);
}
}
}
void update_backbuffer_dimensions(D3DPRESENT_PARAMETERS *params) {
@@ -4,6 +4,8 @@
#include "d3d9_gfdm.h"
struct WrappedIDirect3DDevice9;
// {EEE9CCF6-53D6-4326-9AE5-60921B3DB394}
static const GUID IID_WrappedIDirect3D9 = {
0xeee9ccf6, 0x53d6, 0x4326, { 0x9a, 0xe5, 0x60, 0x92, 0x1b, 0x3d, 0xb3, 0x94 }
@@ -13,7 +15,9 @@ void graphics_d3d9_init();
void graphics_d3d9_on_present(
HWND hFocusWindow,
IDirect3DDevice9 *device,
IDirect3DDevice9 *wrapped_device);
WrappedIDirect3DDevice9 *wrapped_device);
void graphics_d3d9_notify_subscreen_present();
IDirect3DSurface9 *graphics_d3d9_ldj_get_sub_screen();
@@ -23,6 +23,11 @@
#include "shaders/vertex_shader.h"
#endif
// maps arena's cached additional swap chains (SMALL, LEFT, RIGHT) to screen numbers.
// MAIN is the implicit swap chain, is not in those slots, and is always screen 0.
// screen 1 is the subscreen for every other game, so SMALL takes that number here too.
static constexpr int GFDM_ARENA_SLOT_SCREENS[] { 1, 2, 3 };
#define CHECK_RESULT_FMT(x, fmt, ...) \
HRESULT __ret = (x); \
if (GRAPHICS_LOG_HRESULT && FAILED(__ret)) [[unlikely]] { \
@@ -134,6 +139,10 @@ ULONG STDMETHODCALLTYPE WrappedIDirect3DDevice9::Release() {
this->main_swapchain->Release();
this->main_swapchain = nullptr;
}
if (this->implicit_sub_swapchain) {
this->implicit_sub_swapchain->Release();
this->implicit_sub_swapchain = nullptr;
}
for (auto &sc : this->sub_swapchain) {
if (sc) {
sc->Release();
@@ -332,20 +341,25 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::CreateAdditionalSwapChain(
int index = 0;
bool create_swap_chain = false;
bool create_fake_swap_chain = false;
bool arena_slot = false;
if (avs::game::is_model({"LDJ", "KFC", "M39"})) {
create_swap_chain = true;
} else if (games::gitadora::is_arena_model() &&
(GRAPHICS_PREVENT_SECONDARY_WINDOWS || GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS)) {
(GRAPHICS_SCREENSHOT_SUBSCREENS ||
GRAPHICS_PREVENT_SECONDARY_WINDOWS ||
GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS)) {
if (pPresentationParameters->BackBufferWidth == 800) {
// SMALL (subscreen)
create_swap_chain = true;
arena_slot = true;
index = 0;
} else if (pPresentationParameters->BackBufferWidth == 1080) {
// LEFT/RIGHT
create_swap_chain = true;
arena_slot = true;
index = 1;
if (sub_swapchain[index] || fake_sub_swapchain[index]) {
index = 2;
@@ -357,6 +371,11 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::CreateAdditionalSwapChain(
}
}
// the api lists screens from this registry, so arena heads need their logical numbers in it
if (arena_slot) {
graphics_screens_register(GFDM_ARENA_SLOT_SCREENS[index]);
}
if (create_fake_swap_chain) {
if (!fake_sub_swapchain[index]) {
log_info(
@@ -487,6 +506,24 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::GetSwapChain(
fake_sub_swapchain[0]->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(fake_sub_swapchain[0]);
graphics_screens_register(iSwapChain);
return D3D_OK;
} else if (SUBSCREEN_FORCE_REDRAW) {
// store implicit sub swap chain
if (!implicit_sub_swapchain) {
IDirect3DSwapChain9 *real_swapchain = nullptr;
HRESULT ret = pReal->GetSwapChain(iSwapChain, &real_swapchain);
if (FAILED(ret)) {
return ret;
}
implicit_sub_swapchain = new WrappedIDirect3DSwapChain9(this, real_swapchain);
implicit_sub_swapchain->should_run_hooks = false;
}
implicit_sub_swapchain->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(implicit_sub_swapchain);
graphics_screens_register(iSwapChain);
return D3D_OK;
}
@@ -517,6 +554,64 @@ UINT STDMETHODCALLTYPE WrappedIDirect3DDevice9::GetNumberOfSwapChains() {
return n;
}
void WrappedIDirect3DDevice9::get_screenshot_screens(std::vector<int> &screens) const {
if (games::gitadora::is_arena_model()) {
screens.push_back(0);
// every head the game renders into, whether or not it reaches a display
for (int slot = 0; slot < 3; slot++) {
if (sub_swapchain[slot] != nullptr || fake_sub_swapchain[slot] != nullptr) {
screens.push_back(GFDM_ARENA_SLOT_SCREENS[slot]);
}
}
return;
}
graphics_screens_get(screens);
// the sub screen is only registered once the game asks for it by index
if (sub_swapchain[0] != nullptr &&
avs::game::is_model({"LDJ", "KFC", "M39"}) &&
std::find(screens.begin(), screens.end(), 1) == screens.end())
{
screens.push_back(1);
}
}
HRESULT WrappedIDirect3DDevice9::get_screenshot_swap_chain(
UINT iSwapChain,
IDirect3DSwapChain9 **ppSwapChain)
{
if (ppSwapChain == nullptr) {
return D3DERR_INVALIDCALL;
}
// the game numbers the two-head SMALL head itself; keep screen 1 meaning SMALL
if (games::gitadora::is_arena_model() && is_gfdm_two_head_exclusive() && iSwapChain == 1) {
return GetSwapChain(gfdm_logical_small_swapchain, ppSwapChain);
}
if (games::gitadora::is_arena_model()) {
for (int slot = 0; slot < 3; slot++) {
if (GFDM_ARENA_SLOT_SCREENS[slot] != (int) iSwapChain) {
continue;
}
if (sub_swapchain[slot] != nullptr) {
sub_swapchain[slot]->AddRef();
*ppSwapChain = sub_swapchain[slot];
return D3D_OK;
}
if (fake_sub_swapchain[slot] != nullptr) {
fake_sub_swapchain[slot]->AddRef();
*ppSwapChain = fake_sub_swapchain[slot];
return D3D_OK;
}
}
}
return GetSwapChain(iSwapChain, ppSwapChain);
}
HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::Reset(
D3DPRESENT_PARAMETERS *pPresentationParameters)
{
@@ -3,6 +3,7 @@
#include <array>
#include <atomic>
#include <mutex>
#include <vector>
#include <initguid.h>
#include <d3d9.h>
@@ -234,6 +235,10 @@ struct WrappedIDirect3DDevice9 : IDirect3DDevice9Ex {
virtual HRESULT STDMETHODCALLTYPE GetDisplayModeEx(UINT iSwapChain, D3DDISPLAYMODEEX *pMode, D3DDISPLAYROTATION *pRotation) override;
#pragma endregion
// logical screens the game draws, and the swap chain each one lives on
void get_screenshot_screens(std::vector<int> &screens) const;
HRESULT get_screenshot_swap_chain(UINT iSwapChain, IDirect3DSwapChain9 **ppSwapChain);
bool is_gfdm_two_head_exclusive() const;
bool is_gfdm_logical_small_swapchain(UINT swapchain) const;
bool is_gfdm_logical_side_swapchain(UINT swapchain) const;
@@ -262,6 +267,7 @@ struct WrappedIDirect3DDevice9 : IDirect3DDevice9Ex {
std::atomic_ulong refs = 1;
WrappedIDirect3DSwapChain9 *main_swapchain = nullptr;
WrappedIDirect3DSwapChain9 *implicit_sub_swapchain = nullptr;
WrappedIDirect3DSwapChain9 *sub_swapchain[3] = { nullptr, nullptr, nullptr };
FakeIDirect3DSwapChain9 *fake_sub_swapchain[3] = { nullptr, nullptr, nullptr };
@@ -4,10 +4,12 @@
#include <d3d9.h>
#include "games/gitadora/gitadora.h"
inline constexpr UINT GFDM_SIDE_WIDTH = 1080;
inline constexpr UINT GFDM_SIDE_HEIGHT = 1920;
inline constexpr UINT GFDM_SMALL_WIDTH = 800;
inline constexpr UINT GFDM_SMALL_HEIGHT = 1280;
inline constexpr UINT GFDM_SMALL_WIDTH = games::gitadora::ARENA_SUBSCREEN_WIDTH;
inline constexpr UINT GFDM_SMALL_HEIGHT = games::gitadora::ARENA_SUBSCREEN_HEIGHT;
inline constexpr UINT GFDM_LOGICAL_HEAD_COUNT = 4;
inline constexpr UINT GFDM_NATIVE_SMALL_SWAPCHAIN = 1;
@@ -1,144 +1,144 @@
#include "d3d9_live2d.h"
// only the Live2D-capable SDVX versions are 64-bit, so the entire implementation
// is compiled out of 32-bit builds (the header supplies inline no-op stubs there).
#ifdef SPICE64
#include <cstdint>
#include <unordered_set>
#include "hooks/graphics/graphics.h"
// how the Live2D draw filtering works
// ------------------------------------
// SDVX draws its Live2D characters with a small, fixed set of pixel and
// vertex shaders. to skip those draws (and save GPU) we have to recognise them at
// the exact moment the game issues a draw call. the d3d9 device hooks feed three
// kinds of events into this module:
//
// 1. shader creation (on_create_pixel_shader / on_create_vertex_shader)
// the game compiles its shaders once at load. we can't trust the shader
// *object pointer* to identify a shader (it's just a heap address that
// varies per run and can be recycled), so instead we hash the shader's
// D3D9 *bytecode* - that fingerprint is stable across runs because the
// game ships the same shaders. if the hash matches a known Live2D shader
// we remember that object pointer in g_live2d_shaders.
//
// 2. shader binding (on_set_pixel_shader / on_set_vertex_shader)
// whenever the game binds a shader we look it up in that set once and cache
// the yes/no answer in g_cur_ps_is_live2d / g_cur_vs_is_live2d. binds happen
// far less often than draws, so this is where the lookup cost lives.
//
// 3. draw call (should_skip_draw, called from every Draw* hook)
// the per-draw question "is this a Live2D draw?" is then just reading those
// two cached bools - no hashing, no map lookups. if the skip is currently
// active (see graphics_sdvx_live2d_should_skip) and either bound shader is
// Live2D, the Draw* hook drops the call instead of forwarding it.
//
// everything is gated on the feature being enabled (mode != Off); when it's Off
// every entry point is a single predicted-not-taken branch. d3d9 rendering for a
// device is single-threaded, so none of this state needs locking.
namespace {
// shader state is tracked whenever the feature might act (mode != Off) so the
// known-shader set is populated before a song starts. when Off, every entry
// point is a single cheap branch.
bool tracking_enabled() {
return GRAPHICS_SDVX_LIVE2D_MODE != SdvxLive2dMode::Off;
}
// the set of shader objects (pixel or vertex) whose bytecode matched a known
// Live2D fingerprint. only matching shaders are stored, so this stays tiny.
std::unordered_set<void *> g_live2d_shaders;
// whether the currently-bound shaders are known Live2D shaders. cached at set
// time so the per-draw check is just two bool reads.
bool g_cur_ps_is_live2d = false;
bool g_cur_vs_is_live2d = false;
// FNV-1a 64 over a D3D9 shader token stream (ends with D3DSIO_END = 0x0000FFFF)
uint64_t bytecode_hash(const DWORD *func) {
if (func == nullptr) {
return 0;
}
const DWORD *p = func;
const DWORD *cap = func + 65536; // safety bound
while (p < cap && *p != 0x0000FFFF) {
p++;
}
const size_t n_bytes = ((size_t)(p - func) + 1) * sizeof(DWORD);
uint64_t h = 1469598103934665603ULL;
const auto *bytes = reinterpret_cast<const uint8_t *>(func);
for (size_t i = 0; i < n_bytes; i++) {
h ^= bytes[i];
h *= 1099511628211ULL;
}
return h;
}
// known SDVX Live2D shader bytecode hashes (4 pixel + 3 vertex). stable
// across runs because the game ships fixed shaders. the two sets are disjoint so
// a single shader can be classified by its own hash alone.
bool hash_is_live2d(uint64_t hash) {
switch (hash) {
case 0x75c89951817421a4ULL: // pixel: dominant model draw (~4.9M prims/120f in-song)
case 0x2d7ce428c6b4775dULL: // pixel: masked model draw
case 0x3ce00cc6111c10e7ULL: // pixel: mask generation
case 0x8bb3a2f37150ac34ULL: // pixel: mask generation (variant)
case 0xe9cf898c331e2a51ULL: // vertex
case 0x94dc84e7b7c0f437ULL: // vertex
case 0xc872937c5cc04309ULL: // vertex
return true;
}
return false;
}
// classify a shader at creation time and record it if it is Live2D. erasing on a
// miss keeps the set correct if the runtime reuses a freed shader pointer.
void classify_shader(void *shader, const DWORD *func) {
if (hash_is_live2d(bytecode_hash(func))) {
g_live2d_shaders.insert(shader);
} else {
g_live2d_shaders.erase(shader);
}
}
} // namespace
namespace d3d9_live2d {
// stage 1: fingerprint each shader as the game creates it
void on_create_vertex_shader(IDirect3DVertexShader9 *shader, const DWORD *func) {
if (tracking_enabled() && shader != nullptr) [[unlikely]] {
classify_shader(shader, func);
}
}
void on_create_pixel_shader(IDirect3DPixelShader9 *shader, const DWORD *func) {
if (tracking_enabled() && shader != nullptr) [[unlikely]] {
classify_shader(shader, func);
}
}
// stage 2: remember whether the just-bound shader is a Live2D one
void on_set_vertex_shader(IDirect3DVertexShader9 *shader) {
if (tracking_enabled()) [[unlikely]] {
g_cur_vs_is_live2d = g_live2d_shaders.count(shader) != 0;
}
}
void on_set_pixel_shader(IDirect3DPixelShader9 *shader) {
if (tracking_enabled()) [[unlikely]] {
g_cur_ps_is_live2d = g_live2d_shaders.count(shader) != 0;
}
}
// stage 3: drop the draw if the skip is active and a Live2D shader is bound
bool should_skip_draw() {
return graphics_sdvx_live2d_should_skip() && (g_cur_ps_is_live2d || g_cur_vs_is_live2d);
}
} // namespace d3d9_live2d
#endif // SPICE64
#include "d3d9_live2d.h"
// only the Live2D-capable SDVX versions are 64-bit, so the entire implementation
// is compiled out of 32-bit builds (the header supplies inline no-op stubs there).
#ifdef SPICE64
#include <cstdint>
#include <unordered_set>
#include "hooks/graphics/graphics.h"
// how the Live2D draw filtering works
// ------------------------------------
// SDVX draws its Live2D characters with a small, fixed set of pixel and
// vertex shaders. to skip those draws (and save GPU) we have to recognise them at
// the exact moment the game issues a draw call. the d3d9 device hooks feed three
// kinds of events into this module:
//
// 1. shader creation (on_create_pixel_shader / on_create_vertex_shader)
// the game compiles its shaders once at load. we can't trust the shader
// *object pointer* to identify a shader (it's just a heap address that
// varies per run and can be recycled), so instead we hash the shader's
// D3D9 *bytecode* - that fingerprint is stable across runs because the
// game ships the same shaders. if the hash matches a known Live2D shader
// we remember that object pointer in g_live2d_shaders.
//
// 2. shader binding (on_set_pixel_shader / on_set_vertex_shader)
// whenever the game binds a shader we look it up in that set once and cache
// the yes/no answer in g_cur_ps_is_live2d / g_cur_vs_is_live2d. binds happen
// far less often than draws, so this is where the lookup cost lives.
//
// 3. draw call (should_skip_draw, called from every Draw* hook)
// the per-draw question "is this a Live2D draw?" is then just reading those
// two cached bools - no hashing, no map lookups. if the skip is currently
// active (see graphics_sdvx_live2d_should_skip) and either bound shader is
// Live2D, the Draw* hook drops the call instead of forwarding it.
//
// everything is gated on the feature being enabled (mode != Off); when it's Off
// every entry point is a single predicted-not-taken branch. d3d9 rendering for a
// device is single-threaded, so none of this state needs locking.
namespace {
// shader state is tracked whenever the feature might act (mode != Off) so the
// known-shader set is populated before a song starts. when Off, every entry
// point is a single cheap branch.
bool tracking_enabled() {
return GRAPHICS_SDVX_LIVE2D_MODE != SdvxLive2dMode::Off;
}
// the set of shader objects (pixel or vertex) whose bytecode matched a known
// Live2D fingerprint. only matching shaders are stored, so this stays tiny.
std::unordered_set<void *> g_live2d_shaders;
// whether the currently-bound shaders are known Live2D shaders. cached at set
// time so the per-draw check is just two bool reads.
bool g_cur_ps_is_live2d = false;
bool g_cur_vs_is_live2d = false;
// FNV-1a 64 over a D3D9 shader token stream (ends with D3DSIO_END = 0x0000FFFF)
uint64_t bytecode_hash(const DWORD *func) {
if (func == nullptr) {
return 0;
}
const DWORD *p = func;
const DWORD *cap = func + 65536; // safety bound
while (p < cap && *p != 0x0000FFFF) {
p++;
}
const size_t n_bytes = ((size_t)(p - func) + 1) * sizeof(DWORD);
uint64_t h = 1469598103934665603ULL;
const auto *bytes = reinterpret_cast<const uint8_t *>(func);
for (size_t i = 0; i < n_bytes; i++) {
h ^= bytes[i];
h *= 1099511628211ULL;
}
return h;
}
// known SDVX Live2D shader bytecode hashes (4 pixel + 3 vertex). stable
// across runs because the game ships fixed shaders. the two sets are disjoint so
// a single shader can be classified by its own hash alone.
bool hash_is_live2d(uint64_t hash) {
switch (hash) {
case 0x75c89951817421a4ULL: // pixel: dominant model draw (~4.9M prims/120f in-song)
case 0x2d7ce428c6b4775dULL: // pixel: masked model draw
case 0x3ce00cc6111c10e7ULL: // pixel: mask generation
case 0x8bb3a2f37150ac34ULL: // pixel: mask generation (variant)
case 0xe9cf898c331e2a51ULL: // vertex
case 0x94dc84e7b7c0f437ULL: // vertex
case 0xc872937c5cc04309ULL: // vertex
return true;
}
return false;
}
// classify a shader at creation time and record it if it is Live2D. erasing on a
// miss keeps the set correct if the runtime reuses a freed shader pointer.
void classify_shader(void *shader, const DWORD *func) {
if (hash_is_live2d(bytecode_hash(func))) {
g_live2d_shaders.insert(shader);
} else {
g_live2d_shaders.erase(shader);
}
}
} // namespace
namespace d3d9_live2d {
// stage 1: fingerprint each shader as the game creates it
void on_create_vertex_shader(IDirect3DVertexShader9 *shader, const DWORD *func) {
if (tracking_enabled() && shader != nullptr) [[unlikely]] {
classify_shader(shader, func);
}
}
void on_create_pixel_shader(IDirect3DPixelShader9 *shader, const DWORD *func) {
if (tracking_enabled() && shader != nullptr) [[unlikely]] {
classify_shader(shader, func);
}
}
// stage 2: remember whether the just-bound shader is a Live2D one
void on_set_vertex_shader(IDirect3DVertexShader9 *shader) {
if (tracking_enabled()) [[unlikely]] {
g_cur_vs_is_live2d = g_live2d_shaders.count(shader) != 0;
}
}
void on_set_pixel_shader(IDirect3DPixelShader9 *shader) {
if (tracking_enabled()) [[unlikely]] {
g_cur_ps_is_live2d = g_live2d_shaders.count(shader) != 0;
}
}
// stage 3: drop the draw if the skip is active and a Live2D shader is bound
bool should_skip_draw() {
return graphics_sdvx_live2d_should_skip() && (g_cur_ps_is_live2d || g_cur_vs_is_live2d);
}
} // namespace d3d9_live2d
#endif // SPICE64
@@ -1,44 +1,44 @@
#pragma once
#include <windows.h>
#include <d3d9.h>
// SDVX Live2D draw-skip support for the D3D9 backend.
//
// SDVX renders its Live2D navigator / in-song character through a fixed set of
// shaders. when the skip is active (see graphics_sdvx_live2d_should_skip)
// the matching draw calls are dropped to save GPU. shaders are identified by a
// stable hash of their D3D9 bytecode (object pointers vary per run, the bytecode
// does not). the hashes were captured with the draw-call fingerprinting tool.
//
// every entry point is a no-op unless the feature is enabled (mode != Off), and
// d3d9 rendering for a device is single-threaded, so none of this needs locking.
namespace d3d9_live2d {
#ifdef SPICE64
// record a shader's bytecode fingerprint at creation time
void on_create_vertex_shader(IDirect3DVertexShader9 *shader, const DWORD *func);
void on_create_pixel_shader(IDirect3DPixelShader9 *shader, const DWORD *func);
// remember the currently-bound shaders
void on_set_vertex_shader(IDirect3DVertexShader9 *shader);
void on_set_pixel_shader(IDirect3DPixelShader9 *shader);
// true if the current draw call should be dropped (skip active AND the bound
// shaders identify it as SDVX Live2D)
bool should_skip_draw();
#else // !SPICE64
// only the Live2D-capable SDVX versions are 64-bit; on 32-bit every entry point
// compiles away to nothing, so the d3d9 device hooks need no #ifdefs at their
// call sites.
inline void on_create_vertex_shader(IDirect3DVertexShader9 *, const DWORD *) {}
inline void on_create_pixel_shader(IDirect3DPixelShader9 *, const DWORD *) {}
inline void on_set_vertex_shader(IDirect3DVertexShader9 *) {}
inline void on_set_pixel_shader(IDirect3DPixelShader9 *) {}
inline bool should_skip_draw() { return false; }
#endif // SPICE64
}
#pragma once
#include <windows.h>
#include <d3d9.h>
// SDVX Live2D draw-skip support for the D3D9 backend.
//
// SDVX renders its Live2D navigator / in-song character through a fixed set of
// shaders. when the skip is active (see graphics_sdvx_live2d_should_skip)
// the matching draw calls are dropped to save GPU. shaders are identified by a
// stable hash of their D3D9 bytecode (object pointers vary per run, the bytecode
// does not). the hashes were captured with the draw-call fingerprinting tool.
