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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2025-12-16 08:58:24 +01:00
Reworked how renderers are hooked.
Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used.
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4d3c355fcc
commit
40615d07a7
12 changed files with 497 additions and 190 deletions
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@ -96,19 +96,19 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 12 Initialization functions
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HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
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_In_opt_ IUnknown* pAdapter,
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D3D_FEATURE_LEVEL MinimumFeatureLevel,
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_In_ REFIID riid, // Expected: ID3D12Device
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_COM_Outptr_opt_ void** ppDevice)
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{
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auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
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if (SUCCEEDED(res))
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hook->hook_dx12(MinimumFeatureLevel);
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return res;
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}
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//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
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// _In_opt_ IUnknown* pAdapter,
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// D3D_FEATURE_LEVEL MinimumFeatureLevel,
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// _In_ REFIID riid, // Expected: ID3D12Device
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// _COM_Outptr_opt_ void** ppDevice)
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//{
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// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx12(MinimumFeatureLevel);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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@ -166,6 +166,7 @@ void DX12_Hook::Create()
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if (hook == nullptr)
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{
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hook = new DX12_Hook;
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hook->start_hook();
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// Register the hook to the Hook Manager
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Hook_Manager::Inst().AddHook(hook);
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}
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