//
// every entry point is a no-op unless the feature is enabled (mode != Off), and
// d3d9 rendering for a device is single-threaded, so none of this needs locking.
namespace d3d9_live2d {
#ifdef SPICE64
// record a shader's bytecode fingerprint at creation time
void on_create_vertex_shader(IDirect3DVertexShader9 *shader, const DWORD *func);
void on_create_pixel_shader(IDirect3DPixelShader9 *shader, const DWORD *func);
// remember the currently-bound shaders
void on_set_vertex_shader(IDirect3DVertexShader9 *shader);
void on_set_pixel_shader(IDirect3DPixelShader9 *shader);
// true if the current draw call should be dropped (skip active AND the bound
// shaders identify it as SDVX Live2D)
bool should_skip_draw();
#else // !SPICE64
// only the Live2D-capable SDVX versions are 64-bit; on 32-bit every entry point
// compiles away to nothing, so the d3d9 device hooks need no #ifdefs at their
// call sites.
inline void on_create_vertex_shader(IDirect3DVertexShader9 *, const DWORD *) {}
inline void on_create_pixel_shader(IDirect3DPixelShader9 *, const DWORD *) {}
inline void on_set_vertex_shader(IDirect3DVertexShader9 *) {}
inline void on_set_pixel_shader(IDirect3DPixelShader9 *) {}
inline bool should_skip_draw() { return false; }
#endif // SPICE64
}
@@ -0,0 +1,470 @@
#include "d3d9_screenshot.h"
#include <cstdint>
#include <filesystem>
#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <utility>
#include <vector>
#include <external/robin_hood.h>
#ifdef __GNUC__
#include <d3dx9tex.h>
#endif
#include "avs/game.h"
#include "hooks/graphics/graphics.h"
#include "misc/clipboard.h"
#include "overlay/notifications.h"
#include "util/fileutils.h"
#include "util/libutils.h"
#include "util/logging.h"
#include "util/threadpool.h"
#include "d3d9_device.h"
#ifdef __GNUC__
typedef decltype(D3DXSaveSurfaceToFileA) *D3DXSaveSurfaceToFileA_t;
#else
#define D3DXIFF_PNG ((DWORD) 3)
typedef HRESULT (WINAPI *D3DXSaveSurfaceToFileA_t)(
LPCSTR pDestFile,
DWORD DestFormat,
LPDIRECT3DSURFACE9 pSrcSurface,
CONST PALETTEENTRY *pSrcPalette,
CONST RECT *pSrcRect);
#endif
static bool ATTEMPTED_D3DX9_LOAD_LIBRARY = false;
// genpath picks free filenames by probing the disk, so only one save may run at a time
static std::mutex SCREENSHOT_SAVE_M;
namespace {
enum class ImageRequestKind {
Screenshot,
Capture,
};
struct ImageRequest {
ImageRequestKind kind;
int screen;
};
struct SurfaceReleaser {
void operator()(IDirect3DSurface9 *surface) const {
surface->Release();
}
};
using SurfacePtr = std::unique_ptr<IDirect3DSurface9, SurfaceReleaser>;
struct BackbufferCopy {
int screen {};
D3DSURFACE_DESC desc {};
SurfacePtr surface;
};
} // namespace
static void save_capture(
int screen,
D3DFORMAT format,
UINT width,
UINT height,
IDirect3DSurface9 *surface) {
HRESULT hr;
// lock surface to be able to access the data
D3DLOCKED_RECT finished_copy {};
hr = surface->LockRect(&finished_copy, nullptr, 0);
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to lock screenshot surface, hr={}", FMT_HRESULT(hr));
graphics_capture_skip(screen);
return;
}
// normalize supported D3D formats to packed RGB for API capture
size_t pitch = finished_copy.Pitch;
auto data = reinterpret_cast<uint8_t *>(finished_copy.pBits);
auto pixels = std::unique_ptr<uint8_t[]>(new uint8_t[width * height * 3]);
for (size_t row = 0; row < height; row++) {
size_t offset_row = row * width * 3;
switch (format) {
case D3DFMT_R8G8B8: {
for (size_t column = 0; column < width; column++) {
auto cell = data + row * pitch + column * 3;
auto pixel = &pixels[offset_row + column * 3];
pixel[0] = cell[0];
pixel[1] = cell[1];
pixel[2] = cell[2];
}
break;
}
case D3DFMT_X8R8G8B8:
case D3DFMT_A8R8G8B8: {
for (size_t column = 0; column < width; column++) {
auto cell = data + row * pitch + column * 4;
auto pixel = &pixels[offset_row + column * 3];
pixel[0] = cell[2];
pixel[1] = cell[1];
pixel[2] = cell[0];
}
break;
}
case D3DFMT_X8B8G8R8:
case D3DFMT_A8B8G8R8: {
for (size_t column = 0; column < width; column++) {
auto cell = data + row * pitch + column * 4;
auto pixel = &pixels[offset_row + column * 3];
pixel[0] = cell[0];
pixel[1] = cell[1];
pixel[2] = cell[2];
}
break;
}
default: {
for (size_t column = 0; column < width; column++) {
auto pixel = &pixels[offset_row + column * 3];
pixel[0] = 0;
pixel[1] = 0;
pixel[2] = 0;
}
}
}
}
// unlock surface
hr = surface->UnlockRect();
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to unlock screenshot surface, hr={}", FMT_HRESULT(hr));
graphics_capture_skip(screen);
return;
}
// enqueue
graphics_capture_enqueue(screen, pixels.release(), width, height);
}
static bool save_screenshot(
const std::string &file_path,
D3DFORMAT format,
UINT width,
UINT height,
IDirect3DSurface9 *surface) {
// 32-bit XRGB and ARGB surfaces use byte 3 as alpha; force opaque PNG output
if (format == D3DFMT_X8R8G8B8 || format == D3DFMT_A8R8G8B8 ||
format == D3DFMT_X8B8G8R8 || format == D3DFMT_A8B8G8R8) {
D3DLOCKED_RECT finished_copy {};
HRESULT hr = surface->LockRect(&finished_copy, nullptr, 0);
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to lock screenshot surface, hr={}", FMT_HRESULT(hr));
return false;
}
const size_t pitch = finished_copy.Pitch;
auto data = reinterpret_cast<uint8_t *>(finished_copy.pBits);
for (size_t row = 0; row < height; row++) {
for (size_t column = 0; column < width; column++) {
data[row * pitch + column * 4 + 3] = 255;
}
}
hr = surface->UnlockRect();
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to unlock screenshot surface, hr={}", FMT_HRESULT(hr));
return false;
}
}
// lazy load function
static D3DXSaveSurfaceToFileA_t D3DXSaveSurfaceToFileA_ptr = nullptr;
if (D3DXSaveSurfaceToFileA_ptr == nullptr) {
D3DXSaveSurfaceToFileA_ptr = libutils::try_proc<D3DXSaveSurfaceToFileA_t>("D3DXSaveSurfaceToFileA");
// check if function was not found, likely because d3dx9 is not loaded
if (!ATTEMPTED_D3DX9_LOAD_LIBRARY && D3DXSaveSurfaceToFileA_ptr == nullptr) {
ATTEMPTED_D3DX9_LOAD_LIBRARY = true;
// prefer the newest installed helper while supporting older D3DX9 runtimes
for (size_t i = 43; i >= 24; i--) {
auto lib_name = fmt::format("d3dx9_{}.dll", i);
auto d3dx9 = libutils::try_library(lib_name);
// Check if library was not found
if (d3dx9 == nullptr) {
continue;
}
D3DXSaveSurfaceToFileA_ptr = libutils::try_proc<D3DXSaveSurfaceToFileA_t>(
d3dx9, "D3DXSaveSurfaceToFileA");
// Check if function was not found
if (D3DXSaveSurfaceToFileA_ptr == nullptr) {
FreeLibrary(d3dx9);
d3dx9 = nullptr;
continue;
}
log_info("graphics::d3d9", "found surface save function in '{}'", lib_name);
break;
}
}
}
if (D3DXSaveSurfaceToFileA_ptr == nullptr) {
log_warning("graphics::d3d9", "Direct3D save helper function not available");
return false;
}
// save to file
log_info("graphics::d3d9", "saving screenshot to {}", file_path);
const HRESULT save_result = D3DXSaveSurfaceToFileA_ptr(
file_path.c_str(), D3DXIFF_PNG, surface, nullptr, nullptr);
if (FAILED(save_result)) {
log_warning("graphics::d3d9", "Failed to save screenshot");
return false;
}
return true;
}
// screen 0 keeps the plain name so existing tooling and the clipboard copy are unaffected
static std::string screenshot_path_for_screen(const std::string &primary_path, int screen) {
if (screen == 0) {
return primary_path;
}
const std::filesystem::path path(primary_path);
return (path.parent_path() /
fmt::format("{}_{}{}", path.stem().string(), screen, path.extension().string()))
.string();
}
static std::optional<BackbufferCopy> acquire_backbuffer_copy(
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen) {
IDirect3DSurface9 *buffer = nullptr;
HRESULT hr = swap_chain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &buffer);
if (FAILED(hr) || buffer == nullptr) {
log_warning("graphics::d3d9",
"failed to get back buffer for screen {}, hr={}",
screen,
FMT_HRESULT(hr));
return std::nullopt;
}
D3DSURFACE_DESC desc {};
hr = buffer->GetDesc(&desc);
if (FAILED(hr)) {
log_warning("graphics::d3d9",
"failed to acquire back buffer descriptor, hr={}",
FMT_HRESULT(hr));
buffer->Release();
return std::nullopt;
}
// TODO: cache render targets
IDirect3DSurface9 *temp_surface = nullptr;
hr = device->CreateRenderTarget(
desc.Width, desc.Height, desc.Format, desc.MultiSampleType,
desc.MultiSampleQuality, TRUE, &temp_surface, nullptr);
if (FAILED(hr) || temp_surface == nullptr) {
log_warning("graphics::d3d9",
"failed to acquire temporary surface, hr={}",
FMT_HRESULT(hr));
buffer->Release();
return std::nullopt;
}
hr = device->StretchRect(buffer, nullptr, temp_surface, nullptr, D3DTEXF_NONE);
if (FAILED(hr)) {
log_warning("graphics::d3d9",
"failed to copy back buffer contents, hr={}",
FMT_HRESULT(hr));
temp_surface->Release();
buffer->Release();
return std::nullopt;
}
// release original back buffer reference
buffer->Release();
return BackbufferCopy {
.screen = screen,
.desc = desc,
.surface = SurfacePtr(temp_surface),
};
}
static void dispatch_surface_save(
const ImageRequest &request,
std::vector<BackbufferCopy> copies,
size_t screen_count) {
auto surface_process = [request, screen_count, copies = std::move(copies)]() {
switch (request.kind) {
case ImageRequestKind::Capture: {
const auto &copy = copies.front();
save_capture(
request.screen,
copy.desc.Format,
copy.desc.Width,
copy.desc.Height,
copy.surface.get());
break;
}
case ImageRequestKind::Screenshot: {
std::lock_guard<std::mutex> lock(SCREENSHOT_SAVE_M);
std::vector<int> screens;
screens.reserve(copies.size());
for (const auto &copy : copies) {
screens.push_back(copy.screen);
}
const auto base_path = graphics_screenshot_genpath(screens);
if (base_path.empty()) {
break;
}
// screens missing from copies already failed to be acquired
size_t failed = screen_count - copies.size();
std::string primary_path;
std::string notify_path;
for (const auto &copy : copies) {
const auto path = screenshot_path_for_screen(base_path, copy.screen);
if (!save_screenshot(
path,
copy.desc.Format,
copy.desc.Width,
copy.desc.Height,
copy.surface.get())) {
failed++;
continue;
}
if (notify_path.empty()) {
notify_path = path;
}
if (copy.screen == 0) {
primary_path = path;
}
}
// only the primary screen goes to the clipboard, but any saved file is a success
if (!primary_path.empty()) {
clipboard::copy_image(primary_path);
}
if (!notify_path.empty()) {
overlay::notifications::add(
overlay::notifications::Severity::Success,
fmt::format("Screenshot saved: {}", fileutils::basename(notify_path)));
} else {
overlay::notifications::add(
overlay::notifications::Severity::Error,
"Screenshot failed to save");
}
if (failed > 0) {
log_warning("graphics::d3d9", "{} screenshot screen(s) missing", failed);
}
break;
}
}
};
// list of games that crash when running the screenshot processor on another thread
static const robin_hood::unordered_set<std::string> THREAD_BAN {
"JMA",
#ifndef SPICE64
// KFC only crashes under threaded processing in 32-bit builds
"KFC",
#endif
"KMA",
"KLP",
"LMA",
};
// run the save operation on another thread for supported games
if (THREAD_BAN.contains(avs::game::MODEL)) {
surface_process();
} else {
static auto pool = ThreadPool(2);
pool.add(std::move(surface_process));
}
}
static void process_image_request(
IDirect3DDevice9 *device,
WrappedIDirect3DDevice9 *wrapped_device,
const ImageRequest &request) {
const bool screenshot = request.kind == ImageRequestKind::Screenshot;
std::vector<int> screens { request.screen };
if (screenshot && GRAPHICS_SCREENSHOT_SUBSCREENS) {
screens.clear();
wrapped_device->get_screenshot_screens(screens);
}
std::vector<BackbufferCopy> copies;
copies.reserve(screens.size());
for (const int screen : screens) {
std::optional<BackbufferCopy> copy;
IDirect3DSwapChain9 *swap_chain = nullptr;
HRESULT hr = wrapped_device->get_screenshot_swap_chain(screen, &swap_chain);
if (FAILED(hr) || swap_chain == nullptr) {
log_warning("graphics::d3d9",
"failed to get swap chain for screen {}, hr={}",
screen,
FMT_HRESULT(hr));
} else {
copy = acquire_backbuffer_copy(device, swap_chain, screen);
swap_chain->Release();
}
if (copy.has_value()) {
copies.emplace_back(std::move(*copy));
} else if (!screenshot) {
graphics_capture_skip(request.screen);
return;
}
}
if (copies.empty()) {
return;
}
dispatch_surface_save(request, std::move(copies), screens.size());
}
void graphics_d3d9_process_screenshot(
IDirect3DDevice9 *device,
WrappedIDirect3DDevice9 *wrapped_device) {
if (graphics_screenshot_consume()) {
process_image_request(device, wrapped_device, ImageRequest {
.kind = ImageRequestKind::Screenshot,
.screen = 0,
});
}
}
void graphics_d3d9_process_capture(
IDirect3DDevice9 *device,
WrappedIDirect3DDevice9 *wrapped_device) {
int screen = 0;
if (graphics_capture_consume(&screen)) {
process_image_request(device, wrapped_device, ImageRequest {
.kind = ImageRequestKind::Capture,
.screen = screen,
});
}
}
@@ -0,0 +1,13 @@
#pragma once
#include <d3d9.h>
struct WrappedIDirect3DDevice9;
void graphics_d3d9_process_screenshot(
IDirect3DDevice9 *device,
WrappedIDirect3DDevice9 *wrapped_device);
void graphics_d3d9_process_capture(
IDirect3DDevice9 *device,
WrappedIDirect3DDevice9 *wrapped_device);
@@ -96,6 +96,12 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DSwapChain9::Present(const RECT *pSourc
pDirtyRegion,
dwFlags);
// a successful game subscreen present suppresses the next forced fallback present.
if (SUCCEEDED(result) &&
(this == pDev->implicit_sub_swapchain || this == pDev->sub_swapchain[0])) {
graphics_d3d9_notify_subscreen_present();
}
// Some drivers report S_PRESENT_MODE_CHANGED after Windows moves the portrait SMALL
// head into the requested exclusive mode, leaving both group heads black. Toggle SMALL
// through another supported mode and restore it once, then retry the interrupted MAIN
+70 -5
View File
@@ -17,11 +17,13 @@
#include "games/ddr/ddr.h"
#include "games/gitadora/gitadora.h"
#include "games/iidx/iidx.h"
#include "games/io.h"
#include "games/sdvx/sdvx.h"
#include "games/popn/popn.h"
#include "hooks/graphics/backends/d3d9/d3d9_backend.h"
#include "hooks/graphics/backends/d3d11/d3d11_backend.h"
#include "launcher/shutdown.h"
#include "misc/hotkeys.h"
#include "overlay/overlay.h"
#include "touch/touch.h"
#include "touch/touch_gestures.h"
@@ -31,6 +33,7 @@
#include "util/utils.h"
#include "misc/wintouchemu.h"
#include "touch/native/inject.h"
#include "touch/native/nativetouchhook.h"
#include "util/time.h"
#include "rawinput/rawinput.h"
@@ -116,6 +119,8 @@ uint32_t GRAPHICS_FS_ORIGINAL_HEIGHT = 0;
// settings
std::string GRAPHICS_DEVICEID = "PCI\\VEN_1002&DEV_7146";
std::string GRAPHICS_SCREENSHOT_DIR = ".\\screenshots";
bool GRAPHICS_SCREENSHOT_INCLUDE_OVERLAY = false;
bool GRAPHICS_SCREENSHOT_SUBSCREENS = false;
static decltype(ChangeDisplaySettingsA) *ChangeDisplaySettingsA_orig = nullptr;
static decltype(ChangeDisplaySettingsExA) *ChangeDisplaySettingsExA_orig = nullptr;
@@ -212,6 +217,18 @@ static void gitadora_remember_window(HWND hWnd, const std::string &window_name)
} else if (window_name == "SMALL") {
GFDM_SUBSCREEN_WINDOW = hWnd;
}
// touch belongs to the SMALL panel when it exists, otherwise to the main window
// that draws the subscreen overlay
const bool hosts_touch = window_name == "SMALL" ||
(window_name == "GITADORA" && !graphics_gitadora_has_dedicated_subscreen());
if (nativetouch::is_hooked() && hWnd != nullptr && hosts_touch) {
nativetouch::inject::set_preferred_injection_window(hWnd);
}
}
bool graphics_gitadora_has_dedicated_subscreen() {
return GFDM_SUBSCREEN_WINDOW != nullptr;
}
bool graphics_gitadora_prepare_two_head_device_window(
@@ -612,8 +629,10 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
}
}
const bool is_sdvx = avs::game::is_model("KFC");
bool is_tdj_sub_window = avs::game::is_model("LDJ") && window_name.ends_with(" sub");
bool is_sdvx_sub_window = avs::game::is_model("KFC") && window_name.ends_with(" Sub Screen");
bool is_sdvx_sub_window = is_sdvx && window_name.ends_with(" Sub Screen");
bool is_sdvx_main_window = is_sdvx && window_name.ends_with(" Main Screen");
bool is_popn_sub_window = avs::game::is_model("M39") && window_name.ends_with("Sub Screen");
const std::string gfdm_window_name = games::gitadora::is_arena_model()
? gitadora_canonical_window_name(effective_window_name)
@@ -716,6 +735,20 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
graphics_hook_subscreen_window(SDVX_SUBSCREEN_WINDOW);
}
// SDVX registers touch on both windows, so name the one synthetic touches must land on
// instead of letting window creation order decide: the sub screen window when windowed,
// the main window in fullscreen since the game reads it in primary-display coordinates
if (nativetouch::is_hooked() &&
result != nullptr &&
(GRAPHICS_WINDOWED ? is_sdvx_sub_window : is_sdvx_main_window)) {
log_misc(
"graphics",
"SDVX touch surface is {}, {}",
fmt::ptr(result),
window_name);
nativetouch::inject::set_preferred_injection_window(result);
}
// only hook touch window if multiple windows are allowed
if (gfdm_window_name == "LEFT" || gfdm_window_name == "RIGHT") {
gitadora_remember_window(result, gfdm_window_name);
@@ -727,6 +760,11 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
if (GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
graphics_hook_subscreen_window(GFDM_SUBSCREEN_WINDOW);
}
// the dedicated SMALL window is the touch panel; mouse and API touch target it
if (nativetouch::is_hooked() && result != nullptr) {
nativetouch::inject::register_and_attach_window(result);
}
}
if (is_gfdm_window && GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
gitadora_force_window_style(result);
@@ -1100,6 +1138,15 @@ static BOOL WINAPI ShowWindow_hook(HWND hWnd, int nCmdShow) {
return true;
}
// fullscreen SDVX keeps two adapters so the subscreen overlay can draw, so the game still
// creates the sub window even when the user asked for it to be gone
if (avs::game::is_model("KFC") &&
GRAPHICS_PREVENT_SECONDARY_WINDOWS &&
hWnd == SDVX_SUBSCREEN_WINDOW) {
log_info("graphics", "ShowWindow_hook - hiding sub window {}", fmt::ptr(hWnd));
return true;
}
// call original
return ShowWindow_orig(hWnd, nCmdShow);
}
@@ -1316,7 +1363,9 @@ void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParamet
const bool native_touch_overlay =
(games::iidx::NATIVE_TOUCH && games::iidx::TDJ_MODE && !GRAPHICS_IIDX_WSUB) ||
(games::popn::NATIVE_TOUCH &&
games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS) ||
(games::gitadora::NATIVE_TOUCH &&
games::gitadora::is_arena_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
if (native_touch_overlay) {
nativetouch::inject::register_and_attach_window(hWnd);
}
@@ -1374,6 +1423,12 @@ void graphics_screens_get(std::vector<int> &screens) {
screens.insert(screens.end(), GRAPHICS_SCREENS.begin(), GRAPHICS_SCREENS.end());
}
void graphics_poll_screenshot_hotkey() {
if (hotkeys::consume_screenshot()) {
graphics_screenshot_trigger();
}
}
void graphics_screenshot_trigger() {
GRAPHICS_SCREENSHOT_TRIGGER = true;
}
@@ -1522,7 +1577,7 @@ bool graphics_capture_receive_jpeg(int screen, TooJpeg::WRITE_ONE_BYTE receiver,
return success;
}
std::string graphics_screenshot_genpath() {
std::string graphics_screenshot_genpath(const std::vector<int> &screens) {
// verify dir path
if (GRAPHICS_SCREENSHOT_DIR.empty()) {
@@ -1547,11 +1602,21 @@ std::string graphics_screenshot_genpath() {
auto tm_now = *std::gmtime(&t_now);
auto prefix = to_string(std::put_time(&tm_now, "%Y%m%d"));
// find next filename
// find next filename; the whole set has to be free so one shot stays numbered together
size_t id = 0;
while (true) {
auto filepath = fmt::format("{}\\{}_{}.png", GRAPHICS_SCREENSHOT_DIR, prefix, id);
if (!fileutils::file_exists(filepath)) {
bool available = !fileutils::file_exists(filepath);
for (const auto screen : screens) {
if (!available) {
break;
}
if (screen != 0) {
available = !fileutils::file_exists(fmt::format(
"{}\\{}_{}_{}.png", GRAPHICS_SCREENSHOT_DIR, prefix, id, screen));
}
}
if (available) {
return filepath;
}
+6 -1
View File
@@ -111,6 +111,8 @@ extern bool FAKE_SUBSCREEN_ADAPTER;
// settings
extern std::string GRAPHICS_DEVICEID;
extern std::string GRAPHICS_SCREENSHOT_DIR;
extern bool GRAPHICS_SCREENSHOT_INCLUDE_OVERLAY;
extern bool GRAPHICS_SCREENSHOT_SUBSCREENS;
// Direct3D 9 settings
extern std::optional<UINT> D3D9_ADAPTER;
@@ -119,6 +121,7 @@ extern bool D3D9_DEVICE_HOOK_DISABLE;
void graphics_init();
void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParameters);
bool graphics_gitadora_has_dedicated_subscreen();
// The native GITADORA two-head D3D9 group uses the game's named SMALL
// device window for the native physical SMALL head. The game requests
// D3DCREATE_NOWINDOWCHANGES, so this host must be made borderless and sized
@@ -134,6 +137,7 @@ void graphics_hook_subscreen_window(HWND hWnd);
void graphics_screens_register(int screen);
void graphics_screens_unregister(int screen);
void graphics_screens_get(std::vector<int> &screens);
void graphics_poll_screenshot_hotkey();
void graphics_screenshot_trigger();
bool graphics_screenshot_consume();
void graphics_capture_trigger(int screen);
@@ -144,7 +148,8 @@ bool graphics_capture_receive_jpeg(int screen, TooJpeg::WRITE_ONE_BYTE receiver,
bool rgb = true, int quality = 80, bool downsample = true, int divide = 0,
uint64_t *timestamp = nullptr,
int *width = nullptr, int *height = nullptr);
std::string graphics_screenshot_genpath();
// the returned path is for screen 0; any extra screens only reserve their suffixed names
std::string graphics_screenshot_genpath(const std::vector<int> &screens = {});
// graphics_windowed.cpp
void graphics_windowed_wndproc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
+480 -480
View File
@@ -1,480 +1,480 @@
#include "nvapi_impl.h"
#ifdef SPICE64
#include <algorithm>
#include <vector>
#include <windows.h>
#include "external/nvapi/nvapi.h"
#include "hooks/libraryhook.h"
#include "util/logging.h"
#include "util/sysutils.h"
namespace nvapi_impl {
namespace {
constexpr unsigned int NVAPI_INITIALIZE_ID = 0x0150E828;
constexpr unsigned int NVAPI_INITIALIZE_EX_ID = 0xAD298D3F;
constexpr unsigned int NVAPI_UNLOAD_ID = 0xD22BDD7E;
constexpr unsigned int NVAPI_ENUM_PHYSICAL_GPUS_ID = 0xE5AC921F;
constexpr unsigned int NVAPI_GPU_GET_CONNECTED_DISPLAY_IDS_ID = 0x0078DBA2;
constexpr unsigned int NVAPI_DISP_GET_GDI_PRIMARY_DISPLAY_ID = 0x1E9D8A31;
constexpr unsigned int NVAPI_DISP_GET_DISPLAY_CONFIG_ID = 0x11ABCCF8;
constexpr unsigned int NVAPI_DISP_SET_DISPLAY_CONFIG_ID = 0x5D8CF8DE;
constexpr char NVAPI_DLL_NAME_A[] = "nvapi64.dll";
struct SyntheticDisplay {
NvU32 display_id;
NvU32 width;
NvU32 height;
NvU32 color_depth;
NvS32 x;
NvS32 y;
NvU32 refresh_rate_1k;
NV_ROTATE rotation;
bool primary;
};
static bool provider_initialized = false;
static bool nvapi_initialized = false;
static int gpu_handle_storage = 0;
// snapshot of the Win32 display state exposed through synthetic NVAPI
static std::vector<SyntheticDisplay> displays;
static NvPhysicalGpuHandle get_gpu_handle() {
return reinterpret_cast<NvPhysicalGpuHandle>(&gpu_handle_storage);
}
static NV_ROTATE get_rotation(DWORD orientation) {
switch (orientation) {
case DMDO_90:
return NV_ROTATE_90;
case DMDO_180:
return NV_ROTATE_180;
case DMDO_270:
return NV_ROTATE_270;
default:
return NV_ROTATE_0;
}
}
static std::vector<SyntheticDisplay> enumerate_displays(
uint32_t main_refresh_hz,
uint32_t sub_refresh_hz) {
std::vector<SyntheticDisplay> result;
// reuse the active monitor list, then read live modes after -mainmonitor changes
for (const auto &monitor : sysutils::enumerate_monitors()) {
DEVMODEA mode {};
mode.dmSize = sizeof(mode);
if (!EnumDisplaySettingsExA(
monitor.display_name.c_str(),
ENUM_CURRENT_SETTINGS,
&mode,
0)) {
continue;
}
const bool primary = mode.dmPosition.x == 0 && mode.dmPosition.y == 0;
result.push_back({
.display_id = 0,
.width = mode.dmPelsWidth,
.height = mode.dmPelsHeight,
.color_depth = mode.dmBitsPerPel > 0 ? mode.dmBitsPerPel : 32,
.x = mode.dmPosition.x,
.y = mode.dmPosition.y,
.refresh_rate_1k = 0,
.rotation = get_rotation(mode.dmDisplayOrientation),
.primary = primary,
});
}
std::stable_sort(result.begin(), result.end(), [](const auto &left, const auto &right) {
return left.primary && !right.primary;
});
if (result.size() > 2) {
result.resize(2);
}
if (result.empty()) {
result.push_back({
.display_id = 0,
.width = 1920,
.height = 1080,
.color_depth = 32,
.x = 0,
.y = 0,
.refresh_rate_1k = 0,
.rotation = NV_ROTATE_0,
.primary = true,
});
}
for (size_t index = 0; index < result.size(); index++) {
auto &display = result[index];
display.primary = index == 0;
display.display_id = 0x80000000u | static_cast<NvU32>(index + 1);
const uint32_t refresh_hz = index == 0 ? main_refresh_hz : sub_refresh_hz;
display.refresh_rate_1k = refresh_hz * 1000;
}
return result;
}
// initializes NVAPI for the calling process.
// marks the synthetic provider initialized without contacting a driver.
static NvAPI_Status __cdecl NvAPI_Initialize_impl() {
log_misc("nvapi_impl", "NvAPI_Initialize");
nvapi_initialized = true;
return NVAPI_OK;
}
// initializes NVAPI with additional client flags.
// accepts the flags and marks the synthetic provider initialized.
static NvAPI_Status __cdecl NvAPI_InitializeEx_impl(NvU32 flags) {
log_misc("nvapi_impl", "NvAPI_InitializeEx(flags={:#x})", flags);
nvapi_initialized = true;
return NVAPI_OK;
}
// releases NVAPI state held for the calling process.
// clears the synthetic initialization state while leaving the provider installed.
static NvAPI_Status __cdecl NvAPI_Unload_impl() {
log_misc("nvapi_impl", "NvAPI_Unload");
nvapi_initialized = false;
return NVAPI_OK;
}
// enumerates physical GPU handles managed by the NVIDIA driver.
// returns one stable synthetic GPU containing all exposed displays.
static NvAPI_Status __cdecl NvAPI_EnumPhysicalGPUs_impl(
NvPhysicalGpuHandle gpu_handles[NVAPI_MAX_PHYSICAL_GPUS],
NvU32 *gpu_count) {
log_misc(
"nvapi_impl",
"NvAPI_EnumPhysicalGPUs(handles={}, count={})",
fmt::ptr(gpu_handles),
fmt::ptr(gpu_count));
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
if (gpu_handles == nullptr || gpu_count == nullptr) {
return NVAPI_INVALID_ARGUMENT;
}
gpu_handles[0] = get_gpu_handle();
*gpu_count = 1;
log_misc(
"nvapi_impl",
"NvAPI_EnumPhysicalGPUs - gpu={}, count={}",
fmt::ptr(gpu_handles[0]),
*gpu_count);
return NVAPI_OK;
}
// returns connected display descriptors for a physical GPU.
// exposes the monitor snapshot as DP primary and HDMI secondary displays.
static NvAPI_Status __cdecl NvAPI_GPU_GetConnectedDisplayIds_impl(
NvPhysicalGpuHandle gpu_handle,
NV_GPU_DISPLAYIDS *display_ids,
NvU32 *display_id_count,
NvU32 flags) {
const NvU32 input_count = display_id_count != nullptr ? *display_id_count : 0;
log_misc(
"nvapi_impl",
"NvAPI_GPU_GetConnectedDisplayIds(gpu={}, ids={}, count={}, flags={:#x})",
fmt::ptr(gpu_handle),
fmt::ptr(display_ids),
input_count,
flags);
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
if (gpu_handle != get_gpu_handle()) {
return NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE;
}
if (display_id_count == nullptr) {
return NVAPI_INVALID_ARGUMENT;
}
const NvU32 required_count = static_cast<NvU32>(displays.size());
if (display_ids == nullptr) {
*display_id_count = required_count;
log_misc(
"nvapi_impl",
"NvAPI_GPU_GetConnectedDisplayIds - required_count={}",
required_count);
return NVAPI_OK;
}
const NvU32 capacity = *display_id_count;
*display_id_count = required_count;
if (capacity < required_count) {
return NVAPI_INSUFFICIENT_BUFFER;
}
for (NvU32 index = 0; index < required_count; index++) {
const auto &source = displays[index];
auto &destination = display_ids[index];
destination = {};
destination.version = NV_GPU_DISPLAYIDS_VER;
destination.connectorType = source.primary ?
NV_MONITOR_CONN_TYPE_DP : NV_MONITOR_CONN_TYPE_HDMI;
destination.displayId = source.display_id;
destination.isActive = 1;
destination.isOSVisible = 1;
destination.isConnected = 1;
destination.isPhysicallyConnected = 1;
}
log_misc(
"nvapi_impl",
"NvAPI_GPU_GetConnectedDisplayIds - returned_count={}",
required_count);
return NVAPI_OK;
}
// returns the NVAPI display ID associated with the Windows GDI primary.
// returns the first synthetic display, ordered from the live desktop origin.
static NvAPI_Status __cdecl NvAPI_DISP_GetGDIPrimaryDisplayId_impl(NvU32 *display_id) {
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetGDIPrimaryDisplayId(display_id={})",
fmt::ptr(display_id));
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
if (display_id == nullptr || displays.empty()) {
return NVAPI_INVALID_ARGUMENT;
}
*display_id = displays.front().display_id;
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetGDIPrimaryDisplayId - display_id={:#x}",
*display_id);
return NVAPI_OK;
}
static void fill_source_mode(
NV_DISPLAYCONFIG_SOURCE_MODE_INFO *destination,
const SyntheticDisplay &source) {
if (destination == nullptr) {
return;
}
*destination = {};
destination->resolution.width = source.width;
destination->resolution.height = source.height;
destination->resolution.colorDepth = source.color_depth;
destination->colorFormat = NV_FORMAT_A8R8G8B8;
destination->position.x = source.x;
destination->position.y = source.y;
destination->spanningOrientation = NV_DISPLAYCONFIG_SPAN_NONE;
destination->bGDIPrimary = source.primary ? 1 : 0;
}
static NvAPI_Status fill_target(
NV_DISPLAYCONFIG_PATH_TARGET_INFO *destination,
const SyntheticDisplay &source,
NvU32 target_id) {
if (destination == nullptr) {
return NVAPI_OK;
}
auto *details = destination->details;
destination->displayId = source.display_id;
destination->targetId = target_id;
if (details == nullptr) {
return NVAPI_OK;
}
if (details->version != NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER) {
return NVAPI_INCOMPATIBLE_STRUCT_VERSION;
}
*details = {};
details->version = NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER;
details->rotation = source.rotation;
details->scaling = NV_SCALING_DEFAULT;
details->refreshRate1K = source.refresh_rate_1k;
details->timingOverride = NV_TIMING_OVERRIDE_CURRENT;
return NVAPI_OK;
}
// retrieves the current global display topology through NVAPI's three-pass contract.
// fills caller-owned buffers from the synthetic monitor snapshot and configured rates.
static NvAPI_Status __cdecl NvAPI_DISP_GetDisplayConfig_impl(
NvU32 *path_info_count,
NV_DISPLAYCONFIG_PATH_INFO *path_info) {
const NvU32 input_count = path_info_count != nullptr ? *path_info_count : 0;
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetDisplayConfig(count={}, paths={})",
input_count,
fmt::ptr(path_info));
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
if (path_info_count == nullptr) {
return NVAPI_INVALID_ARGUMENT;
}
const NvU32 required_count = static_cast<NvU32>(displays.size());
if (path_info == nullptr) {
*path_info_count = required_count;
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetDisplayConfig - required_count={}",
required_count);
return NVAPI_OK;
}
const NvU32 capacity = *path_info_count;
*path_info_count = required_count;
if (capacity < required_count) {
return NVAPI_INSUFFICIENT_BUFFER;
}
for (NvU32 index = 0; index < required_count; index++) {
auto &path = path_info[index];
if (path.version != NV_DISPLAYCONFIG_PATH_INFO_VER2) {
return NVAPI_INCOMPATIBLE_STRUCT_VERSION;
}
if (path.targetInfo != nullptr && path.targetInfoCount < 1) {
return NVAPI_INSUFFICIENT_BUFFER;
}
const auto &display = displays[index];
path.sourceId = index;
path.targetInfoCount = 1;
path.IsNonNVIDIAAdapter = 0;
path.pOSAdapterID = nullptr;
fill_source_mode(path.sourceModeInfo, display);
const NvAPI_Status status = fill_target(path.targetInfo, display, index);
if (status != NVAPI_OK) {
return status;
}
}
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetDisplayConfig - returned_count={}",
required_count);
return NVAPI_OK;
}
// applies a supplied global display topology through the NVIDIA driver.
// accepts the cabinet topology without making any changes to Windows.
static NvAPI_Status __cdecl NvAPI_DISP_SetDisplayConfig_impl(
NvU32 path_info_count,
NV_DISPLAYCONFIG_PATH_INFO *path_info,
NvU32 flags) {
log_misc(
"nvapi_impl",
"NvAPI_DISP_SetDisplayConfig(count={}, paths={}, flags={:#x})",
path_info_count,
fmt::ptr(path_info),
flags);
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
log_misc("nvapi_impl", "NvAPI_DISP_SetDisplayConfig - return synthetic success");
return NVAPI_OK;
}
template<typename T>
static uintptr_t *query_result(T function) {
return reinterpret_cast<uintptr_t *>(function);
}
// resolves an NVAPI function ID to its implementation address.
// exposes only the synthetic entry points used by KFC and rejects all others.
static uintptr_t *__cdecl NvAPI_QueryInterface_impl(unsigned int function_id) {
uintptr_t *result = nullptr;
switch (function_id) {
case NVAPI_INITIALIZE_ID:
result = query_result(NvAPI_Initialize_impl);
break;
case NVAPI_INITIALIZE_EX_ID:
result = query_result(NvAPI_InitializeEx_impl);
break;
case NVAPI_UNLOAD_ID:
result = query_result(NvAPI_Unload_impl);
break;
case NVAPI_ENUM_PHYSICAL_GPUS_ID:
result = query_result(NvAPI_EnumPhysicalGPUs_impl);
break;
case NVAPI_GPU_GET_CONNECTED_DISPLAY_IDS_ID:
result = query_result(NvAPI_GPU_GetConnectedDisplayIds_impl);
break;
case NVAPI_DISP_GET_GDI_PRIMARY_DISPLAY_ID:
result = query_result(NvAPI_DISP_GetGDIPrimaryDisplayId_impl);
break;
case NVAPI_DISP_GET_DISPLAY_CONFIG_ID:
result = query_result(NvAPI_DISP_GetDisplayConfig_impl);
break;
case NVAPI_DISP_SET_DISPLAY_CONFIG_ID:
result = query_result(NvAPI_DISP_SetDisplayConfig_impl);
break;
default:
break;
}
log_misc(
"nvapi_impl",
"NvAPI_QueryInterface(0x{:x}) - {}",
function_id,
result != nullptr ? "implemented" : "unsupported");
return result;
}
}
bool initialize(HINSTANCE dll, uint32_t main_refresh_hz, uint32_t sub_refresh_hz) {
if (provider_initialized) {
return true;
}
if (dll == nullptr) {
log_warning("nvapi_impl", "invalid synthetic module handle");
return false;
}
displays = enumerate_displays(main_refresh_hz, sub_refresh_hz);
libraryhook_hook_library(NVAPI_DLL_NAME_A, dll);
libraryhook_hook_proc("nvapi_QueryInterface", NvAPI_QueryInterface_impl);
libraryhook_enable();
provider_initialized = true;
log_info(
"nvapi_impl",
"synthetic {} enabled with {} display(s), main={} Hz, sub={} Hz",
NVAPI_DLL_NAME_A,
displays.size(),
main_refresh_hz,
sub_refresh_hz);
return true;
}
}
#endif
#include "nvapi_impl.h"
#ifdef SPICE64
#include <algorithm>
#include <vector>
#include <windows.h>
#include "external/nvapi/nvapi.h"
#include "hooks/libraryhook.h"
#include "util/logging.h"
#include "util/sysutils.h"
namespace nvapi_impl {
namespace {
constexpr unsigned int NVAPI_INITIALIZE_ID = 0x0150E828;
constexpr unsigned int NVAPI_INITIALIZE_EX_ID = 0xAD298D3F;
constexpr unsigned int NVAPI_UNLOAD_ID = 0xD22BDD7E;
constexpr unsigned int NVAPI_ENUM_PHYSICAL_GPUS_ID = 0xE5AC921F;
constexpr unsigned int NVAPI_GPU_GET_CONNECTED_DISPLAY_IDS_ID = 0x0078DBA2;
constexpr unsigned int NVAPI_DISP_GET_GDI_PRIMARY_DISPLAY_ID = 0x1E9D8A31;
constexpr unsigned int NVAPI_DISP_GET_DISPLAY_CONFIG_ID = 0x11ABCCF8;
constexpr unsigned int NVAPI_DISP_SET_DISPLAY_CONFIG_ID = 0x5D8CF8DE;
constexpr char NVAPI_DLL_NAME_A[] = "nvapi64.dll";
struct SyntheticDisplay {
NvU32 display_id;
NvU32 width;
NvU32 height;
NvU32 color_depth;
NvS32 x;
NvS32 y;
NvU32 refresh_rate_1k;
NV_ROTATE rotation;
bool primary;
};
static bool provider_initialized = false;
static bool nvapi_initialized = false;
static int gpu_handle_storage = 0;
// snapshot of the Win32 display state exposed through synthetic NVAPI
static std::vector<SyntheticDisplay> displays;
static NvPhysicalGpuHandle get_gpu_handle() {
return reinterpret_cast<NvPhysicalGpuHandle>(&gpu_handle_storage);
}
static NV_ROTATE get_rotation(DWORD orientation) {
switch (orientation) {
case DMDO_90:
return NV_ROTATE_90;
case DMDO_180:
return NV_ROTATE_180;
case DMDO_270:
return NV_ROTATE_270;
default:
return NV_ROTATE_0;
}
}
static std::vector<SyntheticDisplay> enumerate_displays(
uint32_t main_refresh_hz,
uint32_t sub_refresh_hz) {
std::vector<SyntheticDisplay> result;
// reuse the active monitor list, then read live modes after -mainmonitor changes
for (const auto &monitor : sysutils::enumerate_monitors()) {
DEVMODEA mode {};
mode.dmSize = sizeof(mode);
if (!EnumDisplaySettingsExA(
monitor.display_name.c_str(),
ENUM_CURRENT_SETTINGS,
&mode,
0)) {
continue;
}
const bool primary = mode.dmPosition.x == 0 && mode.dmPosition.y == 0;
result.push_back({
.display_id = 0,
.width = mode.dmPelsWidth,
.height = mode.dmPelsHeight,
.color_depth = mode.dmBitsPerPel > 0 ? mode.dmBitsPerPel : 32,
.x = mode.dmPosition.x,
.y = mode.dmPosition.y,
.refresh_rate_1k = 0,
.rotation = get_rotation(mode.dmDisplayOrientation),
.primary = primary,
});
}
std::stable_sort(result.begin(), result.end(), [](const auto &left, const auto &right) {
return left.primary && !right.primary;
});
if (result.size() > 2) {
result.resize(2);
}
if (result.empty()) {
result.push_back({
.display_id = 0,
.width = 1920,
.height = 1080,
.color_depth = 32,
.x = 0,
.y = 0,
.refresh_rate_1k = 0,
.rotation = NV_ROTATE_0,
.primary = true,
});
}
for (size_t index = 0; index < result.size(); index++) {
auto &display = result[index];
display.primary = index == 0;
display.display_id = 0x80000000u | static_cast<NvU32>(index + 1);
const uint32_t refresh_hz = index == 0 ? main_refresh_hz : sub_refresh_hz;
display.refresh_rate_1k = refresh_hz * 1000;
}
return result;
}
// initializes NVAPI for the calling process.
// marks the synthetic provider initialized without contacting a driver.
static NvAPI_Status __cdecl NvAPI_Initialize_impl() {
log_misc("nvapi_impl", "NvAPI_Initialize");
nvapi_initialized = true;
return NVAPI_OK;
}
// initializes NVAPI with additional client flags.
// accepts the flags and marks the synthetic provider initialized.
static NvAPI_Status __cdecl NvAPI_InitializeEx_impl(NvU32 flags) {
log_misc("nvapi_impl", "NvAPI_InitializeEx(flags={:#x})", flags);
nvapi_initialized = true;
return NVAPI_OK;
}
// releases NVAPI state held for the calling process.
// clears the synthetic initialization state while leaving the provider installed.
static NvAPI_Status __cdecl NvAPI_Unload_impl() {
log_misc("nvapi_impl", "NvAPI_Unload");
nvapi_initialized = false;
return NVAPI_OK;
}
// enumerates physical GPU handles managed by the NVIDIA driver.
// returns one stable synthetic GPU containing all exposed displays.
static NvAPI_Status __cdecl NvAPI_EnumPhysicalGPUs_impl(
NvPhysicalGpuHandle gpu_handles[NVAPI_MAX_PHYSICAL_GPUS],
NvU32 *gpu_count) {
log_misc(
"nvapi_impl",
"NvAPI_EnumPhysicalGPUs(handles={}, count={})",
fmt::ptr(gpu_handles),
fmt::ptr(gpu_count));
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
if (gpu_handles == nullptr || gpu_count == nullptr) {
return NVAPI_INVALID_ARGUMENT;
}
gpu_handles[0] = get_gpu_handle();
*gpu_count = 1;
log_misc(
"nvapi_impl",
"NvAPI_EnumPhysicalGPUs - gpu={}, count={}",
fmt::ptr(gpu_handles[0]),
*gpu_count);
return NVAPI_OK;
}
// returns connected display descriptors for a physical GPU.
// exposes the monitor snapshot as DP primary and HDMI secondary displays.
static NvAPI_Status __cdecl NvAPI_GPU_GetConnectedDisplayIds_impl(
NvPhysicalGpuHandle gpu_handle,
NV_GPU_DISPLAYIDS *display_ids,
NvU32 *display_id_count,
NvU32 flags) {
const NvU32 input_count = display_id_count != nullptr ? *display_id_count : 0;
log_misc(
"nvapi_impl",
"NvAPI_GPU_GetConnectedDisplayIds(gpu={}, ids={}, count={}, flags={:#x})",
fmt::ptr(gpu_handle),
fmt::ptr(display_ids),
input_count,
flags);
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
if (gpu_handle != get_gpu_handle()) {
return NVAPI_EXPECTED_PHYSICAL_GPU_HANDLE;
}
if (display_id_count == nullptr) {
return NVAPI_INVALID_ARGUMENT;
}
const NvU32 required_count = static_cast<NvU32>(displays.size());
if (display_ids == nullptr) {
*display_id_count = required_count;
log_misc(
"nvapi_impl",
"NvAPI_GPU_GetConnectedDisplayIds - required_count={}",
required_count);
return NVAPI_OK;
}
const NvU32 capacity = *display_id_count;
*display_id_count = required_count;
if (capacity < required_count) {
return NVAPI_INSUFFICIENT_BUFFER;
}
for (NvU32 index = 0; index < required_count; index++) {
const auto &source = displays[index];
auto &destination = display_ids[index];
destination = {};
destination.version = NV_GPU_DISPLAYIDS_VER;
destination.connectorType = source.primary ?
NV_MONITOR_CONN_TYPE_DP : NV_MONITOR_CONN_TYPE_HDMI;
destination.displayId = source.display_id;
destination.isActive = 1;
destination.isOSVisible = 1;
destination.isConnected = 1;
destination.isPhysicallyConnected = 1;
}
log_misc(
"nvapi_impl",
"NvAPI_GPU_GetConnectedDisplayIds - returned_count={}",
required_count);
return NVAPI_OK;
}
// returns the NVAPI display ID associated with the Windows GDI primary.
// returns the first synthetic display, ordered from the live desktop origin.
static NvAPI_Status __cdecl NvAPI_DISP_GetGDIPrimaryDisplayId_impl(NvU32 *display_id) {
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetGDIPrimaryDisplayId(display_id={})",
fmt::ptr(display_id));
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
if (display_id == nullptr || displays.empty()) {
return NVAPI_INVALID_ARGUMENT;
}
*display_id = displays.front().display_id;
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetGDIPrimaryDisplayId - display_id={:#x}",
*display_id);
return NVAPI_OK;
}
static void fill_source_mode(
NV_DISPLAYCONFIG_SOURCE_MODE_INFO *destination,
const SyntheticDisplay &source) {
if (destination == nullptr) {
return;
}
*destination = {};
destination->resolution.width = source.width;
destination->resolution.height = source.height;
destination->resolution.colorDepth = source.color_depth;
destination->colorFormat = NV_FORMAT_A8R8G8B8;
destination->position.x = source.x;
destination->position.y = source.y;
destination->spanningOrientation = NV_DISPLAYCONFIG_SPAN_NONE;
destination->bGDIPrimary = source.primary ? 1 : 0;
}
static NvAPI_Status fill_target(
NV_DISPLAYCONFIG_PATH_TARGET_INFO *destination,
const SyntheticDisplay &source,
NvU32 target_id) {
if (destination == nullptr) {
return NVAPI_OK;
}
auto *details = destination->details;
destination->displayId = source.display_id;
destination->targetId = target_id;
if (details == nullptr) {
return NVAPI_OK;
}
if (details->version != NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER) {
return NVAPI_INCOMPATIBLE_STRUCT_VERSION;
}
*details = {};
details->version = NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER;
details->rotation = source.rotation;
details->scaling = NV_SCALING_DEFAULT;
details->refreshRate1K = source.refresh_rate_1k;
details->timingOverride = NV_TIMING_OVERRIDE_CURRENT;
return NVAPI_OK;
}
// retrieves the current global display topology through NVAPI's three-pass contract.
// fills caller-owned buffers from the synthetic monitor snapshot and configured rates.
static NvAPI_Status __cdecl NvAPI_DISP_GetDisplayConfig_impl(
NvU32 *path_info_count,
NV_DISPLAYCONFIG_PATH_INFO *path_info) {
const NvU32 input_count = path_info_count != nullptr ? *path_info_count : 0;
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetDisplayConfig(count={}, paths={})",
input_count,
fmt::ptr(path_info));
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
if (path_info_count == nullptr) {
return NVAPI_INVALID_ARGUMENT;
}
const NvU32 required_count = static_cast<NvU32>(displays.size());
if (path_info == nullptr) {
*path_info_count = required_count;
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetDisplayConfig - required_count={}",
required_count);
return NVAPI_OK;
}
const NvU32 capacity = *path_info_count;
*path_info_count = required_count;
if (capacity < required_count) {
return NVAPI_INSUFFICIENT_BUFFER;
}
for (NvU32 index = 0; index < required_count; index++) {
auto &path = path_info[index];
if (path.version != NV_DISPLAYCONFIG_PATH_INFO_VER2) {
return NVAPI_INCOMPATIBLE_STRUCT_VERSION;
}
if (path.targetInfo != nullptr && path.targetInfoCount < 1) {
return NVAPI_INSUFFICIENT_BUFFER;
}
const auto &display = displays[index];
path.sourceId = index;
path.targetInfoCount = 1;
path.IsNonNVIDIAAdapter = 0;
path.pOSAdapterID = nullptr;
fill_source_mode(path.sourceModeInfo, display);
const NvAPI_Status status = fill_target(path.targetInfo, display, index);
if (status != NVAPI_OK) {
return status;
}
}
log_misc(
"nvapi_impl",
"NvAPI_DISP_GetDisplayConfig - returned_count={}",
required_count);
return NVAPI_OK;
}
// applies a supplied global display topology through the NVIDIA driver.
// accepts the cabinet topology without making any changes to Windows.
static NvAPI_Status __cdecl NvAPI_DISP_SetDisplayConfig_impl(
NvU32 path_info_count,
NV_DISPLAYCONFIG_PATH_INFO *path_info,
NvU32 flags) {
log_misc(
"nvapi_impl",
"NvAPI_DISP_SetDisplayConfig(count={}, paths={}, flags={:#x})",
path_info_count,
fmt::ptr(path_info),
flags);
if (!nvapi_initialized) {
return NVAPI_API_NOT_INITIALIZED;
}
log_misc("nvapi_impl", "NvAPI_DISP_SetDisplayConfig - return synthetic success");
return NVAPI_OK;
}
template<typename T>
static uintptr_t *query_result(T function) {
return reinterpret_cast<uintptr_t *>(function);
}
// resolves an NVAPI function ID to its implementation address.
// exposes only the synthetic entry points used by KFC and rejects all others.
static uintptr_t *__cdecl NvAPI_QueryInterface_impl(unsigned int function_id) {
uintptr_t *result = nullptr;
switch (function_id) {
case NVAPI_INITIALIZE_ID:
result = query_result(NvAPI_Initialize_impl);
break;
case NVAPI_INITIALIZE_EX_ID:
result = query_result(NvAPI_InitializeEx_impl);
break;
case NVAPI_UNLOAD_ID:
result = query_result(NvAPI_Unload_impl);
break;
case NVAPI_ENUM_PHYSICAL_GPUS_ID:
result = query_result(NvAPI_EnumPhysicalGPUs_impl);
break;
case NVAPI_GPU_GET_CONNECTED_DISPLAY_IDS_ID:
result = query_result(NvAPI_GPU_GetConnectedDisplayIds_impl);
break;
case NVAPI_DISP_GET_GDI_PRIMARY_DISPLAY_ID:
result = query_result(NvAPI_DISP_GetGDIPrimaryDisplayId_impl);
break;
case NVAPI_DISP_GET_DISPLAY_CONFIG_ID:
result = query_result(NvAPI_DISP_GetDisplayConfig_impl);
break;
case NVAPI_DISP_SET_DISPLAY_CONFIG_ID:
result = query_result(NvAPI_DISP_SetDisplayConfig_impl);
break;
default:
break;
}
log_misc(
"nvapi_impl",
"NvAPI_QueryInterface(0x{:x}) - {}",
function_id,
result != nullptr ? "implemented" : "unsupported");
return result;
}
}
bool initialize(HINSTANCE dll, uint32_t main_refresh_hz, uint32_t sub_refresh_hz) {
if (provider_initialized) {
return true;
}
if (dll == nullptr) {
log_warning("nvapi_impl", "invalid synthetic module handle");
return false;
}
displays = enumerate_displays(main_refresh_hz, sub_refresh_hz);
libraryhook_hook_library(NVAPI_DLL_NAME_A, dll);
libraryhook_hook_proc("nvapi_QueryInterface", NvAPI_QueryInterface_impl);
libraryhook_enable();
provider_initialized = true;
log_info(
"nvapi_impl",
"synthetic {} enabled with {} display(s), main={} Hz, sub={} Hz",
NVAPI_DLL_NAME_A,
displays.size(),
main_refresh_hz,
sub_refresh_hz);
return true;
}
}
#endif
+14 -14
View File
@@ -1,14 +1,14 @@
#pragma once
#ifdef SPICE64
#include <cstdint>
#include <windows.h>
namespace nvapi_impl {
bool initialize(HINSTANCE dll, uint32_t main_refresh_hz, uint32_t sub_refresh_hz);
}
#endif
#pragma once
#ifdef SPICE64
#include <cstdint>
#include <windows.h>
namespace nvapi_impl {
bool initialize(HINSTANCE dll, uint32_t main_refresh_hz, uint32_t sub_refresh_hz);
}
#endif
+60 -3
View File
@@ -13,7 +13,9 @@
#include "avs/game.h"
#include "games/iidx/iidx.h"
#include "games/gitadora/gitadora.h"
#include "games/popn/popn.h"
#include "games/sdvx/sdvx.h"
#include "util/deferlog.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/utils.h"
@@ -24,12 +26,13 @@ constexpr UINT CODEPAGE_SHIFT_JIS = 932;
static decltype(GetACP) *GetACP_orig = nullptr;
static decltype(GetOEMCP) *GetOEMCP_orig = nullptr;
static decltype(MultiByteToWideChar) *MultiByteToWideChar_orig = nullptr;
static decltype(WideCharToMultiByte) *WideCharToMultiByte_orig = nullptr;
static decltype(GetLocaleInfoEx) *GetLocaleInfoEx_orig = nullptr;
#ifdef SPICE64
static decltype(GetSystemDefaultLCID) *GetSystemDefaultLCID_orig = nullptr;
static decltype(IsDBCSLeadByte) *IsDBCSLeadByte_orig = nullptr;
static decltype(WideCharToMultiByte) *WideCharToMultiByte_orig = nullptr;
static decltype(IsDBCSLeadByteEx) *IsDBCSLeadByteEx_orig = nullptr;
static decltype(GetLocaleInfoA) *GetLocaleInfoA_orig = nullptr;
static decltype(GetThreadLocale) *GetThreadLocale_orig = nullptr;
#endif
@@ -182,9 +185,32 @@ static BOOL WINAPI IsDBCSLeadByte_hook (
BYTE TestChar
)
{
if (IsDBCSLeadByteEx_orig) {
return IsDBCSLeadByteEx_orig(CODEPAGE_SHIFT_JIS, TestChar);
}
return IsDBCSLeadByteEx(CODEPAGE_SHIFT_JIS, TestChar);
}
static BOOL WINAPI IsDBCSLeadByteEx_hook(
UINT CodePage,
BYTE TestChar)
{
switch (CodePage) {
case CP_ACP:
case CP_THREAD_ACP:
CodePage = CODEPAGE_SHIFT_JIS;
break;
default:
break;
}
return IsDBCSLeadByteEx_orig(CodePage, TestChar);
}
#endif
static
int
WINAPI
@@ -220,6 +246,8 @@ WideCharToMultiByte_hook(
lpUsedDefaultChar);
}
#ifdef SPICE64
int
WINAPI
GetLocaleInfoA_hook(
@@ -250,6 +278,18 @@ GetLocaleInfoA_hook(
void hooks::lang::early_init() {
log_info("hooks::lang", "early initialization");
const auto native_code_page = GetACP();
if (native_code_page == CP_UTF8) {
log_warning(
"hooks::lang",
"Windows is using UTF-8 as the system code page; "
"some games may render text incorrectly or behave unexpectedly");
deferredlogs::defer_error_messages({
"Windows is using UTF-8 as the system code page",
" some games may render text incorrectly or behave unexpectedly"});
}
// hooking these two functions fixes the jubeat mojibake
detour::trampoline_try("kernel32.dll", "GetACP", GetACP_hook, &GetACP_orig);
detour::trampoline_try("kernel32.dll", "GetOEMCP", GetOEMCP_hook, &GetOEMCP_orig);
@@ -307,7 +347,25 @@ void hooks::lang::early_init() {
&IsDBCSLeadByte_orig);
}
if (games::gitadora::is_arena_model() || avs::game::is_model("T44")) {
if (games::popn::is_pikapika_model() && native_code_page == CP_UTF8) {
detour::trampoline_try(
"kernel32.dll",
"IsDBCSLeadByteEx",
IsDBCSLeadByteEx_hook,
&IsDBCSLeadByteEx_orig);
}
#endif
#ifdef SPICE64
const auto hook_wide_char_to_multi_byte =
games::gitadora::is_arena_model() || avs::game::is_model("T44");
#else
// XG2 converts UTF-8 property strings through CP_ACP before rendering.
const auto hook_wide_char_to_multi_byte = avs::game::is_model({ "K32", "K33" });
#endif
if (hook_wide_char_to_multi_byte) {
log_info("hooks::lang", "hooking WideCharToMultiByte");
detour::trampoline_try(
"kernel32.dll",
@@ -315,7 +373,6 @@ void hooks::lang::early_init() {
WideCharToMultiByte_hook,
&WideCharToMultiByte_orig);
}
#endif
}
+37 -29
View File
@@ -5,7 +5,6 @@
#include <cmath>
#include <cstdlib>
#include <assert.h>
#include <shlwapi.h>
#include <windows.h>
#include <cfg/configurator.h>
@@ -88,13 +87,13 @@
#include "launcher/launcher.h"
#include "launcher/logger.h"
#include "launcher/signal.h"
#include "launcher/superexit.h"
#include "launcher/richpresence.h"
#include "launcher/shutdown.h"
#include "launcher/options.h"
#include "misc/bt5api.h"
#include "misc/device.h"
#include "misc/eamuse.h"
#include "misc/hotkeys.h"
#include "misc/extdev.h"
#include "misc/ami2000.h"
#include "misc/sciunit.h"
@@ -524,22 +523,25 @@ int main_implementation(int argc, char *argv[]) {
games::iidx::FLIP_CAMS = true;
}
// IIDX CONNECT_CAMERA logic here for cases where user is running without -iidx module
// for now, we assume that user may be running on a cab
// (games::iidx::DISABLE_CAMS starts out as false unless user overrides)
// we will check again in IIDX module with a different default
assert(!games::iidx::DISABLE_CAMS.has_value());
if (options[launcher::Options::IIDXDisableCameras].value_bool()) {
games::iidx::DISABLE_CAMS = true;
// Resolve the IIDX camera policy here so it also applies without the -iidx module.
const auto &cab_camera_access = options[launcher::Options::IIDXCabCamAccess];
if (cab_camera_access.is_active()) {
const auto value = cab_camera_access.value_text();
if (value == "off") {
games::iidx::CAB_CAMERA_ACCESS = games::iidx::cab_camera_access_mode::off;
} else if (value == "on") {
games::iidx::CAB_CAMERA_ACCESS = games::iidx::cab_camera_access_mode::on;
} else if (value == "legacy") {
games::iidx::CAB_CAMERA_ACCESS = games::iidx::cab_camera_access_mode::legacy;
}
}
if (options[launcher::Options::IIDXCabCamAccess].is_active() &&
options[launcher::Options::IIDXCabCamAccess].value_text() == "off") {
games::iidx::DISABLE_CAMS = true;
if (options[launcher::Options::IIDXDisableCameras].value_bool()) {
games::iidx::CAB_CAMERA_ACCESS = games::iidx::cab_camera_access_mode::off;
}
if (options[launcher::Options::IIDXCamHook].value_bool()) {
games::iidx::TDJ_CAMERA = true;
// Disable legacy behaviour to avoid conflict
games::iidx::DISABLE_CAMS = true;
games::iidx::CAB_CAMERA_ACCESS = games::iidx::cab_camera_access_mode::off;
}
// CONNECT_CAMERA env var will be set once logging is enabled
@@ -1101,6 +1103,12 @@ int main_implementation(int argc, char *argv[]) {
if (options[launcher::Options::ScreenshotFolder].is_active()) {
GRAPHICS_SCREENSHOT_DIR = options[launcher::Options::ScreenshotFolder].value_text();
}
if (options[launcher::Options::ScreenshotIncludeOverlay].value_bool()) {
GRAPHICS_SCREENSHOT_INCLUDE_OVERLAY = true;
}
if (options[launcher::Options::ScreenshotSubscreens].value_bool()) {
GRAPHICS_SCREENSHOT_SUBSCREENS = true;
}
if (options[launcher::Options::DisableColoredOutput].value_bool()) {
logger::COLOR = false;
}
@@ -1717,14 +1725,13 @@ int main_implementation(int argc, char *argv[]) {
GRAPHICS_FS_ORIENTATION_SWAP = true;
}
// for cab usage - set environment variables (outside of -iidx module)
if (games::iidx::DISABLE_CAMS.has_value() &&
games::iidx::DISABLE_CAMS.value() &&
// apply an explicit off outside of the -iidx module so it also works on cabinets.
if (games::iidx::CAB_CAMERA_ACCESS == games::iidx::cab_camera_access_mode::off &&
!cfg::CONFIGURATOR_STANDALONE) {
log_misc("launcher::iidx", "CONNECT_CAMERA env var set to 0");
SetEnvironmentVariable("CONNECT_CAMERA", "0");
}
if (games::iidx::SOUND_OUTPUT_DEVICE.has_value() &&
games::iidx::SOUND_OUTPUT_DEVICE.value() != "auto" &&
!cfg::CONFIGURATOR_STANDALONE) {
@@ -1776,9 +1783,8 @@ int main_implementation(int argc, char *argv[]) {
nvapi::initialize();
// add application profile to nvcp
nvapi::set_profile_settings();
// enable super exit
superexit::enable();
// keep ALT+F4 available during lengthy non-standalone boot
hotkeys::start();
// enable subscreen touch emulation
if (options[launcher::Options::spice2x_IIDXEmulateSubscreenKeypadTouch].is_active()) {
games::iidx::ENABLE_POKE = true;
@@ -2451,6 +2457,7 @@ int main_implementation(int argc, char *argv[]) {
// initialize raw input
RI_MGR = std::make_unique<rawinput::RawInputManager>();
hotkeys::enable_raw_input();
for (const auto &device : sextet_devices) {
RI_MGR->sextet_register(device);
}
@@ -2473,6 +2480,9 @@ int main_implementation(int argc, char *argv[]) {
log_misc("rawinput", "Analog mappings:");
dump_analog_bindings();
// mappings are ready; begin screenshot and coin polling during late startup
hotkeys::enable_input();
// for certain games, show cursor if no touch is available (must be called after RI_MGR is available)
if (show_cursor_if_no_touch && !is_touch_available("launcher::main_implementation")) {
GRAPHICS_SHOW_CURSOR = true;
@@ -2702,9 +2712,6 @@ int main_implementation(int argc, char *argv[]) {
API_CONTROLLER->listen_serial(api_serial_port[i], api_serial_baud[i]);
}
// start coin input thread
eamuse_coin_start_thread();
// pin macro
if (!cfg::CONFIGURATOR_STANDALONE && PIN_MACRO_ENABLED) {
eamuse_pin_macro_start_thread();
@@ -2754,6 +2761,9 @@ int main_implementation(int argc, char *argv[]) {
log_info("launcher", "calling game entry");
avs::game::entry_main();
// stop screenshot and coin polling; mapped SuperExit and ALT+F4 remain active
hotkeys::disable_input();
// clear presence
richpresence::shutdown();
@@ -2791,9 +2801,6 @@ int main_implementation(int argc, char *argv[]) {
// free api controller
API_CONTROLLER.reset();
// stop coin input thread
eamuse_coin_stop_thread();
eamuse_pin_macro_stop_thread();
// BT5API
@@ -2804,6 +2811,7 @@ int main_implementation(int argc, char *argv[]) {
sdk::fini_sdk_modules();
// stop raw input
hotkeys::disable_raw_input();
RI_MGR.reset();
// debug hook
@@ -2836,8 +2844,8 @@ int main_implementation(int argc, char *argv[]) {
// dispose crypt
crypt::dispose();
// disable super exit
superexit::disable();
// end early/late ALT+F4 monitoring at the same teardown point as legacy SuperExit
hotkeys::stop();
// disable poke
games::iidx::poke::disable();
+26 -6
View File
@@ -640,17 +640,21 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
},
{
// IIDXCabCamAccess
.title = "IIDX Use Official AC Cams",
.title = "IIDX Official AC Camera Access",
.name = "iidxcabcams",
.desc = "For IIDX25+, allow direct access to cameras from real arcade cabinets. "
"Only turn this on if you have OFFICIAL arcade cameras connected to the correct USB ports. Default: auto.",
.desc = "Controls how the game accesses USB cameras for IIDX 25+.\n\n"
"auto (default): use [off] when the IIDX module is enabled; otherwise, use [on].\n\n"
"on: game discovers and directly accesses cameras; requires official cameras on correct USB ports.\n\n"
"legacy: for IIDX 25/26 only; allow camera access with emulated discovery.\n\n"
"off: prevent game from accessing USB cameras.",
.type = OptionType::Enum,
.game_name = "Beatmania IIDX",
.category = "Cab Peripherals",
.elements = {
{"auto", ""},
{"on", ""},
{"legacy", ""},
{"off", ""},
{"on", ""}
},
},
{
@@ -977,7 +981,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.display_name = "sdvxsubredraw",
.aliases= "sdvxsubredraw",
.desc = "Check if submonitor in fullscreen mode doesn't update every frame; "
"this option forces subscreen to redraw every frame.",
"this option presents the subscreen when the game does not.",
.type = OptionType::Bool,
.game_name = "Sound Voltex",
.category = "Advanced Game Options",
@@ -1171,7 +1175,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.title = "Pop'n Music PikaPika Subscreen Force Redraw",
.name = "popnsubredraw",
.desc = "Check if submonitor in fullscreen mode appears stuck; "
"this option forces subscreen to redraw every frame.",
"this option presents the subscreen when the game does not.",
.type = OptionType::Bool,
.game_name = "Pop'n Music",
.category = "Advanced Game Options",
@@ -3393,6 +3397,22 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.type = OptionType::Bool,
.category = "OBS Control",
},
{
// ScreenshotIncludeOverlay
.title = "Include Overlay in Screenshots",
.name = "screenshotoverlay",
.desc = "Includes Spice overlay in screenshots.",
.type = OptionType::Bool,
.category = "General Overlay",
},
{
// ScreenshotSubscreens
.title = "Include Subscreens in Screenshots",
.name = "screenshotsub",
.desc = "Saves each subscreen as a separate PNG alongside the primary screenshot.",
.type = OptionType::Bool,
.category = "General Overlay",
},
};
const std::vector<std::string> &launcher::get_categories(Options::OptionsCategory category) {
+3 -1
View File
@@ -320,7 +320,9 @@ namespace launcher {
OBSWebSocketHost,
OBSWebSocketPort,
OBSWebSocketPassword,
OBSWebSocketDebug
OBSWebSocketDebug,
ScreenshotIncludeOverlay,
ScreenshotSubscreens
};
enum class OptionsCategory {
+18 -95
View File
@@ -1,21 +1,14 @@
#include "superexit.h"
#include <thread>
#include "windows.h"
#include "cfg/configurator.h"
#include "launcher/shutdown.h"
#include "rawinput/rawinput.h"
#include "util/logging.h"
#include "touch/touch.h"
#include "misc/eamuse.h"
#include "games/io.h"
#include "overlay/overlay.h"
#include "util/logging.h"
namespace superexit {
static std::thread *THREAD = nullptr;
static bool THREAD_RUNNING = false;
bool has_focus() {
HWND fg_wnd = GetForegroundWindow();
if (fg_wnd == NULL) {
@@ -29,92 +22,22 @@ namespace superexit {
return fg_pid == GetCurrentProcessId();
}
void enable() {
// check if already running
if (THREAD)
return;
// create new thread
THREAD_RUNNING = true;
THREAD = new std::thread([] {
// log
log_info("superexit", "enabled");
// set variable to false to stop
while (THREAD_RUNNING) {
// check rawinput for ALT+F4
bool rawinput_exit = false;
if (RI_MGR != nullptr) {
auto devices = RI_MGR->devices_get();
for (auto &device : devices) {
switch (device.type) {
case rawinput::KEYBOARD: {
auto &key_states = device.keyboardInfo->key_states;
for (int page_index = 0; page_index < 1024; page_index += 256) {
if (key_states[page_index + VK_MENU]
&& key_states[page_index + VK_F4]) {
rawinput_exit = true;
}
}
break;
}
default:
break;
}
}
}
bool async_key_exit =
(GetAsyncKeyState(VK_MENU) & 0x8000) != 0 &&
(GetAsyncKeyState(VK_F4) & 0x8000) != 0;
bool overlay_exit = false;
auto buttons = games::get_buttons_overlay(eamuse_get_game());
if (buttons &&
(!overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered()) &&
GameAPI::Buttons::getState(RI_MGR, buttons->at(games::OverlayButtons::SuperExit))) {
overlay_exit = true;
}
// check for exit
if (rawinput_exit || async_key_exit) {
if (has_focus()) {
log_info("superexit", "detected ALT+F4, exiting...");
launcher::shutdown();
}
}
if (overlay_exit) {
if (has_focus()) {
log_info("superexit", "detected Force Exit Game overlay shortcut, exiting...");
launcher::shutdown();
}
}
// slow down
Sleep(100);
}
return nullptr;
});
}
void disable() {
if (!THREAD) {
void handle_hotkeys(bool alt_f4, bool mapped_exit) {
if (!alt_f4 && !mapped_exit) {
return;
}
// stop old thread
THREAD_RUNNING = false;
THREAD->join();
// delete thread
delete THREAD;
THREAD = nullptr;
// log
log_info("superexit", "disabled");
if (cfg::CONFIGURATOR_STANDALONE) {
return;
}
if (!has_focus()) {
return;
}
if (alt_f4) {
log_info("superexit", "detected ALT+F4, exiting...");
launcher::shutdown();
return;
}
log_info("superexit", "detected Force Exit Game overlay shortcut, exiting...");
launcher::shutdown();
}
}
+1 -2
View File
@@ -2,6 +2,5 @@
namespace superexit {
bool has_focus();
void enable();
void disable();
void handle_hotkeys(bool alt_f4, bool mapped_exit);
}
+24 -55
View File
@@ -25,10 +25,8 @@ static double CARD_INSERT_TIME[2] = {0, 0};
static double CARD_INSERT_TIMEOUT = 2.0;
static char CARD_INSERT_UID[2][8] = {{0}, {0}};
static char CARD_INSERT_UID_ENABLE[2] = {false, false};
static int COIN_STOCK = 0;
static bool COIN_BLOCK = false;
static std::thread *COIN_INPUT_THREAD;
static bool COIN_INPUT_THREAD_ACTIVE = false;
static std::atomic_int COIN_STOCK {0};
static std::atomic_bool COIN_BLOCK {false};
static uint16_t KEYPAD_STATE[] = {0, 0};
static uint16_t KEYPAD_STATE_OVERRIDES[] = {0, 0};
static uint16_t KEYPAD_STATE_OVERRIDES_BT5[] = {0, 0};
@@ -292,78 +290,49 @@ bool eamuse_card_insert_consume(int active_count, int unit_id) {
}
bool eamuse_coin_get_block() {
return COIN_BLOCK;
return COIN_BLOCK.load(std::memory_order_relaxed);
}
void eamuse_coin_set_block(bool block) {
COIN_BLOCK = block;
COIN_BLOCK.store(block, std::memory_order_relaxed);
}
int eamuse_coin_get_stock() {
return COIN_STOCK;
return COIN_STOCK.load(std::memory_order_relaxed);
}
void eamuse_coin_set_stock(int amount) {
COIN_STOCK = amount;
COIN_STOCK.store(amount, std::memory_order_relaxed);
}
bool eamuse_coin_consume(int amount) {
if (COIN_STOCK < amount) {
return false;
} else {
COIN_STOCK -= amount;
return true;
auto stock = COIN_STOCK.load(std::memory_order_relaxed);
while (stock >= amount) {
if (COIN_STOCK.compare_exchange_weak(
stock,
stock - amount,
std::memory_order_relaxed)) {
return true;
}
}
return false;
}
int eamuse_coin_consume_stock() {
int stock = COIN_STOCK;
COIN_STOCK = 0;
return stock;
return COIN_STOCK.exchange(0, std::memory_order_relaxed);
}
int eamuse_coin_add() {
return ++COIN_STOCK;
return COIN_STOCK.fetch_add(1, std::memory_order_relaxed) + 1;
}
void eamuse_coin_start_thread() {
// set active
COIN_INPUT_THREAD_ACTIVE = true;
// create thread
COIN_INPUT_THREAD = new std::thread([]() {
auto overlay_buttons = games::get_buttons_overlay(eamuse_get_game());
static bool COIN_INPUT_KEY_STATE = false;
while (COIN_INPUT_THREAD_ACTIVE) {
// check input key
if (overlay_buttons && GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(
games::OverlayButtons::InsertCoin))) {
if (!COIN_INPUT_KEY_STATE) {
if (COIN_BLOCK)
log_info("eamuse", "coin inserted while blocked");
else {
log_info("eamuse", "coin insert");
COIN_STOCK++;
}
}
COIN_INPUT_KEY_STATE = true;
} else {
COIN_INPUT_KEY_STATE = false;
}
// once every two frames
std::this_thread::sleep_for(std::chrono::milliseconds(1000 / 30));
}
});
}
void eamuse_coin_stop_thread() {
COIN_INPUT_THREAD_ACTIVE = false;
COIN_INPUT_THREAD->join();
delete COIN_INPUT_THREAD;
COIN_INPUT_THREAD = nullptr;
void eamuse_coin_insert() {
if (COIN_BLOCK.load(std::memory_order_relaxed)) {
log_info("eamuse", "coin inserted while blocked");
} else {
log_info("eamuse", "coin insert");
COIN_STOCK.fetch_add(1, std::memory_order_relaxed);
}
}
void eamuse_pin_macro_start_thread() {
+1 -3
View File
@@ -58,9 +58,7 @@ bool eamuse_coin_consume(int amount);
int eamuse_coin_consume_stock();
int eamuse_coin_add();
void eamuse_coin_start_thread();
void eamuse_coin_stop_thread();
void eamuse_coin_insert();
void eamuse_pin_macro_start_thread();
void eamuse_pin_macro_stop_thread();
+154
View File
@@ -0,0 +1,154 @@
#include "hotkeys.h"
#include <atomic>
#include <chrono>
#include <mutex>
#include <stop_token>
#include <thread>
#include <vector>
#include <windows.h>
#include "games/io.h"
#include "launcher/superexit.h"
#include "misc/eamuse.h"
#include "overlay/overlay.h"
#include "rawinput/rawinput.h"
#include "util/logging.h"
namespace hotkeys {
namespace {
// 8 ms targets short screenshot pulses; sleep_for may use a coarser scheduler
// interval during early boot or when process timer adjustments are disabled
constexpr auto MIN_SAMPLE_INTERVAL = std::chrono::milliseconds(8);
std::atomic_bool SCREENSHOT_PENDING {false};
std::mutex INPUT_MUTEX;
bool INPUT_ENABLED = false;
bool RAW_INPUT_ENABLED = false;
std::jthread WORKER;
bool read_button(std::vector<Button> *buttons, size_t index) {
// getState retains each binding's focus, modifier, inversion, and debounce policy
return RI_MGR && buttons && index < buttons->size() &&
GameAPI::Buttons::getState(RI_MGR, buttons->at(index));
}
bool read_alt_f4() {
// preserve both legacy detection paths whenever raw input is available
bool pressed = (GetAsyncKeyState(VK_MENU) & 0x8000) != 0 &&
(GetAsyncKeyState(VK_F4) & 0x8000) != 0;
if (!RAW_INPUT_ENABLED || !RI_MGR) {
return pressed;
}
return pressed || RI_MGR->keyboard_combo_pressed(VK_MENU, VK_F4);
}
bool rising_edge(bool current, bool &previous) {
const bool edge = current && !previous;
previous = current;
return edge;
}
void run(std::stop_token stop_token) {
bool screenshot_previous = false;
bool coin_previous = false;
while (!stop_token.stop_requested()) {
bool coin_edge = false;
bool super_exit_current = false;
bool alt_f4_current = false;
{
// lifecycle functions hold this mutex until raw-input polling is complete
std::lock_guard<std::mutex> lock(INPUT_MUTEX);
if (INPUT_ENABLED || RAW_INPUT_ENABLED) {
auto *buttons = games::get_buttons_overlay(eamuse_get_game());
const bool screenshot_down = INPUT_ENABLED && read_button(
buttons, games::OverlayButtons::Screenshot);
const bool coin_current = INPUT_ENABLED && read_button(
buttons, games::OverlayButtons::InsertCoin);
const bool super_exit_down = RAW_INPUT_ENABLED && read_button(
buttons, games::OverlayButtons::SuperExit);
// global_hotkeys_triggered takes OVERLAY_MUTEX, then the overlay's
// hotkeys_mutex; its button reads may then take device mutexes. polling
// every mapped-input tick is intentional so HotkeyToggle releases cannot
// be missed when the render thread stalls.
const bool gate_active = overlay::global_hotkeys_triggered();
const bool screenshot_current = screenshot_down && gate_active;
super_exit_current = super_exit_down && gate_active;
if (rising_edge(screenshot_current, screenshot_previous)) {
SCREENSHOT_PENDING.store(true, std::memory_order_relaxed);
}
coin_edge = rising_edge(coin_current, coin_previous);
} else {
screenshot_previous = false;
coin_previous = false;
}
alt_f4_current = read_alt_f4();
}
if (coin_edge) {
eamuse_coin_insert();
}
// pass held state so returning focus can exit without another key press
superexit::handle_hotkeys(alt_f4_current, super_exit_current);
std::this_thread::sleep_for(MIN_SAMPLE_INTERVAL);
}
}
}
void start() {
if (WORKER.joinable()) {
return;
}
SCREENSHOT_PENDING.store(false, std::memory_order_relaxed);
WORKER = std::jthread(run);
log_info("hotkeys", "sampler started");
}
void enable_raw_input() {
std::lock_guard<std::mutex> lock(INPUT_MUTEX);
RAW_INPUT_ENABLED = true;
}
void enable_input() {
std::lock_guard<std::mutex> lock(INPUT_MUTEX);
SCREENSHOT_PENDING.store(false, std::memory_order_relaxed);
INPUT_ENABLED = true;
log_info("hotkeys", "configured input enabled");
}
void disable_input() {
std::lock_guard<std::mutex> lock(INPUT_MUTEX);
INPUT_ENABLED = false;
SCREENSHOT_PENDING.store(false, std::memory_order_relaxed);
log_info("hotkeys", "configured input disabled");
}
void disable_raw_input() {
std::lock_guard<std::mutex> lock(INPUT_MUTEX);
RAW_INPUT_ENABLED = false;
}
void stop() {
if (!WORKER.joinable()) {
return;
}
WORKER.request_stop();
WORKER.join();
log_info("hotkeys", "sampler stopped");
}
bool consume_screenshot() {
return SCREENSHOT_PENDING.exchange(false, std::memory_order_relaxed);
}
}
+13
View File
@@ -0,0 +1,13 @@
#pragma once
namespace hotkeys {
// ALT+F4 monitoring spans boot and teardown; configured actions are enabled separately
void start();
void enable_raw_input();
void enable_input();
void disable_input();
void disable_raw_input();
void stop();
bool consume_screenshot();
}
+265 -265
View File
@@ -1,265 +1,265 @@
#include "notifications.h"
#include <atomic>
#include <deque>
#include <mutex>
#include <unordered_map>
#include "external/imgui/imgui.h"
#include "external/imgui/imgui_internal.h"
#include "external/fmt/include/fmt/format.h"
#include "overlay/overlay.h"
#include "util/time.h"
namespace overlay::notifications {
bool ENABLED = true;
Position POSITION = Position::BottomRight;
struct Notification {
uint64_t id;
std::string text;
Severity severity;
double created_ms;
float duration_s;
};
static std::mutex g_mutex;
static std::deque<Notification> g_items;
static std::atomic<uint64_t> g_next_id { 1 };
static std::atomic<size_t> g_count { 0 };
// duration in seconds each notification stays visible
static constexpr float DURATION_S = 3.0f;
// maximum number of notifications kept in the queue (oldest dropped beyond this)
static constexpr size_t MAX_NOTIFICATIONS = 6;
// time (ms) over which a toast fades out at the end of its lifetime
static constexpr float FADE_OUT_MS = 400.0f;
// fixed width of each toast window, in unscaled pixels
static constexpr float TOAST_WIDTH = 320.0f;
// gap between the toast stack and the screen edges (right + bottom)
static constexpr float TOAST_MARGIN = 20.0f;
// vertical gap between stacked toasts
static constexpr float TOAST_SPACING = 8.0f;
// inner padding inside a toast window (horizontal / vertical)
static constexpr float TOAST_PAD_X = 10.0f;
static constexpr float TOAST_PAD_Y = 8.0f;
// width of the colored severity accent bar drawn on the left edge
static constexpr float TOAST_ACCENT_W = 6.0f;
// base opacity of the toast background (0..1), multiplied by the fade alpha
static constexpr float TOAST_BG_ALPHA = 0.85f;
static constexpr ImGuiWindowFlags TOAST_FLAGS =
ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoInputs
| ImGuiWindowFlags_NoNav
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoSavedSettings
| ImGuiWindowFlags_NoFocusOnAppearing
| ImGuiWindowFlags_NoBringToFrontOnFocus
| ImGuiWindowFlags_AlwaysAutoResize;
static ImU32 severity_accent(Severity sev) {
switch (sev) {
case Severity::Success: return IM_COL32(80, 200, 120, 255);
case Severity::Warning: return IM_COL32(230, 180, 60, 255);
case Severity::Error: return IM_COL32(220, 60, 60, 255);
case Severity::Info:
default: return IM_COL32(90, 160, 230, 255);
}
}
static bool is_expired(const Notification &n, double now_ms) {
return (now_ms - n.created_ms) >= (n.duration_s * 1000.0);
}
// returns 0.0 .. 1.0 fade alpha based on time remaining
static float compute_alpha(const Notification &n, double now_ms) {
const double remaining_ms = (n.duration_s * 1000.0) - (now_ms - n.created_ms);
if (remaining_ms >= FADE_OUT_MS) {
return 1.0f;
}
if (remaining_ms <= 0.0) {
return 0.0f;
}
return static_cast<float>(remaining_ms / FADE_OUT_MS);
}
// drop expired items and copy the rest under a single lock acquisition
static std::vector<Notification> snapshot_and_prune(double now_ms) {
std::vector<Notification> snapshot;
std::lock_guard<std::mutex> lock(g_mutex);
for (auto it = g_items.begin(); it != g_items.end();) {
if (is_expired(*it, now_ms)) {
it = g_items.erase(it);
} else {
++it;
}
}
g_count.store(g_items.size(), std::memory_order_release);
snapshot.assign(g_items.begin(), g_items.end());
return snapshot;
}
// is the configured anchor on the right edge of the screen?
static bool position_is_right(Position p) {
return p == Position::BottomRight || p == Position::TopRight;
}
// is the configured anchor on the bottom edge of the screen?
static bool position_is_bottom(Position p) {
return p == Position::BottomRight || p == Position::BottomLeft;
}
// draw a single toast anchored to the configured corner; `cursor_y` is the
// y-coordinate of the toast edge nearest the anchor (top edge for Top* anchors,
// bottom edge for Bottom* anchors). returns its height in pixels.
static float draw_toast(const Notification &n, float cursor_y, float alpha) {
const float toast_width = apply_scaling(TOAST_WIDTH);
const float margin = apply_scaling(TOAST_MARGIN);
const ImVec2 &display = ImGui::GetIO().DisplaySize;
const Position pos = POSITION;
const auto window_id = fmt::format("##spice_notif_{}", n.id);
// anchor x/pivot.x select the screen edge; pivot.y matches cursor_y semantics
const float anchor_x = position_is_right(pos) ? (display.x - margin) : margin;
const float pivot_x = position_is_right(pos) ? 1.0f : 0.0f;
const float pivot_y = position_is_bottom(pos) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(ImVec2(anchor_x, cursor_y),
ImGuiCond_Always, ImVec2(pivot_x, pivot_y));
ImGui::SetNextWindowSize(ImVec2(toast_width, 0.f), ImGuiCond_Always);
ImGui::SetNextWindowBgAlpha(TOAST_BG_ALPHA * alpha);
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding,
ImVec2(apply_scaling(TOAST_PAD_X), apply_scaling(TOAST_PAD_Y)));
float height = 0.f;
if (ImGui::Begin(window_id.c_str(), nullptr, TOAST_FLAGS)) {
// keep toasts above other overlay windows (e.g. the persistent FPS
// window, which may be toggled on after a toast already exists), but
// tuck them behind a blocking modal so they get dimmed/occluded by the
// modal backdrop instead of floating on top of it.
ImGuiWindow *toast_window = ImGui::GetCurrentWindow();
if (ImGuiWindow *modal = ImGui::GetTopMostPopupModal()) {
ImGui::BringWindowToDisplayBehind(toast_window, modal);
} else {
ImGui::BringWindowToDisplayFront(toast_window);
}
const ImVec2 win_pos = ImGui::GetWindowPos();
const ImVec2 win_size = ImGui::GetWindowSize();
// accent bar on the left edge of the window
const ImU32 accent = severity_accent(n.severity);
const ImU32 accent_faded =
(accent & 0x00FFFFFFu) | (static_cast<ImU32>(alpha * 255.0f) << 24);
ImGui::GetWindowDrawList()->AddRectFilled(
win_pos,
ImVec2(win_pos.x + apply_scaling(TOAST_ACCENT_W), win_pos.y + win_size.y),
accent_faded);
// small gutter past the accent bar, then wrapped text
ImGui::Dummy(ImVec2(apply_scaling(2.0f), 0.f));
ImGui::SameLine();
ImGui::PushTextWrapPos(win_pos.x + win_size.x - apply_scaling(TOAST_PAD_X));
ImGui::TextUnformatted(n.text.c_str());
ImGui::PopTextWrapPos();
height = ImGui::GetWindowSize().y;
}
ImGui::End();
ImGui::PopStyleVar(2);
return height;
}
uint64_t add(Severity severity, std::string text) {
if (!ENABLED || !overlay::ENABLED || overlay::OVERLAY == nullptr) {
return 0;
}
Notification n {
.id = g_next_id.fetch_add(1, std::memory_order_relaxed),
.text = std::move(text),
.severity = severity,
.created_ms = get_performance_milliseconds(),
.duration_s = DURATION_S,
};
{
std::lock_guard<std::mutex> lock(g_mutex);
g_items.push_back(std::move(n));
while (g_items.size() > MAX_NOTIFICATIONS) {
g_items.pop_front();
}
g_count.store(g_items.size(), std::memory_order_release);
}
return n.id;
}
uint64_t add_throttled(Severity severity, const std::string &key,
double cooldown_seconds, std::string text) {
if (!ENABLED || !overlay::ENABLED || overlay::OVERLAY == nullptr) {
return 0;
}
// per-key last-emit timestamps live behind their own lock so we don't
// hold g_mutex across the map lookup.
static std::mutex throttle_mutex;
static std::unordered_map<std::string, double> last_emit_ms;
const double now_ms = get_performance_milliseconds();
{
std::lock_guard<std::mutex> lock(throttle_mutex);
auto it = last_emit_ms.find(key);
if (it != last_emit_ms.end()
&& (now_ms - it->second) < (cooldown_seconds * 1000.0)) {
return 0;
}
last_emit_ms[key] = now_ms;
}
return add(severity, std::move(text));
}
bool has_pending() {
return g_count.load(std::memory_order_acquire) > 0;
}
void draw() {
const double now_ms = get_performance_milliseconds();
const auto snapshot = snapshot_and_prune(now_ms);
if (snapshot.empty()) {
return;
}
// stack from the anchored edge with newest toast at the anchor.
// Bottom* anchors stack upward; Top* anchors stack downward.
const float spacing = apply_scaling(TOAST_SPACING);
const float margin = apply_scaling(TOAST_MARGIN);
const bool bottom = position_is_bottom(POSITION);
float cursor_y = bottom
? (ImGui::GetIO().DisplaySize.y - margin)
: margin;
for (auto it = snapshot.rbegin(); it != snapshot.rend(); ++it) {
const float alpha = compute_alpha(*it, now_ms);
const float height = draw_toast(*it, cursor_y, alpha);
cursor_y += bottom ? -(height + spacing) : (height + spacing);
}
}
void apply_game_default_position(const std::string &game_name) {
if (game_name == "Reflec Beat") {
POSITION = Position::TopRight;
}
// others keep the default (BottomRight)
}
}
#include "notifications.h"
#include <atomic>
#include <deque>
#include <mutex>
#include <unordered_map>
#include "external/imgui/imgui.h"
#include "external/imgui/imgui_internal.h"
#include "external/fmt/include/fmt/format.h"
#include "overlay/overlay.h"
#include "util/time.h"
namespace overlay::notifications {
bool ENABLED = true;
Position POSITION = Position::BottomRight;
struct Notification {
uint64_t id;
std::string text;
Severity severity;
double created_ms;
float duration_s;
};
static std::mutex g_mutex;
static std::deque<Notification> g_items;
static std::atomic<uint64_t> g_next_id { 1 };
static std::atomic<size_t> g_count { 0 };
// duration in seconds each notification stays visible
static constexpr float DURATION_S = 3.0f;
// maximum number of notifications kept in the queue (oldest dropped beyond this)
static constexpr size_t MAX_NOTIFICATIONS = 6;
// time (ms) over which a toast fades out at the end of its lifetime
static constexpr float FADE_OUT_MS = 400.0f;
// fixed width of each toast window, in unscaled pixels
static constexpr float TOAST_WIDTH = 320.0f;
// gap between the toast stack and the screen edges (right + bottom)
static constexpr float TOAST_MARGIN = 20.0f;
// vertical gap between stacked toasts
static constexpr float TOAST_SPACING = 8.0f;
// inner padding inside a toast window (horizontal / vertical)
static constexpr float TOAST_PAD_X = 10.0f;
static constexpr float TOAST_PAD_Y = 8.0f;
// width of the colored severity accent bar drawn on the left edge
static constexpr float TOAST_ACCENT_W = 6.0f;
// base opacity of the toast background (0..1), multiplied by the fade alpha
static constexpr float TOAST_BG_ALPHA = 0.85f;
static constexpr ImGuiWindowFlags TOAST_FLAGS =
ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoInputs
| ImGuiWindowFlags_NoNav
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoSavedSettings
| ImGuiWindowFlags_NoFocusOnAppearing
| ImGuiWindowFlags_NoBringToFrontOnFocus
| ImGuiWindowFlags_AlwaysAutoResize;
static ImU32 severity_accent(Severity sev) {
switch (sev) {
case Severity::Success: return IM_COL32(80, 200, 120, 255);
case Severity::Warning: return IM_COL32(230, 180, 60, 255);
case Severity::Error: return IM_COL32(220, 60, 60, 255);
case Severity::Info:
default: return IM_COL32(90, 160, 230, 255);
}
}
static bool is_expired(const Notification &n, double now_ms) {
return (now_ms - n.created_ms) >= (n.duration_s * 1000.0);
}
// returns 0.0 .. 1.0 fade alpha based on time remaining
static float compute_alpha(const Notification &n, double now_ms) {
const double remaining_ms = (n.duration_s * 1000.0) - (now_ms - n.created_ms);
if (remaining_ms >= FADE_OUT_MS) {
return 1.0f;
}
if (remaining_ms <= 0.0) {
return 0.0f;
}
return static_cast<float>(remaining_ms / FADE_OUT_MS);
}
// drop expired items and copy the rest under a single lock acquisition
static std::vector<Notification> snapshot_and_prune(double now_ms) {
std::vector<Notification> snapshot;
std::lock_guard<std::mutex> lock(g_mutex);
for (auto it = g_items.begin(); it != g_items.end();) {
if (is_expired(*it, now_ms)) {
it = g_items.erase(it);
} else {
++it;
}
}
g_count.store(g_items.size(), std::memory_order_release);
snapshot.assign(g_items.begin(), g_items.end());
return snapshot;
}
// is the configured anchor on the right edge of the screen?
static bool position_is_right(Position p) {
return p == Position::BottomRight || p == Position::TopRight;
}
// is the configured anchor on the bottom edge of the screen?
static bool position_is_bottom(Position p) {
return p == Position::BottomRight || p == Position::BottomLeft;
}
// draw a single toast anchored to the configured corner; `cursor_y` is the
// y-coordinate of the toast edge nearest the anchor (top edge for Top* anchors,
// bottom edge for Bottom* anchors). returns its height in pixels.
static float draw_toast(const Notification &n, float cursor_y, float alpha) {
const float toast_width = apply_scaling(TOAST_WIDTH);
const float margin = apply_scaling(TOAST_MARGIN);
const ImVec2 &display = ImGui::GetIO().DisplaySize;
const Position pos = POSITION;
const auto window_id = fmt::format("##spice_notif_{}", n.id);
// anchor x/pivot.x select the screen edge; pivot.y matches cursor_y semantics
const float anchor_x = position_is_right(pos) ? (display.x - margin) : margin;
const float pivot_x = position_is_right(pos) ? 1.0f : 0.0f;
const float pivot_y = position_is_bottom(pos) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(ImVec2(anchor_x, cursor_y),
ImGuiCond_Always, ImVec2(pivot_x, pivot_y));
ImGui::SetNextWindowSize(ImVec2(toast_width, 0.f), ImGuiCond_Always);
ImGui::SetNextWindowBgAlpha(TOAST_BG_ALPHA * alpha);
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding,
ImVec2(apply_scaling(TOAST_PAD_X), apply_scaling(TOAST_PAD_Y)));
float height = 0.f;
if (ImGui::Begin(window_id.c_str(), nullptr, TOAST_FLAGS)) {
// keep toasts above other overlay windows (e.g. the persistent FPS
// window, which may be toggled on after a toast already exists), but
// tuck them behind a blocking modal so they get dimmed/occluded by the
// modal backdrop instead of floating on top of it.
ImGuiWindow *toast_window = ImGui::GetCurrentWindow();
if (ImGuiWindow *modal = ImGui::GetTopMostPopupModal()) {
ImGui::BringWindowToDisplayBehind(toast_window, modal);
} else {
ImGui::BringWindowToDisplayFront(toast_window);
}
const ImVec2 win_pos = ImGui::GetWindowPos();
const ImVec2 win_size = ImGui::GetWindowSize();
// accent bar on the left edge of the window
const ImU32 accent = severity_accent(n.severity);
const ImU32 accent_faded =
(accent & 0x00FFFFFFu) | (static_cast<ImU32>(alpha * 255.0f) << 24);
ImGui::GetWindowDrawList()->AddRectFilled(
win_pos,
ImVec2(win_pos.x + apply_scaling(TOAST_ACCENT_W), win_pos.y + win_size.y),
accent_faded);
// small gutter past the accent bar, then wrapped text
ImGui::Dummy(ImVec2(apply_scaling(2.0f), 0.f));
ImGui::SameLine();
ImGui::PushTextWrapPos(win_pos.x + win_size.x - apply_scaling(TOAST_PAD_X));
ImGui::TextUnformatted(n.text.c_str());
ImGui::PopTextWrapPos();
height = ImGui::GetWindowSize().y;
}
ImGui::End();
ImGui::PopStyleVar(2);
return height;
}
uint64_t add(Severity severity, std::string text) {
if (!ENABLED || !overlay::ENABLED || overlay::OVERLAY == nullptr) {
return 0;
}
Notification n {
.id = g_next_id.fetch_add(1, std::memory_order_relaxed),
.text = std::move(text),
.severity = severity,
.created_ms = get_performance_milliseconds(),
.duration_s = DURATION_S,
};
{
std::lock_guard<std::mutex> lock(g_mutex);
g_items.push_back(std::move(n));
while (g_items.size() > MAX_NOTIFICATIONS) {
g_items.pop_front();
}
g_count.store(g_items.size(), std::memory_order_release);
}
return n.id;
}
uint64_t add_throttled(Severity severity, const std::string &key,
double cooldown_seconds, std::string text) {
if (!ENABLED || !overlay::ENABLED || overlay::OVERLAY == nullptr) {
return 0;
}
// per-key last-emit timestamps live behind their own lock so we don't
// hold g_mutex across the map lookup.
static std::mutex throttle_mutex;
static std::unordered_map<std::string, double> last_emit_ms;
const double now_ms = get_performance_milliseconds();
{
std::lock_guard<std::mutex> lock(throttle_mutex);
auto it = last_emit_ms.find(key);
if (it != last_emit_ms.end()
&& (now_ms - it->second) < (cooldown_seconds * 1000.0)) {
return 0;
}
last_emit_ms[key] = now_ms;
}
return add(severity, std::move(text));
}
bool has_pending() {
return g_count.load(std::memory_order_acquire) > 0;
}
void draw() {
const double now_ms = get_performance_milliseconds();
const auto snapshot = snapshot_and_prune(now_ms);
if (snapshot.empty()) {
return;
}
// stack from the anchored edge with newest toast at the anchor.
// Bottom* anchors stack upward; Top* anchors stack downward.
const float spacing = apply_scaling(TOAST_SPACING);
const float margin = apply_scaling(TOAST_MARGIN);
const bool bottom = position_is_bottom(POSITION);
float cursor_y = bottom
? (ImGui::GetIO().DisplaySize.y - margin)
: margin;
for (auto it = snapshot.rbegin(); it != snapshot.rend(); ++it) {
const float alpha = compute_alpha(*it, now_ms);
const float height = draw_toast(*it, cursor_y, alpha);
cursor_y += bottom ? -(height + spacing) : (height + spacing);
}
}
void apply_game_default_position(const std::string &game_name) {
if (game_name == "Reflec Beat") {
POSITION = Position::TopRight;
}
// others keep the default (BottomRight)
}
}
+55 -55
View File
@@ -1,55 +1,55 @@
#pragma once
#include <cstddef>
#include <cstdint>
#include <string>
namespace overlay::notifications {
// master switch for the notification system; when false, add() is a no-op.
// controlled by selecting "none" for the -notifypos launcher option.
extern bool ENABLED;
enum class Severity {
Info,
Success,
Warning,
Error,
};
// screen anchor for the toast stack. toasts stack away from the anchored edge.
enum class Position {
BottomRight,
BottomLeft,
TopRight,
TopLeft,
};
// current toast anchor. defaults to BottomRight; may be reassigned by
// apply_game_default_position() or by the user via -notifypos.
extern Position POSITION;
// apply the default toast position appropriate for a game (by display name,
// as returned by eamuse_get_game()). called once after game autodetect, before
// any user -notifypos override is applied.
void apply_game_default_position(const std::string &game_name);
// add a notification (thread-safe). returns the assigned id, or 0 if the
// notification was dropped (overlay disabled or notifications disabled).
uint64_t add(Severity severity, std::string text);
// rate-limited variant of add(). suppresses the toast if another call with
// the same `key` succeeded within the last `cooldown_seconds`. useful for
// events that can fire every frame (e.g. a button held down). returns the
// assigned id, or 0 if the toast was suppressed or dropped. thread-safe.
uint64_t add_throttled(Severity severity, const std::string &key,
double cooldown_seconds, std::string text);
// true if there is at least one notification that still needs to be drawn.
// safe to call from the render thread without locking the underlying store.
bool has_pending();
// draw all active notifications and prune expired ones.
// must be called from the ImGui render thread inside a NewFrame/EndFrame pair.
void draw();
}
#pragma once
#include <cstddef>
#include <cstdint>
#include <string>
namespace overlay::notifications {
// master switch for the notification system; when false, add() is a no-op.
// controlled by selecting "none" for the -notifypos launcher option.
extern bool ENABLED;
enum class Severity {
Info,
Success,
Warning,
Error,
};
// screen anchor for the toast stack. toasts stack away from the anchored edge.
enum class Position {
BottomRight,
BottomLeft,
TopRight,
TopLeft,
};
// current toast anchor. defaults to BottomRight; may be reassigned by
// apply_game_default_position() or by the user via -notifypos.
extern Position POSITION;
// apply the default toast position appropriate for a game (by display name,
// as returned by eamuse_get_game()). called once after game autodetect, before
// any user -notifypos override is applied.
void apply_game_default_position(const std::string &game_name);
// add a notification (thread-safe). returns the assigned id, or 0 if the
// notification was dropped (overlay disabled or notifications disabled).
uint64_t add(Severity severity, std::string text);
// rate-limited variant of add(). suppresses the toast if another call with
// the same `key` succeeded within the last `cooldown_seconds`. useful for
// events that can fire every frame (e.g. a button held down). returns the
// assigned id, or 0 if the toast was suppressed or dropped. thread-safe.
uint64_t add_throttled(Severity severity, const std::string &key,
double cooldown_seconds, std::string text);
// true if there is at least one notification that still needs to be drawn.
// safe to call from the render thread without locking the underlying store.
bool has_pending();
// draw all active notifications and prune expired ones.
// must be called from the ImGui render thread inside a NewFrame/EndFrame pair.
void draw();
}
+8
View File
@@ -158,6 +158,11 @@ void overlay::destroy(HWND hWnd) {
}
}
bool overlay::global_hotkeys_triggered() {
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
return !overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered();
}
overlay::SpiceOverlay::SpiceOverlay(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device)
: renderer(OverlayRenderer::D3D9), hWnd(hWnd), d3d(d3d), device(device) {
log_info("overlay", "initializing (D3D9)");
@@ -924,6 +929,9 @@ bool overlay::SpiceOverlay::has_focus() {
}
bool overlay::SpiceOverlay::hotkeys_triggered() {
const std::lock_guard<std::mutex> lock(this->hotkeys_mutex);
// this query also consumes the shared HotkeyToggle edge; the mutex gives all callers one latch
// prevent hotkeys in spicecfg
if (cfg::CONFIGURATOR_STANDALONE) {
return false;
+2
View File
@@ -212,6 +212,7 @@ namespace overlay {
bool fps_down = false;
bool hotkey_toggle = false;
bool hotkey_toggle_last = false;
std::mutex hotkeys_mutex;
// true between new_frame()'s ImGui::NewFrame() and render()'s ImGui::Render(),
// so render() never runs without a matching NewFrame.
@@ -235,4 +236,5 @@ namespace overlay {
#endif
void create_software(HWND hWnd);
void destroy(HWND hWnd = nullptr);
bool global_hotkeys_triggered();
}
@@ -25,6 +25,15 @@ namespace overlay::windows {
const ImVec4 YELLOW(1.f, 1.f, 0.f, 1.f);
const ImVec4 WHITE(1.f, 1.f, 1.f, 1.f);
// a subscreen is an already-composited backbuffer, so its alpha bits are not
// meaningful for display. Use AddImage's diffuse alpha (opaque by default)
// instead of the texture alpha while preserving ImGui's normal blend state.
static void ignore_texture_alpha(const ImDrawList *, const ImDrawCmd *command) {
auto device = static_cast<IDirect3DDevice9 *>(command->UserCallbackData);
device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
}
GenericSubScreen::GenericSubScreen(SpiceOverlay *overlay) : Window(overlay), device(overlay->get_device()) {
this->remove_window_padding = true;
// ImGuiWindowFlags_NoBackground is needed as the background is drawn on top of the subscreen image
@@ -239,10 +248,13 @@ namespace overlay::windows {
auto draw_list = this->draws_window
? ImGui::GetWindowDrawList()
: ImGui::GetBackgroundDrawList();
draw_list->AddCallback(ignore_texture_alpha, this->device);
draw_list->AddImage(
reinterpret_cast<ImTextureID>(this->texture),
overlay_content_top_left,
bottom_right);
// following ImGui draws should resume normal texture-alpha modulation
draw_list->AddCallback(ImGui::GetPlatformIO().DrawCallback_ResetRenderState);
if (this->draws_window) {
// draw an invisible button so that it swallows mouse input
@@ -1,149 +1,149 @@
#include "nostalgia_touch_piano.h"
#include <cmath>
#include "external/imgui/imgui_internal.h"
#include "games/nost/touch_mode.h"
namespace overlay::windows {
static constexpr float BUTTON_WIDTH = 144.f;
static constexpr float BUTTON_HEIGHT = 40.f;
static constexpr float WINDOW_PADDING = 4.f;
static constexpr float EDGE_MARGIN = 4.f;
static constexpr float PIANO_HEIGHT_RATIO = 0.08f;
static constexpr float PIANO_LEFT_GAP = 11.f;
static constexpr float PIANO_RIGHT_GAP = 10.f;
static constexpr uint32_t PIANO_KEY_COUNT = 28;
static constexpr ImU32 PIANO_KEY_COLOR = IM_COL32(255, 255, 255, 50);
static constexpr ImU32 PIANO_KEY_ACTIVE_COLOR = IM_COL32(255, 48, 48, 160);
static constexpr ImU32 PIANO_KEY_BORDER_COLOR = IM_COL32(0, 0, 0, 100);
struct ButtonPalette {
ImVec4 normal;
ImVec4 hovered;
ImVec4 active;
};
static const ButtonPalette NAV_MODE_PALETTE {
ImVec4(0.10f, 0.45f, 0.28f, 0.72f),
ImVec4(0.14f, 0.58f, 0.36f, 0.82f),
ImVec4(0.08f, 0.34f, 0.21f, 0.90f),
};
static const ButtonPalette PIANO_MODE_PALETTE {
ImVec4(0.15f, 0.32f, 0.62f, 0.72f),
ImVec4(0.20f, 0.42f, 0.78f, 0.82f),
ImVec4(0.10f, 0.24f, 0.50f, 0.90f),
};
static void draw_piano_keys(
const ImVec2 &display_size,
LONG client_width,
uint32_t key_state) {
if (display_size.x <= 0.f || display_size.y <= 0.f || client_width <= 0) {
return;
}
// this is only a visual guide; native touch routing owns the actual input
const float left_gap = PIANO_LEFT_GAP * display_size.x / client_width;
const float right_gap = PIANO_RIGHT_GAP * display_size.x / client_width;
const float piano_width = display_size.x - left_gap - right_gap;
if (piano_width <= 0.f) {
return;
}
const float key_width = piano_width / PIANO_KEY_COUNT;
const float key_top = display_size.y * (1.f - PIANO_HEIGHT_RATIO);
auto *draw_list = ImGui::GetBackgroundDrawList();
for (uint32_t key = 0; key < PIANO_KEY_COUNT; key++) {
const ImVec2 key_min(left_gap + key * key_width, key_top);
const ImVec2 key_max(left_gap + (key + 1) * key_width, display_size.y);
const bool active = (key_state & (UINT32_C(1) << key)) != 0;
draw_list->AddRectFilled(
key_min,
key_max,
active ? PIANO_KEY_ACTIVE_COLOR : PIANO_KEY_COLOR);
draw_list->AddRect(key_min, key_max, PIANO_KEY_BORDER_COLOR);
}
}
NostalgiaTouchPiano::NostalgiaTouchPiano(SpiceOverlay *overlay) : Window(overlay) {
this->title = "Nostalgia Touch Piano";
this->flags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoResize
| ImGuiWindowFlags_NoCollapse
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoDocking
| ImGuiWindowFlags_NoBackground
| ImGuiWindowFlags_NoSavedSettings
| ImGuiWindowFlags_NoNav
| ImGuiWindowFlags_NoBringToFrontOnFocus;
this->window_padding = overlay::apply_scaling_to_vector(WINDOW_PADDING, WINDOW_PADDING);
this->set_active(true);
}
void NostalgiaTouchPiano::calculate_initial_window() {
this->init_size = overlay::apply_scaling_to_vector(
BUTTON_WIDTH + WINDOW_PADDING * 2,
BUTTON_HEIGHT + WINDOW_PADDING * 2);
this->init_pos = overlay::apply_scaling_to_vector(EDGE_MARGIN, EDGE_MARGIN);
}
void NostalgiaTouchPiano::build_content() {
// keep the control anchored while the game window changes size or mode
ImGui::SetWindowPos(
overlay::apply_scaling_to_vector(EDGE_MARGIN, EDGE_MARGIN),
ImGuiCond_Always);
// stay above regular overlay windows, but never cover a blocking modal
ImGuiWindow *mode_window = ImGui::GetCurrentWindow();
if (ImGuiWindow *modal = ImGui::GetTopMostPopupModal()) {
ImGui::BringWindowToDisplayBehind(mode_window, modal);
} else {
ImGui::BringWindowToDisplayFront(mode_window);
}
const bool nav_mode =
games::nost::touch_mode::current_mode() == games::nost::touch_mode::Mode::Nav;
const char *label = nav_mode ? "Nav Mode" : "Piano Mode";
// make the active routing mode recognizable without reading the label
const auto &palette = nav_mode ? NAV_MODE_PALETTE : PIANO_MODE_PALETTE;
ImGui::PushStyleColor(ImGuiCol_Button, palette.normal);
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, palette.hovered);
ImGui::PushStyleColor(ImGuiCol_ButtonActive, palette.active);
ImGui::Button(label, overlay::apply_scaling_to_vector(BUTTON_WIDTH, BUTTON_HEIGHT));
ImGui::PopStyleColor(3);
const auto &io = ImGui::GetIO();
RECT client_rect {};
if (io.DisplaySize.x > 0.f && io.DisplaySize.y > 0.f &&
GetClientRect(this->overlay->get_window(), &client_rect)) {
// convert the rendered imgui rectangle into the client coordinates
// used by hardware touch publication and piano-key mapping
const auto item_min = ImGui::GetItemRectMin();
const auto item_max = ImGui::GetItemRectMax();
const auto client_width = client_rect.right - client_rect.left;
const auto client_height = client_rect.bottom - client_rect.top;
if (!nav_mode) {
draw_piano_keys(
io.DisplaySize,
client_width,
games::nost::touch_mode::piano_key_state());
}
RECT button_bounds {
static_cast<LONG>(std::lround(item_min.x * client_width / io.DisplaySize.x)),
static_cast<LONG>(std::lround(item_min.y * client_height / io.DisplaySize.y)),
static_cast<LONG>(std::lround(item_max.x * client_width / io.DisplaySize.x)),
static_cast<LONG>(std::lround(item_max.y * client_height / io.DisplaySize.y)),
};
games::nost::touch_mode::publish_button_bounds(
this->overlay->get_window(), button_bounds);
}
}
}
#include "nostalgia_touch_piano.h"
#include <cmath>
#include "external/imgui/imgui_internal.h"
#include "games/nost/touch_mode.h"
namespace overlay::windows {
static constexpr float BUTTON_WIDTH = 144.f;
static constexpr float BUTTON_HEIGHT = 40.f;
static constexpr float WINDOW_PADDING = 4.f;
static constexpr float EDGE_MARGIN = 4.f;
static constexpr float PIANO_HEIGHT_RATIO = 0.08f;
static constexpr float PIANO_LEFT_GAP = 11.f;
static constexpr float PIANO_RIGHT_GAP = 10.f;
static constexpr uint32_t PIANO_KEY_COUNT = 28;
static constexpr ImU32 PIANO_KEY_COLOR = IM_COL32(255, 255, 255, 50);
static constexpr ImU32 PIANO_KEY_ACTIVE_COLOR = IM_COL32(255, 48, 48, 160);
static constexpr ImU32 PIANO_KEY_BORDER_COLOR = IM_COL32(0, 0, 0, 100);
struct ButtonPalette {
ImVec4 normal;
ImVec4 hovered;
ImVec4 active;
};
static const ButtonPalette NAV_MODE_PALETTE {
ImVec4(0.10f, 0.45f, 0.28f, 0.72f),
ImVec4(0.14f, 0.58f, 0.36f, 0.82f),
ImVec4(0.08f, 0.34f, 0.21f, 0.90f),
};
static const ButtonPalette PIANO_MODE_PALETTE {
ImVec4(0.15f, 0.32f, 0.62f, 0.72f),
ImVec4(0.20f, 0.42f, 0.78f, 0.82f),
ImVec4(0.10f, 0.24f, 0.50f, 0.90f),
};
static void draw_piano_keys(
const ImVec2 &display_size,
LONG client_width,
uint32_t key_state) {
if (display_size.x <= 0.f || display_size.y <= 0.f || client_width <= 0) {
return;
}
// this is only a visual guide; native touch routing owns the actual input
const float left_gap = PIANO_LEFT_GAP * display_size.x / client_width;
const float right_gap = PIANO_RIGHT_GAP * display_size.x / client_width;
const float piano_width = display_size.x - left_gap - right_gap;
if (piano_width <= 0.f) {
return;
}
const float key_width = piano_width / PIANO_KEY_COUNT;
const float key_top = display_size.y * (1.f - PIANO_HEIGHT_RATIO);
auto *draw_list = ImGui::GetBackgroundDrawList();
for (uint32_t key = 0; key < PIANO_KEY_COUNT; key++) {
const ImVec2 key_min(left_gap + key * key_width, key_top);
const ImVec2 key_max(left_gap + (key + 1) * key_width, display_size.y);
const bool active = (key_state & (UINT32_C(1) << key)) != 0;
draw_list->AddRectFilled(
key_min,
key_max,
active ? PIANO_KEY_ACTIVE_COLOR : PIANO_KEY_COLOR);
draw_list->AddRect(key_min, key_max, PIANO_KEY_BORDER_COLOR);
}
}
NostalgiaTouchPiano::NostalgiaTouchPiano(SpiceOverlay *overlay) : Window(overlay) {
this->title = "Nostalgia Touch Piano";
this->flags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoResize
| ImGuiWindowFlags_NoCollapse
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoDocking
| ImGuiWindowFlags_NoBackground
| ImGuiWindowFlags_NoSavedSettings
| ImGuiWindowFlags_NoNav
| ImGuiWindowFlags_NoBringToFrontOnFocus;
this->window_padding = overlay::apply_scaling_to_vector(WINDOW_PADDING, WINDOW_PADDING);
this->set_active(true);
}
void NostalgiaTouchPiano::calculate_initial_window() {
this->init_size = overlay::apply_scaling_to_vector(
BUTTON_WIDTH + WINDOW_PADDING * 2,
BUTTON_HEIGHT + WINDOW_PADDING * 2);
this->init_pos = overlay::apply_scaling_to_vector(EDGE_MARGIN, EDGE_MARGIN);
}
void NostalgiaTouchPiano::build_content() {
// keep the control anchored while the game window changes size or mode
ImGui::SetWindowPos(
overlay::apply_scaling_to_vector(EDGE_MARGIN, EDGE_MARGIN),
ImGuiCond_Always);
// stay above regular overlay windows, but never cover a blocking modal
ImGuiWindow *mode_window = ImGui::GetCurrentWindow();
if (ImGuiWindow *modal = ImGui::GetTopMostPopupModal()) {
ImGui::BringWindowToDisplayBehind(mode_window, modal);
} else {
ImGui::BringWindowToDisplayFront(mode_window);
}
const bool nav_mode =
games::nost::touch_mode::current_mode() == games::nost::touch_mode::Mode::Nav;
const char *label = nav_mode ? "Nav Mode" : "Piano Mode";
// make the active routing mode recognizable without reading the label
const auto &palette = nav_mode ? NAV_MODE_PALETTE : PIANO_MODE_PALETTE;
ImGui::PushStyleColor(ImGuiCol_Button, palette.normal);
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, palette.hovered);
ImGui::PushStyleColor(ImGuiCol_ButtonActive, palette.active);
ImGui::Button(label, overlay::apply_scaling_to_vector(BUTTON_WIDTH, BUTTON_HEIGHT));
ImGui::PopStyleColor(3);
const auto &io = ImGui::GetIO();
RECT client_rect {};
if (io.DisplaySize.x > 0.f && io.DisplaySize.y > 0.f &&
GetClientRect(this->overlay->get_window(), &client_rect)) {
// convert the rendered imgui rectangle into the client coordinates
// used by hardware touch publication and piano-key mapping
const auto item_min = ImGui::GetItemRectMin();
const auto item_max = ImGui::GetItemRectMax();
const auto client_width = client_rect.right - client_rect.left;
const auto client_height = client_rect.bottom - client_rect.top;
if (!nav_mode) {
draw_piano_keys(
io.DisplaySize,
client_width,
games::nost::touch_mode::piano_key_state());
}
RECT button_bounds {
static_cast<LONG>(std::lround(item_min.x * client_width / io.DisplaySize.x)),
static_cast<LONG>(std::lround(item_min.y * client_height / io.DisplaySize.y)),
static_cast<LONG>(std::lround(item_max.x * client_width / io.DisplaySize.x)),
static_cast<LONG>(std::lround(item_max.y * client_height / io.DisplaySize.y)),
};
games::nost::touch_mode::publish_button_bounds(
this->overlay->get_window(), button_bounds);
}
}
}
@@ -1,15 +1,15 @@
#pragma once
#include "overlay/window.h"
namespace overlay::windows {
// persistent mode control rendered independently of the main overlay visibility
class NostalgiaTouchPiano : public Window {
public:
explicit NostalgiaTouchPiano(SpiceOverlay *overlay);
void calculate_initial_window() override;
void build_content() override;
};
}
#pragma once
#include "overlay/window.h"
namespace overlay::windows {
// persistent mode control rendered independently of the main overlay visibility
class NostalgiaTouchPiano : public Window {
public:
explicit NostalgiaTouchPiano(SpiceOverlay *overlay);
void calculate_initial_window() override;
void build_content() override;
};
}
+290 -290
View File
@@ -1,290 +1,290 @@
#include "obs.h"
#include <algorithm>
#include <chrono>
#include <cstdio>
#include "external/imgui/imgui.h"
#include "games/io.h"
#include "overlay/overlay.h"
#include "overlay/imgui/extensions.h"
using namespace std::chrono;
// OBS WebSocket protocol/worker thread lives in obs_websocket.cpp; this file
// owns the ImGui control window and the connection lifecycle.
namespace {
// status text colors
const ImVec4 COL_GREEN(0.40f, 0.85f, 0.40f, 1.0f);
const ImVec4 COL_RED(0.90f, 0.30f, 0.30f, 1.0f);
const ImVec4 COL_YELLOW(0.95f, 0.80f, 0.30f, 1.0f);
const ImVec4 COL_GREY(0.60f, 0.60f, 0.60f, 1.0f);
// muted action-button fills (start = green, stop = red, pause = yellow); the
// hovered/active shades are derived by brightening the base
const ImVec4 COL_BTN_GREEN(0.20f, 0.45f, 0.24f, 1.0f);
const ImVec4 COL_BTN_RED(0.52f, 0.20f, 0.20f, 1.0f);
const ImVec4 COL_BTN_YELLOW(0.52f, 0.42f, 0.16f, 1.0f);
// an in-flight request lingers for at most this long before the button frees
// itself, so a dropped state event can never wedge a control permanently
const int64_t PENDING_TIMEOUT_MS = 5000;
int64_t now_tick_ms() {
return duration_cast<milliseconds>(steady_clock::now().time_since_epoch()).count();
}
std::string format_duration(int64_t ms) {
if (ms < 0) {
ms = 0;
}
const int64_t total_seconds = ms / 1000;
const int64_t hours = total_seconds / 3600;
const int64_t minutes = (total_seconds % 3600) / 60;
const int64_t seconds = total_seconds % 60;
char buf[16];
snprintf(buf, sizeof(buf), "%02lld:%02lld:%02lld",
static_cast<long long>(hours),
static_cast<long long>(minutes),
static_cast<long long>(seconds));
return buf;
}
}
namespace overlay::windows {
OBSControl::OBSControl(SpiceOverlay *overlay) : Window(overlay) {
this->title = "OBS Control";
this->flags |= ImGuiWindowFlags_AlwaysAutoResize;
this->init_pos = overlay::apply_scaling_to_vector(120, 120);
this->toggle_button = games::OverlayButtons::ToggleOBSControl;
this->worker_running.store(true);
this->worker_thread = std::thread(&OBSControl::worker_main, this);
}
OBSControl::~OBSControl() {
// signal stop and wake any in-progress interruptible_sleep at once; the
// lock around the store pairs with the wait predicate to avoid a lost wakeup
{
std::lock_guard<std::mutex> lock(this->worker_mutex);
this->worker_running.store(false);
}
this->worker_cv.notify_all();
if (this->worker_thread.joinable()) {
// note: if the worker is mid-connect, WebSocket::from_url performs a
// blocking getaddrinfo/connect that does not observe worker_running,
// so this join can stall for the OS connect timeout. the default
// 127.0.0.1 host fails fast (connection refused); only a misconfigured
// unreachable remote OBS_CONTROL_HOST would delay shutdown here.
this->worker_thread.join();
}
}
OBSStatus OBSControl::get_status() {
std::lock_guard<std::mutex> lock(this->status_mutex);
return this->status;
}
int64_t OBSControl::live_duration_ms(int64_t base_ms, int64_t base_tick, bool ticking) {
if (!ticking) {
return (std::max<int64_t>)(base_ms, 0);
}
const int64_t now =
duration_cast<milliseconds>(steady_clock::now().time_since_epoch()).count();
// clamp so a stale base tick / clock hiccup can never yield a negative
// duration; callers (FPS rows, build_content) format this directly
return (std::max<int64_t>)(base_ms + (now - base_tick), 0);
}
void OBSControl::build_content() {
const OBSStatus s = this->get_status();
// label + colored value on a single line
const auto status_line = [](const char *label, const ImVec4 &col, const char *value) {
ImGui::Text("%s", label);
ImGui::SameLine();
ImGui::TextColored(col, "%s", value);
};
if (!s.connected) {
if (s.disabled) {
ImGui::TextColored(COL_GREY, "%s", "OBS Control is disabled");
return;
}
if (s.identifying) {
status_line("OBS WebSocket:", COL_YELLOW, "Connecting...");
} else {
status_line("OBS WebSocket:", COL_GREY, "Not connected");
}
const std::string url =
"ws://" + OBS_CONTROL_HOST + ":" + std::to_string(OBS_CONTROL_PORT);
status_line("Address:", COL_GREY, url.c_str());
if (!s.connection_error.empty()) {
ImGui::TextColored(COL_RED, "%s", s.connection_error.c_str());
}
return;
}
status_line("OBS WebSocket:", COL_GREEN, "Connected");
// one fixed content width drives the whole panel so it never resizes as
// the scene name or button labels change; every row is sized to fit it
const float spacing = ImGui::GetStyle().ItemSpacing.x;
const float row_w = overlay::apply_scaling(240);
if (s.current_scene.empty()) {
status_line("Scene:", COL_GREY, "(unknown)");
} else {
ImGui::Text("Scene:");
ImGui::SameLine();
// truncate to the remaining row width so "Scene:" + value together
// never overflow and push the window wider
const float label_w = ImGui::CalcTextSize("Scene:").x;
ImGui::PushStyleColor(ImGuiCol_Text, COL_GREY);
ImGui::TextTruncated(s.current_scene, row_w - label_w - spacing);
ImGui::PopStyleColor();
}
ImGui::Separator();
const int64_t now = now_tick_ms();
// every button shares one fixed size; two side-by-side fill the row width,
// single buttons keep that same size rather than stretching to fill
const ImVec2 btn((row_w - spacing) * 0.5f, 0);
// has OBS reached the state a pending action was waiting for?
const auto reached = [&](OBSAction a) {
switch (a) {
case OBSAction::StreamStart: return s.streaming;
case OBSAction::StreamStop: return !s.streaming;
case OBSAction::RecordStart: return s.recording;
case OBSAction::RecordStop: return !s.recording;
case OBSAction::RecordPause: return s.record_paused;
case OBSAction::RecordResume: return !s.record_paused;
default: return true;
}
};
// drop a pending action once OBS confirms the new state, or once the
// safety deadline lapses (so a dropped event can't wedge the button)
const auto settle = [&](OBSAction &slot, int64_t deadline) {
if (slot != OBSAction::None && (reached(slot) || now >= deadline)) {
slot = OBSAction::None;
}
};
settle(this->stream_pending, this->stream_pending_deadline);
settle(this->record_pending, this->record_pending_deadline);
// a colored button that fires a request and marks the output busy on click
const auto action_button =
[&](const char *label,
const ImVec4 &color,
const char *request,
OBSAction &slot,
int64_t &deadline,
OBSAction action) {
if (ImGui::ColoredButton(label, color, btn)) {
enqueue_request(request);
slot = action;
deadline = now + PENDING_TIMEOUT_MS;
}
};
// streaming
{
const bool pending = this->stream_pending != OBSAction::None;
if (s.streaming) {
const int64_t ms = live_duration_ms(
s.stream_duration_ms, s.stream_duration_base_tick, true);
status_line("Streaming:", COL_RED, ("LIVE " + format_duration(ms)).c_str());
} else {
status_line("Streaming:", COL_GREY, pending ? "Starting..." : "Idle");
}
ImGui::BeginDisabled(pending);
if (s.streaming) {
action_button(
pending ? "Stopping...##stream" : "Stop Streaming##stream",
COL_BTN_RED,
"StopStream",
this->stream_pending,
this->stream_pending_deadline,
OBSAction::StreamStop);
} else {
action_button(
pending ? "Starting...##stream" : "Start Streaming##stream",
COL_BTN_GREEN,
"StartStream",
this->stream_pending,
this->stream_pending_deadline,
OBSAction::StreamStart);
}
ImGui::EndDisabled();
}
ImGui::Separator();
// recording
{
const bool pending = this->record_pending != OBSAction::None;
if (!s.recording) {
status_line("Recording:", COL_GREY, pending ? "Starting..." : "Idle");
ImGui::BeginDisabled(pending);
action_button(
pending ? "Starting...##record" : "Start Recording##record",
COL_BTN_GREEN,
"StartRecord",
this->record_pending,
this->record_pending_deadline,
OBSAction::RecordStart);
ImGui::EndDisabled();
return;
}
const int64_t ms = live_duration_ms(
s.record_duration_ms, s.record_duration_base_tick, !s.record_paused);
if (s.record_paused) {
status_line("Recording:", COL_YELLOW, ("PAUSED " + format_duration(ms)).c_str());
} else {
status_line("Recording:", COL_RED, ("REC " + format_duration(ms)).c_str());
}
ImGui::BeginDisabled(pending);
action_button(
this->record_pending == OBSAction::RecordStop ? "Stopping...##record" : "Stop Recording##record",
COL_BTN_RED,
"StopRecord",
this->record_pending,
this->record_pending_deadline, OBSAction::RecordStop);
ImGui::SameLine();
if (s.record_paused) {
action_button(
this->record_pending == OBSAction::RecordResume ? "Resuming...##record_toggle" : "Resume##record_toggle",
COL_BTN_GREEN,
"ResumeRecord",
this->record_pending,
this->record_pending_deadline,
OBSAction::RecordResume);
} else {
action_button(
this->record_pending == OBSAction::RecordPause ? "Pausing...##record_toggle" : "Pause##record_toggle",
COL_BTN_YELLOW,
"PauseRecord",
this->record_pending,
this->record_pending_deadline,
OBSAction::RecordPause);
}
ImGui::EndDisabled();
}
}
}
#include "obs.h"
#include <algorithm>
#include <chrono>
#include <cstdio>
#include "external/imgui/imgui.h"
#include "games/io.h"
#include "overlay/overlay.h"
#include "overlay/imgui/extensions.h"
using namespace std::chrono;
// OBS WebSocket protocol/worker thread lives in obs_websocket.cpp; this file
// owns the ImGui control window and the connection lifecycle.
namespace {
// status text colors
const ImVec4 COL_GREEN(0.40f, 0.85f, 0.40f, 1.0f);
const ImVec4 COL_RED(0.90f, 0.30f, 0.30f, 1.0f);
const ImVec4 COL_YELLOW(0.95f, 0.80f, 0.30f, 1.0f);
const ImVec4 COL_GREY(0.60f, 0.60f, 0.60f, 1.0f);
// muted action-button fills (start = green, stop = red, pause = yellow); the
// hovered/active shades are derived by brightening the base
const ImVec4 COL_BTN_GREEN(0.20f, 0.45f, 0.24f, 1.0f);
const ImVec4 COL_BTN_RED(0.52f, 0.20f, 0.20f, 1.0f);
const ImVec4 COL_BTN_YELLOW(0.52f, 0.42f, 0.16f, 1.0f);
// an in-flight request lingers for at most this long before the button frees
// itself, so a dropped state event can never wedge a control permanently
const int64_t PENDING_TIMEOUT_MS = 5000;
int64_t now_tick_ms() {
return duration_cast<milliseconds>(steady_clock::now().time_since_epoch()).count();
}
std::string format_duration(int64_t ms) {
if (ms < 0) {
ms = 0;
}
const int64_t total_seconds = ms / 1000;
const int64_t hours = total_seconds / 3600;
const int64_t minutes = (total_seconds % 3600) / 60;
const int64_t seconds = total_seconds % 60;
char buf[16];
snprintf(buf, sizeof(buf), "%02lld:%02lld:%02lld",
static_cast<long long>(hours),
static_cast<long long>(minutes),
static_cast<long long>(seconds));
return buf;
}
}
namespace overlay::windows {
OBSControl::OBSControl(SpiceOverlay *overlay) : Window(overlay) {
this->title = "OBS Control";
this->flags |= ImGuiWindowFlags_AlwaysAutoResize;
this->init_pos = overlay::apply_scaling_to_vector(120, 120);
this->toggle_button = games::OverlayButtons::ToggleOBSControl;
this->worker_running.store(true);
this->worker_thread = std::thread(&OBSControl::worker_main, this);
}
OBSControl::~OBSControl() {
// signal stop and wake any in-progress interruptible_sleep at once; the
// lock around the store pairs with the wait predicate to avoid a lost wakeup
{
std::lock_guard<std::mutex> lock(this->worker_mutex);
this->worker_running.store(false);
}
this->worker_cv.notify_all();
if (this->worker_thread.joinable()) {
// note: if the worker is mid-connect, WebSocket::from_url performs a
// blocking getaddrinfo/connect that does not observe worker_running,
// so this join can stall for the OS connect timeout. the default
// 127.0.0.1 host fails fast (connection refused); only a misconfigured
// unreachable remote OBS_CONTROL_HOST would delay shutdown here.
this->worker_thread.join();
}
}
OBSStatus OBSControl::get_status() {
std::lock_guard<std::mutex> lock(this->status_mutex);
return this->status;
}
int64_t OBSControl::live_duration_ms(int64_t base_ms, int64_t base_tick, bool ticking) {
if (!ticking) {
return (std::max<int64_t>)(base_ms, 0);
}
const int64_t now =
duration_cast<milliseconds>(steady_clock::now().time_since_epoch()).count();
// clamp so a stale base tick / clock hiccup can never yield a negative
// duration; callers (FPS rows, build_content) format this directly
return (std::max<int64_t>)(base_ms + (now - base_tick), 0);
}
void OBSControl::build_content() {
const OBSStatus s = this->get_status();
// label + colored value on a single line
const auto status_line = [](const char *label, const ImVec4 &col, const char *value) {
ImGui::Text("%s", label);
ImGui::SameLine();
ImGui::TextColored(col, "%s", value);
};
if (!s.connected) {
if (s.disabled) {
ImGui::TextColored(COL_GREY, "%s", "OBS Control is disabled");
return;
}
if (s.identifying) {
status_line("OBS WebSocket:", COL_YELLOW, "Connecting...");
} else {
status_line("OBS WebSocket:", COL_GREY, "Not connected");
}
const std::string url =
"ws://" + OBS_CONTROL_HOST + ":" + std::to_string(OBS_CONTROL_PORT);
status_line("Address:", COL_GREY, url.c_str());
if (!s.connection_error.empty()) {
ImGui::TextColored(COL_RED, "%s", s.connection_error.c_str());
}
return;
}
status_line("OBS WebSocket:", COL_GREEN, "Connected");
// one fixed content width drives the whole panel so it never resizes as
// the scene name or button labels change; every row is sized to fit it
const float spacing = ImGui::GetStyle().ItemSpacing.x;
const float row_w = overlay::apply_scaling(240);
if (s.current_scene.empty()) {
status_line("Scene:", COL_GREY, "(unknown)");
} else {
ImGui::Text("Scene:");
ImGui::SameLine();
// truncate to the remaining row width so "Scene:" + value together
// never overflow and push the window wider
const float label_w = ImGui::CalcTextSize("Scene:").x;
ImGui::PushStyleColor(ImGuiCol_Text, COL_GREY);
ImGui::TextTruncated(s.current_scene, row_w - label_w - spacing);
ImGui::PopStyleColor();
}
ImGui::Separator();
const int64_t now = now_tick_ms();
// every button shares one fixed size; two side-by-side fill the row width,
// single buttons keep that same size rather than stretching to fill
const ImVec2 btn((row_w - spacing) * 0.5f, 0);
// has OBS reached the state a pending action was waiting for?
const auto reached = [&](OBSAction a) {
switch (a) {
case OBSAction::StreamStart: return s.streaming;
case OBSAction::StreamStop: return !s.streaming;
case OBSAction::RecordStart: return s.recording;
case OBSAction::RecordStop: return !s.recording;
case OBSAction::RecordPause: return s.record_paused;
case OBSAction::RecordResume: return !s.record_paused;
default: return true;
}
};
// drop a pending action once OBS confirms the new state, or once the
// safety deadline lapses (so a dropped event can't wedge the button)
const auto settle = [&](OBSAction &slot, int64_t deadline) {
if (slot != OBSAction::None && (reached(slot) || now >= deadline)) {
slot = OBSAction::None;
}
};
settle(this->stream_pending, this->stream_pending_deadline);
settle(this->record_pending, this->record_pending_deadline);
// a colored button that fires a request and marks the output busy on click
const auto action_button =
[&](const char *label,
const ImVec4 &color,
const char *request,
OBSAction &slot,
int64_t &deadline,
OBSAction action) {
if (ImGui::ColoredButton(label, color, btn)) {
enqueue_request(request);
slot = action;
deadline = now + PENDING_TIMEOUT_MS;
}
};
// streaming
{
const bool pending = this->stream_pending != OBSAction::None;
if (s.streaming) {
const int64_t ms = live_duration_ms(
s.stream_duration_ms, s.stream_duration_base_tick, true);
status_line("Streaming:", COL_RED, ("LIVE " + format_duration(ms)).c_str());
} else {
status_line("Streaming:", COL_GREY, pending ? "Starting..." : "Idle");
}
ImGui::BeginDisabled(pending);
if (s.streaming) {
action_button(
pending ? "Stopping...##stream" : "Stop Streaming##stream",
COL_BTN_RED,
"StopStream",
this->stream_pending,
this->stream_pending_deadline,
OBSAction::StreamStop);
} else {
action_button(
pending ? "Starting...##stream" : "Start Streaming##stream",
COL_BTN_GREEN,
"StartStream",
this->stream_pending,
this->stream_pending_deadline,
OBSAction::StreamStart);
}
ImGui::EndDisabled();
}
ImGui::Separator();
// recording
{
const bool pending = this->record_pending != OBSAction::None;
if (!s.recording) {
status_line("Recording:", COL_GREY, pending ? "Starting..." : "Idle");
ImGui::BeginDisabled(pending);
action_button(
pending ? "Starting...##record" : "Start Recording##record",
COL_BTN_GREEN,
"StartRecord",
this->record_pending,
this->record_pending_deadline,
OBSAction::RecordStart);
ImGui::EndDisabled();
return;
}
const int64_t ms = live_duration_ms(
s.record_duration_ms, s.record_duration_base_tick, !s.record_paused);
if (s.record_paused) {
status_line("Recording:", COL_YELLOW, ("PAUSED " + format_duration(ms)).c_str());
} else {
status_line("Recording:", COL_RED, ("REC " + format_duration(ms)).c_str());
}
ImGui::BeginDisabled(pending);
action_button(
this->record_pending == OBSAction::RecordStop ? "Stopping...##record" : "Stop Recording##record",
COL_BTN_RED,
"StopRecord",
this->record_pending,
this->record_pending_deadline, OBSAction::RecordStop);
ImGui::SameLine();
if (s.record_paused) {
action_button(
this->record_pending == OBSAction::RecordResume ? "Resuming...##record_toggle" : "Resume##record_toggle",
COL_BTN_GREEN,
"ResumeRecord",
this->record_pending,
this->record_pending_deadline,
OBSAction::RecordResume);
} else {
action_button(
this->record_pending == OBSAction::RecordPause ? "Pausing...##record_toggle" : "Pause##record_toggle",
COL_BTN_YELLOW,
"PauseRecord",
this->record_pending,
this->record_pending_deadline,
OBSAction::RecordPause);
}
ImGui::EndDisabled();
}
}
}
+131 -131
View File
@@ -1,131 +1,131 @@
#pragma once
#include <atomic>
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <functional>
#include <mutex>
#include <string>
#include <thread>
#include "external/rapidjson/fwd.h"
#include "overlay/window.h"
namespace easywsclient {
class WebSocket;
}
namespace overlay::windows {
// OBS WebSocket connection settings, resolved once at launch from the merged
// launcher options (command line + saved config) following the same pattern
// as the other global launch settings in launcher.cpp
extern bool OBS_CONTROL_ENABLED;
extern std::string OBS_CONTROL_HOST;
extern uint16_t OBS_CONTROL_PORT;
extern std::string OBS_CONTROL_PASSWORD;
// when true, easywsclient's internal diagnostics are routed to the logger
extern bool OBS_CONTROL_DEBUG;
// status snapshot shared between the OBS worker thread and the render thread
struct OBSStatus {
bool disabled = true;
bool connected = false;
bool identifying = false;
std::string connection_error;
// name of the active program scene (read-only, from obs-websocket)
std::string current_scene;
bool streaming = false;
bool recording = false;
bool record_paused = false;
// duration base values (milliseconds) and the local timestamp (ms since
// steady epoch) at which they were last refreshed, so the UI can tick a
// smooth timer between polls
int64_t stream_duration_ms = 0;
int64_t record_duration_ms = 0;
int64_t stream_duration_base_tick = 0;
int64_t record_duration_base_tick = 0;
};
// in-flight user action used purely for UI feedback: when the user clicks a
// control we remember what we asked for so the button can show a transitional
// label and stay disabled until the observed OBS state matches the request
// (or a short deadline lapses). owned solely by the render thread.
enum class OBSAction {
None,
StreamStart, StreamStop,
RecordStart, RecordStop,
RecordPause, RecordResume,
};
class OBSControl : public Window {
public:
OBSControl(SpiceOverlay *overlay);
~OBSControl() override;
void build_content() override;
// thread-safe snapshot of the current status for external widgets (e.g. FPS)
OBSStatus get_status();
// live (ticked) duration in ms from a base value/tick captured at last poll
static int64_t live_duration_ms(int64_t base_ms, int64_t base_tick, bool ticking);
private:
// worker thread entry + helpers (implementation owns the WebSocket)
void worker_main();
// run one connected session loop until the socket closes or we stop;
// returns true if the obs-websocket handshake reached "Identified", false
// if the socket closed first (e.g. OBS rejected our auth)
bool run_session(easywsclient::WebSocket *ws, const std::string &password,
uint64_t &request_id);
// handle a single inbound obs-websocket message (parses + dispatches)
void handle_message(easywsclient::WebSocket *ws, const std::string &message,
const std::string &password, uint64_t &request_id,
bool &identified);
// per-opcode handlers dispatched from handle_message
using request_fn = std::function<void(const char *request_type)>;
void handle_identified(bool &identified, const request_fn &request);
void handle_event(const rapidjson::Value &d, const request_fn &request);
void handle_response(const rapidjson::Value &d);
void enqueue_request(const std::string &request_type);
// sleep up to total_ms, waking early if the worker is asked to stop
void interruptible_sleep(int total_ms);
// worker thread
std::thread worker_thread;
std::atomic<bool> worker_running { false };
// wakes interruptible_sleep immediately when worker_running is cleared,
// so shutdown (and the reconnect backoff) never waits out a fixed delay
std::mutex worker_mutex;
std::condition_variable worker_cv;
// shared status (guarded by status_mutex)
std::mutex status_mutex;
OBSStatus status;
// outgoing user commands (guarded by command_mutex)
std::mutex command_mutex;
std::deque<std::string> command_queue;
// transient action feedback, touched only by the render thread (no sync):
// remembers the last start/stop/pause request per output so the button can
// show a "Starting.../Stopping..." label and stay disabled until OBS reports
// the matching state, with *_deadline as a fallback if the update is missed
OBSAction stream_pending = OBSAction::None;
OBSAction record_pending = OBSAction::None;
int64_t stream_pending_deadline = 0;
int64_t record_pending_deadline = 0;
};
}
#pragma once
#include <atomic>
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <functional>
#include <mutex>
#include <string>
#include <thread>
#include "external/rapidjson/fwd.h"
#include "overlay/window.h"
namespace easywsclient {
class WebSocket;
}
namespace overlay::windows {
// OBS WebSocket connection settings, resolved once at launch from the merged
// launcher options (command line + saved config) following the same pattern
// as the other global launch settings in launcher.cpp
extern bool OBS_CONTROL_ENABLED;
extern std::string OBS_CONTROL_HOST;
extern uint16_t OBS_CONTROL_PORT;
extern std::string OBS_CONTROL_PASSWORD;
// when true, easywsclient's internal diagnostics are routed to the logger
extern bool OBS_CONTROL_DEBUG;
// status snapshot shared between the OBS worker thread and the render thread
struct OBSStatus {
bool disabled = true;
bool connected = false;
bool identifying = false;
std::string connection_error;
// name of the active program scene (read-only, from obs-websocket)
std::string current_scene;
bool streaming = false;
bool recording = false;
bool record_paused = false;
// duration base values (milliseconds) and the local timestamp (ms since
// steady epoch) at which they were last refreshed, so the UI can tick a
// smooth timer between polls
int64_t stream_duration_ms = 0;
int64_t record_duration_ms = 0;
int64_t stream_duration_base_tick = 0;
int64_t record_duration_base_tick = 0;
};
// in-flight user action used purely for UI feedback: when the user clicks a
// control we remember what we asked for so the button can show a transitional
// label and stay disabled until the observed OBS state matches the request
// (or a short deadline lapses). owned solely by the render thread.
enum class OBSAction {
None,
StreamStart, StreamStop,
RecordStart, RecordStop,
RecordPause, RecordResume,
};
class OBSControl : public Window {
public:
OBSControl(SpiceOverlay *overlay);
~OBSControl() override;
void build_content() override;
// thread-safe snapshot of the current status for external widgets (e.g. FPS)
OBSStatus get_status();
// live (ticked) duration in ms from a base value/tick captured at last poll
static int64_t live_duration_ms(int64_t base_ms, int64_t base_tick, bool ticking);
private:
// worker thread entry + helpers (implementation owns the WebSocket)
void worker_main();
// run one connected session loop until the socket closes or we stop;
// returns true if the obs-websocket handshake reached "Identified", false
// if the socket closed first (e.g. OBS rejected our auth)
bool run_session(easywsclient::WebSocket *ws, const std::string &password,
uint64_t &request_id);
// handle a single inbound obs-websocket message (parses + dispatches)
void handle_message(easywsclient::WebSocket *ws, const std::string &message,
const std::string &password, uint64_t &request_id,
bool &identified);
// per-opcode handlers dispatched from handle_message
using request_fn = std::function<void(const char *request_type)>;
void handle_identified(bool &identified, const request_fn &request);
void handle_event(const rapidjson::Value &d, const request_fn &request);
void handle_response(const rapidjson::Value &d);
void enqueue_request(const std::string &request_type);
// sleep up to total_ms, waking early if the worker is asked to stop
void interruptible_sleep(int total_ms);
// worker thread
std::thread worker_thread;
std::atomic<bool> worker_running { false };
// wakes interruptible_sleep immediately when worker_running is cleared,
// so shutdown (and the reconnect backoff) never waits out a fixed delay
std::mutex worker_mutex;
std::condition_variable worker_cv;
// shared status (guarded by status_mutex)
std::mutex status_mutex;
OBSStatus status;
// outgoing user commands (guarded by command_mutex)
std::mutex command_mutex;
std::deque<std::string> command_queue;
// transient action feedback, touched only by the render thread (no sync):
// remembers the last start/stop/pause request per output so the button can
// show a "Starting.../Stopping..." label and stay disabled until OBS reports
// the matching state, with *_deadline as a fallback if the update is missed
OBSAction stream_pending = OBSAction::None;
OBSAction record_pending = OBSAction::None;
int64_t stream_pending_deadline = 0;
int64_t record_pending_deadline = 0;
};
}
+434 -434
View File
@@ -1,434 +1,434 @@
#include <winsock2.h>
#include "obs.h"
#include <chrono>
#include "external/easywsclient/easywsclient.hpp"
#include "external/rapidjson/document.h"
#include "external/rapidjson/stringbuffer.h"
#include "external/rapidjson/writer.h"
#include "external/hash-library/sha256.h"
#include "overlay/notifications.h"
#include "util/crypt.h"
#include "util/logging.h"
// defined in easywsclient.cpp; gates its internal diagnostic output
extern bool EASYWSCLIENT_LOGGING_ENABLED;
using easywsclient::WebSocket;
using namespace std::chrono;
// obs-websocket v5 message flow (https://github.com/obsproject/obs-websocket):
// server -> op 0 Hello (may include an auth challenge)
// client -> op 1 Identify (answers the challenge, picks rpcVersion)
// server -> op 2 Identified (handshake done; requests may now be sent)
// server -> op 5 Event (state changes: stream/record/scene/...)
// client -> op 6 Request (e.g. GetStreamStatus, StartRecord)
// server -> op 7 RequestResponse (reply to a Request, carries responseData)
// Every message is { "op": <int>, "d": { ... } }. Event fields are nested under
// d["eventData"] and request replies under d["responseData"], not in d directly.
namespace {
int64_t now_ms() {
return duration_cast<milliseconds>(steady_clock::now().time_since_epoch()).count();
}
// raw SHA256 digest -> base64 (obs-websocket v5 auth primitive)
std::string sha256_base64(const std::string &input) {
SHA256 hasher;
hasher.add(input.data(), input.size());
unsigned char digest[SHA256::HashBytes];
hasher.getHash(digest);
return crypt::base64_encode(reinterpret_cast<const uint8_t *>(digest), SHA256::HashBytes);
}
// auth = base64(sha256(base64(sha256(password + salt)) + challenge))
std::string compute_auth(const std::string &password, const std::string &salt,
const std::string &challenge) {
const std::string secret = sha256_base64(password + salt);
return sha256_base64(secret + challenge);
}
std::string build_identify(int rpc_version, const std::string &authentication) {
rapidjson::StringBuffer sb;
rapidjson::Writer<rapidjson::StringBuffer> w(sb);
w.StartObject();
w.Key("op"); w.Int(1);
w.Key("d");
w.StartObject();
w.Key("rpcVersion"); w.Int(rpc_version);
if (!authentication.empty()) {
w.Key("authentication"); w.String(authentication.c_str());
}
w.EndObject();
w.EndObject();
return sb.GetString();
}
std::string build_request(const std::string &request_type, uint64_t request_id) {
rapidjson::StringBuffer sb;
rapidjson::Writer<rapidjson::StringBuffer> w(sb);
w.StartObject();
w.Key("op"); w.Int(6);
w.Key("d");
w.StartObject();
w.Key("requestType"); w.String(request_type.c_str());
w.Key("requestId"); w.String(std::to_string(request_id).c_str());
w.EndObject();
w.EndObject();
return sb.GetString();
}
// read a numeric field as int64 ms (obs sends durations as integers/doubles)
int64_t json_number(const rapidjson::Value &obj, const char *key) {
if (obj.HasMember(key) && obj[key].IsNumber()) {
return static_cast<int64_t>(obj[key].GetDouble());
}
return 0;
}
bool json_bool(const rapidjson::Value &obj, const char *key) {
return obj.HasMember(key) && obj[key].IsBool() && obj[key].GetBool();
}
std::string json_string(const rapidjson::Value &obj, const char *key) {
if (obj.HasMember(key) && obj[key].IsString()) {
return obj[key].GetString();
}
return "";
}
// build the Identify (op 1) reply to a Hello (op 0), answering the auth
// challenge if the server requires one
std::string build_hello_response(const rapidjson::Value &d, const std::string &password) {
int rpc_version = 1;
if (d.HasMember("rpcVersion") && d["rpcVersion"].IsInt()) {
rpc_version = d["rpcVersion"].GetInt();
}
std::string auth;
if (d.HasMember("authentication") && d["authentication"].IsObject()) {
const rapidjson::Value &a = d["authentication"];
const std::string challenge = json_string(a, "challenge");
const std::string salt = json_string(a, "salt");
if (!challenge.empty()) {
auth = compute_auth(password, salt, challenge);
}
}
return build_identify(rpc_version, auth);
}
// map an obs-websocket outputState to a user notification. `label` is the
// output kind ("Streaming" or "Recording"). transitional states are ignored.
void notify_output_state(const char *label, const std::string &state) {
using overlay::notifications::Severity;
struct StateToast {
const char *state;
Severity severity;
const char *verb;
};
static const StateToast TOASTS[] = {
{ "OBS_WEBSOCKET_OUTPUT_STARTED", Severity::Success, "started" },
{ "OBS_WEBSOCKET_OUTPUT_STOPPED", Severity::Info, "stopped" },
{ "OBS_WEBSOCKET_OUTPUT_PAUSED", Severity::Warning, "paused" },
{ "OBS_WEBSOCKET_OUTPUT_RESUMED", Severity::Info, "resumed" },
};
for (const auto &toast : TOASTS) {
if (state == toast.state) {
overlay::notifications::add(toast.severity,
"OBS: " + std::string(label) + " " + toast.verb);
return;
}
}
}
}
namespace overlay::windows {
// connection settings resolved at launch (see launcher.cpp)
bool OBS_CONTROL_ENABLED = false;
std::string OBS_CONTROL_HOST = "127.0.0.1";
uint16_t OBS_CONTROL_PORT = 4455;
std::string OBS_CONTROL_PASSWORD;
bool OBS_CONTROL_DEBUG = false;
void OBSControl::enqueue_request(const std::string &request_type) {
std::lock_guard<std::mutex> lock(this->command_mutex);
this->command_queue.push_back(request_type);
}
void OBSControl::interruptible_sleep(int total_ms) {
std::unique_lock<std::mutex> lock(this->worker_mutex);
this->worker_cv.wait_for(lock, milliseconds(total_ms),
[this] { return !this->worker_running.load(); });
}
void OBSControl::handle_message(WebSocket *ws, const std::string &message,
const std::string &password, uint64_t &request_id, bool &identified) {
rapidjson::Document doc;
if (doc.Parse(message.c_str()).HasParseError() || !doc.IsObject()) {
return;
}
if (!doc.HasMember("op") || !doc["op"].IsInt()
|| !doc.HasMember("d") || !doc["d"].IsObject()) {
return;
}
const int op = doc["op"].GetInt();
const rapidjson::Value &d = doc["d"];
// send an op 6 Request; each needs a unique id (we never match replies
// back, so a simple incrementing counter is enough)
const request_fn request = [&](const char *request_type) {
ws->send(build_request(request_type, ++request_id));
};
switch (op) {
case 0: // Hello
// server greeted us: reply with Identify, solving the auth
// challenge inline if the server set a password
ws->send(build_hello_response(d, password));
break;
case 2: // Identified
this->handle_identified(identified, request);
break;
case 5: // Event
this->handle_event(d, request);
break;
case 7: // RequestResponse
this->handle_response(d);
break;
default:
break;
}
}
void OBSControl::handle_identified(bool &identified, const request_fn &request) {
// handshake complete: the connection is now usable for requests
identified = true;
{
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.connected = true;
this->status.identifying = false;
this->status.connection_error.clear();
}
log_info("obs", "connected and identified");
// pull the current scene/stream/record state so the UI starts accurate
request("GetCurrentProgramScene");
request("GetStreamStatus");
request("GetRecordStatus");
}
void OBSControl::handle_event(const rapidjson::Value &d, const request_fn &request) {
const std::string type = json_string(d, "eventType");
const bool has_data = d.HasMember("eventData") && d["eventData"].IsObject();
if (type == "StreamStateChanged") {
if (has_data) {
notify_output_state("Streaming", json_string(d["eventData"], "outputState"));
}
request("GetStreamStatus");
} else if (type == "RecordStateChanged") {
if (has_data) {
notify_output_state("Recording", json_string(d["eventData"], "outputState"));
}
request("GetRecordStatus");
} else if (type == "CurrentProgramSceneChanged" && has_data) {
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.current_scene = json_string(d["eventData"], "sceneName");
}
}
void OBSControl::handle_response(const rapidjson::Value &d) {
const std::string type = json_string(d, "requestType");
if (type.empty() || !d.HasMember("responseData") || !d["responseData"].IsObject()) {
return;
}
const rapidjson::Value &rd = d["responseData"];
std::lock_guard<std::mutex> lock(this->status_mutex);
if (type == "GetCurrentProgramScene") {
// newer obs returns sceneName; older builds used the now-deprecated
// currentProgramSceneName, so prefer it then fall back
std::string scene = json_string(rd, "currentProgramSceneName");
if (scene.empty()) {
scene = json_string(rd, "sceneName");
}
this->status.current_scene = scene;
} else if (type == "GetStreamStatus") {
this->status.streaming = json_bool(rd, "outputActive");
this->status.stream_duration_ms = json_number(rd, "outputDuration");
this->status.stream_duration_base_tick = now_ms();
} else if (type == "GetRecordStatus") {
this->status.recording = json_bool(rd, "outputActive");
this->status.record_paused = json_bool(rd, "outputPaused");
this->status.record_duration_ms = json_number(rd, "outputDuration");
this->status.record_duration_base_tick = now_ms();
}
}
bool OBSControl::run_session(WebSocket *ws, const std::string &password, uint64_t &request_id) {
// one iteration of a live connection: pump socket I/O, dispatch any
// inbound messages, flush queued user commands, then refresh status
bool identified = false;
// handle_identified() issues the first GetStreamStatus/GetRecordStatus on
// identify, so the periodic poll below just maintains the ~1s cadence
auto last_status_poll = steady_clock::now();
// send a request with the next sequential id
const auto request = [&](const char *request_type) {
ws->send(build_request(request_type, ++request_id));
};
while (this->worker_running.load() && ws->getReadyState() != WebSocket::CLOSED) {
ws->poll(100);
ws->dispatch([&](const std::string &message) {
this->handle_message(ws, message, password, request_id, identified);
});
if (ws->getReadyState() == WebSocket::CLOSED) {
break;
}
// nothing may be sent until the op 2 Identified handshake completes
if (!identified) {
continue;
}
// drain user commands
std::deque<std::string> pending;
{
std::lock_guard<std::mutex> lock(this->command_mutex);
pending.swap(this->command_queue);
}
for (const auto &cmd : pending) {
ws->send(build_request(cmd, ++request_id));
}
// periodic status refresh (~1s) for live duration
const auto now = steady_clock::now();
if (now - last_status_poll >= milliseconds(1000)) {
last_status_poll = now;
request("GetStreamStatus");
request("GetRecordStatus");
}
}
return identified;
}
void OBSControl::worker_main() {
// connection settings are resolved once at launch into globals
// (launcher.cpp, from the merged command-line + saved config options)
if (!OBS_CONTROL_ENABLED) {
log_info("obs", "disabled, not connecting");
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.disabled = true;
return;
}
const std::string url = "ws://" + OBS_CONTROL_HOST + ":" + std::to_string(OBS_CONTROL_PORT);
const std::string password = OBS_CONTROL_PASSWORD;
// opt easywsclient's internal diagnostics in/out per the debug option
EASYWSCLIENT_LOGGING_ENABLED = OBS_CONTROL_DEBUG;
// winsock is reference-counted: the app performs its own WSAStartup at
// launch (which outlives this worker), so this paired Startup/Cleanup only
// bumps the refcount and the WSACleanup below never tears down winsock for
// the rest of the process
WSADATA wsa_data;
WSAStartup(MAKEWORD(2, 2), &wsa_data);
log_info("obs", "enabled, connecting to {}", url);
uint64_t request_id = 0;
// the reconnect loop retries every 5s; latch the auth-failure warning so a
// wrong password logs once, not on every retry. reset after any identified
// session so a later genuine failure is reported again
bool auth_warning_logged = false;
// reconnect loop: keep a session alive while enabled, retrying on drop
while (this->worker_running.load()) {
// mark "connecting" for the UI before each attempt
{
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.disabled = false;
this->status.connected = false;
this->status.identifying = true;
this->status.connection_error.clear();
}
// open the TCP socket and perform the WebSocket handshake; null means
// OBS is unreachable (not running / wrong port / obs-websocket off)
WebSocket::pointer ws = WebSocket::from_url(url);
if (ws == nullptr) {
{
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.identifying = false;
this->status.connection_error = "Unable to connect";
}
interruptible_sleep(5000);
continue;
}
// blocks here pumping the connection until it closes or we stop.
// a session that never reaches "Identified" was rejected by OBS,
// overwhelmingly because the password is wrong or missing
const bool identified = this->run_session(ws, password, request_id);
// session ended: close the socket cleanly and free it
ws->close();
ws->poll();
delete ws;
if (!identified && this->worker_running.load()) {
if (!auth_warning_logged) {
log_warning("obs", "connection closed before identify; "
"OBS likely rejected authentication (check the password)");
auth_warning_logged = true;
}
} else if (identified) {
// a good session resets the latch so a future failure logs again
auth_warning_logged = false;
}
// connection dropped: clear live state so the UI doesn't show stale
// scene/stream/record info while disconnected
{
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.connected = false;
this->status.identifying = false;
if (this->status.connection_error.empty()) {
this->status.connection_error =
identified ? "Disconnected" : "Auth failed (check password)";
}
this->status.streaming = false;
this->status.recording = false;
this->status.record_paused = false;
this->status.current_scene.clear();
}
// clear any commands queued while disconnected
{
std::lock_guard<std::mutex> lock(this->command_mutex);
this->command_queue.clear();
}
// wait before reconnecting (interruptible)
interruptible_sleep(5000);
}
WSACleanup();
log_info("obs", "OBS overlay worker stopped");
}
}
#include <winsock2.h>
#include "obs.h"
#include <chrono>
#include "external/easywsclient/easywsclient.hpp"
#include "external/rapidjson/document.h"
#include "external/rapidjson/stringbuffer.h"
#include "external/rapidjson/writer.h"
#include "external/hash-library/sha256.h"
#include "overlay/notifications.h"
#include "util/crypt.h"
#include "util/logging.h"
// defined in easywsclient.cpp; gates its internal diagnostic output
extern bool EASYWSCLIENT_LOGGING_ENABLED;
using easywsclient::WebSocket;
using namespace std::chrono;
// obs-websocket v5 message flow (https://github.com/obsproject/obs-websocket):
// server -> op 0 Hello (may include an auth challenge)
// client -> op 1 Identify (answers the challenge, picks rpcVersion)
// server -> op 2 Identified (handshake done; requests may now be sent)
// server -> op 5 Event (state changes: stream/record/scene/...)
// client -> op 6 Request (e.g. GetStreamStatus, StartRecord)
// server -> op 7 RequestResponse (reply to a Request, carries responseData)
// Every message is { "op": <int>, "d": { ... } }. Event fields are nested under
// d["eventData"] and request replies under d["responseData"], not in d directly.
namespace {
int64_t now_ms() {
return duration_cast<milliseconds>(steady_clock::now().time_since_epoch()).count();
}
// raw SHA256 digest -> base64 (obs-websocket v5 auth primitive)
std::string sha256_base64(const std::string &input) {
SHA256 hasher;
hasher.add(input.data(), input.size());
unsigned char digest[SHA256::HashBytes];
hasher.getHash(digest);
return crypt::base64_encode(reinterpret_cast<const uint8_t *>(digest), SHA256::HashBytes);
}
// auth = base64(sha256(base64(sha256(password + salt)) + challenge))
std::string compute_auth(const std::string &password, const std::string &salt,
const std::string &challenge) {
const std::string secret = sha256_base64(password + salt);
return sha256_base64(secret + challenge);
}
std::string build_identify(int rpc_version, const std::string &authentication) {
rapidjson::StringBuffer sb;
rapidjson::Writer<rapidjson::StringBuffer> w(sb);
w.StartObject();
w.Key("op"); w.Int(1);
w.Key("d");
w.StartObject();
w.Key("rpcVersion"); w.Int(rpc_version);
if (!authentication.empty()) {
w.Key("authentication"); w.String(authentication.c_str());
}
w.EndObject();
w.EndObject();
return sb.GetString();
}
std::string build_request(const std::string &request_type, uint64_t request_id) {
rapidjson::StringBuffer sb;
rapidjson::Writer<rapidjson::StringBuffer> w(sb);
w.StartObject();
w.Key("op"); w.Int(6);
w.Key("d");
w.StartObject();
w.Key("requestType"); w.String(request_type.c_str());
w.Key("requestId"); w.String(std::to_string(request_id).c_str());
w.EndObject();
w.EndObject();
return sb.GetString();
}
// read a numeric field as int64 ms (obs sends durations as integers/doubles)
int64_t json_number(const rapidjson::Value &obj, const char *key) {
if (obj.HasMember(key) && obj[key].IsNumber()) {
return static_cast<int64_t>(obj[key].GetDouble());
}
return 0;
}
bool json_bool(const rapidjson::Value &obj, const char *key) {
return obj.HasMember(key) && obj[key].IsBool() && obj[key].GetBool();
}
std::string json_string(const rapidjson::Value &obj, const char *key) {
if (obj.HasMember(key) && obj[key].IsString()) {
return obj[key].GetString();
}
return "";
}
// build the Identify (op 1) reply to a Hello (op 0), answering the auth
// challenge if the server requires one
std::string build_hello_response(const rapidjson::Value &d, const std::string &password) {
int rpc_version = 1;
if (d.HasMember("rpcVersion") && d["rpcVersion"].IsInt()) {
rpc_version = d["rpcVersion"].GetInt();
}
std::string auth;
if (d.HasMember("authentication") && d["authentication"].IsObject()) {
const rapidjson::Value &a = d["authentication"];
const std::string challenge = json_string(a, "challenge");
const std::string salt = json_string(a, "salt");
if (!challenge.empty()) {
auth = compute_auth(password, salt, challenge);
}
}
return build_identify(rpc_version, auth);
}
// map an obs-websocket outputState to a user notification. `label` is the
// output kind ("Streaming" or "Recording"). transitional states are ignored.
void notify_output_state(const char *label, const std::string &state) {
using overlay::notifications::Severity;
struct StateToast {
const char *state;
Severity severity;
const char *verb;
};
static const StateToast TOASTS[] = {
{ "OBS_WEBSOCKET_OUTPUT_STARTED", Severity::Success, "started" },
{ "OBS_WEBSOCKET_OUTPUT_STOPPED", Severity::Info, "stopped" },
{ "OBS_WEBSOCKET_OUTPUT_PAUSED", Severity::Warning, "paused" },
{ "OBS_WEBSOCKET_OUTPUT_RESUMED", Severity::Info, "resumed" },
};
for (const auto &toast : TOASTS) {
if (state == toast.state) {
overlay::notifications::add(toast.severity,
"OBS: " + std::string(label) + " " + toast.verb);
return;
}
}
}
}
namespace overlay::windows {
// connection settings resolved at launch (see launcher.cpp)
bool OBS_CONTROL_ENABLED = false;
std::string OBS_CONTROL_HOST = "127.0.0.1";
uint16_t OBS_CONTROL_PORT = 4455;
std::string OBS_CONTROL_PASSWORD;
bool OBS_CONTROL_DEBUG = false;
void OBSControl::enqueue_request(const std::string &request_type) {
std::lock_guard<std::mutex> lock(this->command_mutex);
this->command_queue.push_back(request_type);
}
void OBSControl::interruptible_sleep(int total_ms) {
std::unique_lock<std::mutex> lock(this->worker_mutex);
this->worker_cv.wait_for(lock, milliseconds(total_ms),
[this] { return !this->worker_running.load(); });
}
void OBSControl::handle_message(WebSocket *ws, const std::string &message,
const std::string &password, uint64_t &request_id, bool &identified) {
rapidjson::Document doc;
if (doc.Parse(message.c_str()).HasParseError() || !doc.IsObject()) {
return;
}
if (!doc.HasMember("op") || !doc["op"].IsInt()
|| !doc.HasMember("d") || !doc["d"].IsObject()) {
return;
}
const int op = doc["op"].GetInt();
const rapidjson::Value &d = doc["d"];
// send an op 6 Request; each needs a unique id (we never match replies
// back, so a simple incrementing counter is enough)
const request_fn request = [&](const char *request_type) {
ws->send(build_request(request_type, ++request_id));
};
switch (op) {
case 0: // Hello
// server greeted us: reply with Identify, solving the auth
// challenge inline if the server set a password
ws->send(build_hello_response(d, password));
break;
case 2: // Identified
this->handle_identified(identified, request);
break;
case 5: // Event
this->handle_event(d, request);
break;
case 7: // RequestResponse
this->handle_response(d);
break;
default:
break;
}
}
void OBSControl::handle_identified(bool &identified, const request_fn &request) {
// handshake complete: the connection is now usable for requests
identified = true;
{
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.connected = true;
this->status.identifying = false;
this->status.connection_error.clear();
}
log_info("obs", "connected and identified");
// pull the current scene/stream/record state so the UI starts accurate
request("GetCurrentProgramScene");
request("GetStreamStatus");
request("GetRecordStatus");
}
void OBSControl::handle_event(const rapidjson::Value &d, const request_fn &request) {
const std::string type = json_string(d, "eventType");
const bool has_data = d.HasMember("eventData") && d["eventData"].IsObject();
if (type == "StreamStateChanged") {
if (has_data) {
notify_output_state("Streaming", json_string(d["eventData"], "outputState"));
}
request("GetStreamStatus");
} else if (type == "RecordStateChanged") {
if (has_data) {
notify_output_state("Recording", json_string(d["eventData"], "outputState"));
}
request("GetRecordStatus");
} else if (type == "CurrentProgramSceneChanged" && has_data) {
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.current_scene = json_string(d["eventData"], "sceneName");
}
}
void OBSControl::handle_response(const rapidjson::Value &d) {
const std::string type = json_string(d, "requestType");
if (type.empty() || !d.HasMember("responseData") || !d["responseData"].IsObject()) {
return;
}
const rapidjson::Value &rd = d["responseData"];
std::lock_guard<std::mutex> lock(this->status_mutex);
if (type == "GetCurrentProgramScene") {
// newer obs returns sceneName; older builds used the now-deprecated
// currentProgramSceneName, so prefer it then fall back
std::string scene = json_string(rd, "currentProgramSceneName");
if (scene.empty()) {
scene = json_string(rd, "sceneName");
}
this->status.current_scene = scene;
} else if (type == "GetStreamStatus") {
this->status.streaming = json_bool(rd, "outputActive");
this->status.stream_duration_ms = json_number(rd, "outputDuration");
this->status.stream_duration_base_tick = now_ms();
} else if (type == "GetRecordStatus") {
this->status.recording = json_bool(rd, "outputActive");
this->status.record_paused = json_bool(rd, "outputPaused");
this->status.record_duration_ms = json_number(rd, "outputDuration");
this->status.record_duration_base_tick = now_ms();
}
}
bool OBSControl::run_session(WebSocket *ws, const std::string &password, uint64_t &request_id) {
// one iteration of a live connection: pump socket I/O, dispatch any
// inbound messages, flush queued user commands, then refresh status
bool identified = false;
// handle_identified() issues the first GetStreamStatus/GetRecordStatus on
// identify, so the periodic poll below just maintains the ~1s cadence
auto last_status_poll = steady_clock::now();
// send a request with the next sequential id
const auto request = [&](const char *request_type) {
ws->send(build_request(request_type, ++request_id));
};
while (this->worker_running.load() && ws->getReadyState() != WebSocket::CLOSED) {
ws->poll(100);
ws->dispatch([&](const std::string &message) {
this->handle_message(ws, message, password, request_id, identified);
});
if (ws->getReadyState() == WebSocket::CLOSED) {
break;
}
// nothing may be sent until the op 2 Identified handshake completes
if (!identified) {
continue;
}
// drain user commands
std::deque<std::string> pending;
{
std::lock_guard<std::mutex> lock(this->command_mutex);
pending.swap(this->command_queue);
}
for (const auto &cmd : pending) {
ws->send(build_request(cmd, ++request_id));
}
// periodic status refresh (~1s) for live duration
const auto now = steady_clock::now();
if (now - last_status_poll >= milliseconds(1000)) {
last_status_poll = now;
request("GetStreamStatus");
request("GetRecordStatus");
}
}
return identified;
}
void OBSControl::worker_main() {
// connection settings are resolved once at launch into globals
// (launcher.cpp, from the merged command-line + saved config options)
if (!OBS_CONTROL_ENABLED) {
log_info("obs", "disabled, not connecting");
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.disabled = true;
return;
}
const std::string url = "ws://" + OBS_CONTROL_HOST + ":" + std::to_string(OBS_CONTROL_PORT);
const std::string password = OBS_CONTROL_PASSWORD;
// opt easywsclient's internal diagnostics in/out per the debug option
EASYWSCLIENT_LOGGING_ENABLED = OBS_CONTROL_DEBUG;
// winsock is reference-counted: the app performs its own WSAStartup at
// launch (which outlives this worker), so this paired Startup/Cleanup only
// bumps the refcount and the WSACleanup below never tears down winsock for
// the rest of the process
WSADATA wsa_data;
WSAStartup(MAKEWORD(2, 2), &wsa_data);
log_info("obs", "enabled, connecting to {}", url);
uint64_t request_id = 0;
// the reconnect loop retries every 5s; latch the auth-failure warning so a
// wrong password logs once, not on every retry. reset after any identified
// session so a later genuine failure is reported again
bool auth_warning_logged = false;
// reconnect loop: keep a session alive while enabled, retrying on drop
while (this->worker_running.load()) {
// mark "connecting" for the UI before each attempt
{
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.disabled = false;
this->status.connected = false;
this->status.identifying = true;
this->status.connection_error.clear();
}
// open the TCP socket and perform the WebSocket handshake; null means
// OBS is unreachable (not running / wrong port / obs-websocket off)
WebSocket::pointer ws = WebSocket::from_url(url);
if (ws == nullptr) {
{
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.identifying = false;
this->status.connection_error = "Unable to connect";
}
interruptible_sleep(5000);
continue;
}
// blocks here pumping the connection until it closes or we stop.
// a session that never reaches "Identified" was rejected by OBS,
// overwhelmingly because the password is wrong or missing
const bool identified = this->run_session(ws, password, request_id);
// session ended: close the socket cleanly and free it
ws->close();
ws->poll();
delete ws;
if (!identified && this->worker_running.load()) {
if (!auth_warning_logged) {
log_warning("obs", "connection closed before identify; "
"OBS likely rejected authentication (check the password)");
auth_warning_logged = true;
}
} else if (identified) {
// a good session resets the latch so a future failure logs again
auth_warning_logged = false;
}
// connection dropped: clear live state so the UI doesn't show stale
// scene/stream/record info while disconnected
{
std::lock_guard<std::mutex> lock(this->status_mutex);
this->status.connected = false;
this->status.identifying = false;
if (this->status.connection_error.empty()) {
this->status.connection_error =
identified ? "Disconnected" : "Auth failed (check password)";
}
this->status.streaming = false;
this->status.recording = false;
this->status.record_paused = false;
this->status.current_scene.clear();
}
// clear any commands queued while disconnected
{
std::lock_guard<std::mutex> lock(this->command_mutex);
this->command_queue.clear();
}
// wait before reconnecting (interruptible)
interruptible_sleep(5000);
}
WSACleanup();
log_info("obs", "OBS overlay worker stopped");
}
}
+179 -179
View File
@@ -1,179 +1,179 @@
#include "internal.h"
#include <cstring>
#include "util/logging.h"
#include "util/utils.h"
namespace patcher {
static std::pair<std::string, std::string> make_patch_group_key(
const std::string& game_code,
const std::string& group_id) {
return {strtolower(game_code), group_id};
}
static bool has_embedded_null(const rapidjson::Value& value) {
return strlen(value.GetString()) != value.GetStringLength();
}
bool is_patch_group_definition(const rapidjson::Value& patch) {
if (!patch.IsObject()) {
return false;
}
const auto type_it = patch.FindMember("type");
return type_it != patch.MemberEnd()
&& type_it->value.IsString()
&& type_it->value.GetStringLength() == strlen("group")
&& !_stricmp(type_it->value.GetString(), "group");
}
std::map<std::pair<std::string, std::string>, PatchGroup> parse_patch_group_definitions(
const rapidjson::Document& doc) {
std::map<std::pair<std::string, std::string>, PatchGroup> groups;
for (const auto& patch : doc.GetArray()) {
if (!is_patch_group_definition(patch)) {
continue;
}
const auto id_it = patch.FindMember("id");
const auto game_code_it = patch.FindMember("gameCode");
const auto name_it = patch.FindMember("name");
if (id_it == patch.MemberEnd() || !id_it->value.IsString()
|| id_it->value.GetStringLength() == 0
|| has_embedded_null(id_it->value)
|| game_code_it == patch.MemberEnd() || !game_code_it->value.IsString()
|| game_code_it->value.GetStringLength() == 0
|| has_embedded_null(game_code_it->value)
|| name_it == patch.MemberEnd() || !name_it->value.IsString()
|| name_it->value.GetStringLength() == 0
|| has_embedded_null(name_it->value)) {
log_warning("patchmanager", "invalid patch group definition");
continue;
}
PatchGroup group;
group.name.assign(name_it->value.GetString(), name_it->value.GetStringLength());
group.name_in_lower_case = strtolower(group.name);
const std::string group_id(
id_it->value.GetString(),
id_it->value.GetStringLength());
const auto description_it = patch.FindMember("description");
if (description_it != patch.MemberEnd()) {
if (!description_it->value.IsString()
|| has_embedded_null(description_it->value)) {
log_warning("patchmanager", "invalid description for patch group {}", group_id);
continue;
}
group.description.assign(
description_it->value.GetString(),
description_it->value.GetStringLength());
}
const auto caution_it = patch.FindMember("caution");
if (caution_it != patch.MemberEnd()) {
if (!caution_it->value.IsString() || has_embedded_null(caution_it->value)) {
log_warning("patchmanager", "invalid caution for patch group {}", group_id);
continue;
}
group.caution.assign(
caution_it->value.GetString(),
caution_it->value.GetStringLength());
}
const std::string game_code(
game_code_it->value.GetString(),
game_code_it->value.GetStringLength());
if (!groups.emplace(
make_patch_group_key(game_code, group_id),
std::move(group)).second) {
log_warning(
"patchmanager",
"duplicate patch group definition for {}/{}, ignoring duplicate",
game_code,
group_id);
}
}
return groups;
}
static const PatchGroup* find_patch_group(
const std::map<std::pair<std::string, std::string>, PatchGroup>& groups,
const std::string& game_code,
const std::string& group_id) {
const auto group = groups.find(make_patch_group_key(game_code, group_id));
return group == groups.end() ? nullptr : &group->second;
}
const PatchGroup* find_patch_group(const PatchData& patch) {
return find_patch_group(patch_groups, patch.game_code, patch.group_id);
}
std::string resolve_patch_group_id(
const rapidjson::Value& patch,
const std::map<std::pair<std::string, std::string>, PatchGroup>& groups,
const std::string& game_code,
const char *patch_name) {
const auto group_it = patch.FindMember("group");
if (group_it == patch.MemberEnd()) {
return "";
}
if (!group_it->value.IsString()
|| group_it->value.GetStringLength() == 0
|| has_embedded_null(group_it->value)) {
log_warning("patchmanager", "invalid group reference for {}", patch_name);
return "";
}
const std::string group_id(
group_it->value.GetString(),
group_it->value.GetStringLength());
if (!find_patch_group(groups, game_code, group_id)) {
log_warning(
"patchmanager",
"unknown patch group {}/{} referenced by {}",
game_code,
group_id,
patch_name);
return "";
}
return group_id;
}
void register_patch_group(
PatchData& patch,
const std::map<std::pair<std::string, std::string>, PatchGroup>& definitions) {
if (patch.group_id.empty()) {
return;
}
const auto *definition = find_patch_group(
definitions,
patch.game_code,
patch.group_id);
if (!definition) {
patch.group_id.clear();
return;
}
const auto key = make_patch_group_key(patch.game_code, patch.group_id);
const auto [existing, inserted] = patch_groups.emplace(key, *definition);
if (!inserted
&& (existing->second.name != definition->name
|| existing->second.description != definition->description
|| existing->second.caution != definition->caution)) {
log_warning(
"patchmanager",
"conflicting group metadata for {}/{}, ignoring group on {}",
patch.game_code,
patch.group_id,
patch.name);
patch.group_id.clear();
}
}
}
#include "internal.h"
#include <cstring>
#include "util/logging.h"
#include "util/utils.h"
namespace patcher {
static std::pair<std::string, std::string> make_patch_group_key(
const std::string& game_code,
const std::string& group_id) {
return {strtolower(game_code), group_id};
}
static bool has_embedded_null(const rapidjson::Value& value) {
return strlen(value.GetString()) != value.GetStringLength();
}
bool is_patch_group_definition(const rapidjson::Value& patch) {
if (!patch.IsObject()) {
return false;
}
const auto type_it = patch.FindMember("type");
return type_it != patch.MemberEnd()
&& type_it->value.IsString()
&& type_it->value.GetStringLength() == strlen("group")
&& !_stricmp(type_it->value.GetString(), "group");
}
std::map<std::pair<std::string, std::string>, PatchGroup> parse_patch_group_definitions(
const rapidjson::Document& doc) {
std::map<std::pair<std::string, std::string>, PatchGroup> groups;
for (const auto& patch : doc.GetArray()) {
if (!is_patch_group_definition(patch)) {
continue;
}
const auto id_it = patch.FindMember("id");
const auto game_code_it = patch.FindMember("gameCode");
const auto name_it = patch.FindMember("name");
if (id_it == patch.MemberEnd() || !id_it->value.IsString()
|| id_it->value.GetStringLength() == 0
|| has_embedded_null(id_it->value)
|| game_code_it == patch.MemberEnd() || !game_code_it->value.IsString()
|| game_code_it->value.GetStringLength() == 0
|| has_embedded_null(game_code_it->value)
|| name_it == patch.MemberEnd() || !name_it->value.IsString()
|| name_it->value.GetStringLength() == 0
|| has_embedded_null(name_it->value)) {
log_warning("patchmanager", "invalid patch group definition");
continue;
}
PatchGroup group;
group.name.assign(name_it->value.GetString(), name_it->value.GetStringLength());
group.name_in_lower_case = strtolower(group.name);
const std::string group_id(
id_it->value.GetString(),
id_it->value.GetStringLength());
const auto description_it = patch.FindMember("description");
if (description_it != patch.MemberEnd()) {
if (!description_it->value.IsString()
|| has_embedded_null(description_it->value)) {
log_warning("patchmanager", "invalid description for patch group {}", group_id);
continue;
}
group.description.assign(
description_it->value.GetString(),
description_it->value.GetStringLength());
}
const auto caution_it = patch.FindMember("caution");
if (caution_it != patch.MemberEnd()) {
if (!caution_it->value.IsString() || has_embedded_null(caution_it->value)) {
log_warning("patchmanager", "invalid caution for patch group {}", group_id);
continue;
}
group.caution.assign(
caution_it->value.GetString(),
caution_it->value.GetStringLength());
}
const std::string game_code(
game_code_it->value.GetString(),
game_code_it->value.GetStringLength());
if (!groups.emplace(
make_patch_group_key(game_code, group_id),
std::move(group)).second) {
log_warning(
"patchmanager",
"duplicate patch group definition for {}/{}, ignoring duplicate",
game_code,
group_id);
}
}
return groups;
}
static const PatchGroup* find_patch_group(
const std::map<std::pair<std::string, std::string>, PatchGroup>& groups,
const std::string& game_code,
const std::string& group_id) {
const auto group = groups.find(make_patch_group_key(game_code, group_id));
return group == groups.end() ? nullptr : &group->second;
}
const PatchGroup* find_patch_group(const PatchData& patch) {
return find_patch_group(patch_groups, patch.game_code, patch.group_id);
}
std::string resolve_patch_group_id(
const rapidjson::Value& patch,
const std::map<std::pair<std::string, std::string>, PatchGroup>& groups,
const std::string& game_code,
const char *patch_name) {
const auto group_it = patch.FindMember("group");
if (group_it == patch.MemberEnd()) {
return "";
}
if (!group_it->value.IsString()
|| group_it->value.GetStringLength() == 0
|| has_embedded_null(group_it->value)) {
log_warning("patchmanager", "invalid group reference for {}", patch_name);
return "";
}
const std::string group_id(
group_it->value.GetString(),
group_it->value.GetStringLength());
if (!find_patch_group(groups, game_code, group_id)) {
log_warning(
"patchmanager",
"unknown patch group {}/{} referenced by {}",
game_code,
group_id,
patch_name);
return "";
}
return group_id;
}
void register_patch_group(
PatchData& patch,
const std::map<std::pair<std::string, std::string>, PatchGroup>& definitions) {
if (patch.group_id.empty()) {
return;
}
const auto *definition = find_patch_group(
definitions,
patch.game_code,
patch.group_id);
if (!definition) {
patch.group_id.clear();
return;
}
const auto key = make_patch_group_key(patch.game_code, patch.group_id);
const auto [existing, inserted] = patch_groups.emplace(key, *definition);
if (!inserted
&& (existing->second.name != definition->name
|| existing->second.description != definition->description
|| existing->second.caution != definition->caution)) {
log_warning(
"patchmanager",
"conflicting group metadata for {}/{}, ignoring group on {}",
patch.game_code,
patch.group_id,
patch.name);
patch.group_id.clear();
}
}
}

Some files were not shown because too many files have changed in this diff Show More