You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
MangoHud/src/kiero/d3d12_impl.cpp

282 lines
9.6 KiB
C++

#include "kiero.h"
#if KIERO_INCLUDE_D3D12
#include "d3d12_impl.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <assert.h>
#include <iostream>
#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx12.h"
#include "dx_shared.h"
#include <winuser.h>
#ifdef _MSC_VER
#pragma comment(lib, "dxguid") // WKPDID_D3DDebugObjectName
#endif
using namespace Microsoft::WRL;
decltype(&IDXGISwapChain3::Present) oPresent = nullptr;
void(*oExecuteCommandListsD3D12)(ID3D12CommandQueue*, UINT, ID3D12CommandList*);
HRESULT(*oSignalD3D12)(ID3D12CommandQueue*, ID3D12Fence*, UINT64) = nullptr;
PresentD3D12 oPresentD3D12;
tResizeBuffers oResizeBuffers;
static ComPtr<ID3D12DescriptorHeap> d3d12DescriptorHeapBackBuffers;
static ComPtr<ID3D12DescriptorHeap> d3d12DescriptorHeapImGuiRender;
static ComPtr<ID3D12GraphicsCommandList> d3d12CommandList;
static ComPtr<ID3D12Fence> d3d12Fence;
static UINT64 d3d12FenceValue = 0;
static ComPtr<ID3D12CommandQueue> d3d12CommandQueue;
static ComPtr<ID3D12Device> d3d12Device;
static bool initDX12 = false;
struct FrameContext {
ComPtr<ID3D12CommandAllocator> commandAllocator;
ComPtr<ID3D12Resource> main_render_target_resource;
D3D12_CPU_DESCRIPTOR_HANDLE main_render_target_descriptor;
};
std::vector<FrameContext> frameContext;
#ifndef NDEBUG
static const char* dbgNames[]{
"d3d12DescriptorHeapImGuiRender",
"allocator",
"d3d12CommandList",
"d3d12DescriptorHeapBackBuffers",
"pBackBuffer",
"d3d12Device",
"pSwapChain",
};
#endif
bool DX12Init(IDXGISwapChain* pSwapChain)
{
if (SUCCEEDED(pSwapChain->GetDevice(IID_PPV_ARGS(&d3d12Device)))) {
#if 0 //ndef NDEBUG
// Gets enabled in debug build anyway?
ID3D12Debug* pDebug = NULL;
D3D12GetDebugInterface(__uuidof(ID3D12Debug), (void**)&pDebug);
pDebug->EnableDebugLayer();
pDebug->Release();
#endif
imgui_create(pSwapChain, d3d12Device.Get());
ImGui::SetCurrentContext(state.imgui_ctx);
//CreateEvent(nullptr, false, false, nullptr);
DXGI_SWAP_CHAIN_DESC sdesc;
pSwapChain->GetDesc(&sdesc);
frameContext.clear();
frameContext.resize(sdesc.BufferCount);
D3D12_DESCRIPTOR_HEAP_DESC descriptorImGuiRender = {};
descriptorImGuiRender.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
descriptorImGuiRender.NumDescriptors = sdesc.BufferCount;
descriptorImGuiRender.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (FAILED(d3d12Device->CreateDescriptorHeap(&descriptorImGuiRender, IID_PPV_ARGS(&d3d12DescriptorHeapImGuiRender))))
return false;
ID3D12CommandAllocator *allocator;
if (FAILED(d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&allocator))))
return false;
for (size_t i = 0; i < frameContext.size(); i++) {
frameContext[i].commandAllocator = allocator;
}
if (d3d12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, allocator, NULL, IID_PPV_ARGS(&d3d12CommandList)) < 0)
return false;
// Reset() expects it to be closed, so close it now.
d3d12CommandList->Close();
D3D12_DESCRIPTOR_HEAP_DESC descriptorBackBuffers;
descriptorBackBuffers.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
descriptorBackBuffers.NumDescriptors = sdesc.BufferCount;
descriptorBackBuffers.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
descriptorBackBuffers.NodeMask = 1;
if (d3d12Device->CreateDescriptorHeap(&descriptorBackBuffers, IID_PPV_ARGS(&d3d12DescriptorHeapBackBuffers)) != S_OK)
return false;
const auto rtvDescriptorSize = d3d12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = d3d12DescriptorHeapBackBuffers->GetCPUDescriptorHandleForHeapStart();
for (size_t i = 0; i < frameContext.size(); i++) {
ID3D12Resource* pBackBuffer = nullptr;
frameContext[i].main_render_target_descriptor = rtvHandle;
pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
d3d12Device->CreateRenderTargetView(pBackBuffer, nullptr, rtvHandle);
frameContext[i].main_render_target_resource = pBackBuffer;
pBackBuffer->Release();
rtvHandle.ptr += rtvDescriptorSize;
#ifndef NDEBUG
pBackBuffer->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[4]) - 1, dbgNames[4]);
#endif
}
#ifndef NDEBUG
d3d12DescriptorHeapImGuiRender->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[0]) - 1, dbgNames[0]);
allocator->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[1]) - 1, dbgNames[1]);
d3d12CommandList->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[2]) - 1, dbgNames[2]);
d3d12DescriptorHeapBackBuffers->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[3]) - 1, dbgNames[3]);
d3d12Device->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[5]) - 1, dbgNames[5]);
pSwapChain->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof(dbgNames[6]) - 1, dbgNames[6]);
#endif
// Already ref'ed in frameContext so release this reference
allocator->Release();
auto mainWindow = sdesc.OutputWindow;
ImGui_ImplWin32_Init(sdesc.OutputWindow);
ImGui_ImplDX12_Init(d3d12Device.Get(), frameContext.size(),
DXGI_FORMAT_R8G8B8A8_UNORM, d3d12DescriptorHeapImGuiRender.Get(),
d3d12DescriptorHeapImGuiRender->GetCPUDescriptorHandleForHeapStart(),
d3d12DescriptorHeapImGuiRender->GetGPUDescriptorHandleForHeapStart());
ImGui_ImplDX12_CreateDeviceObjects();
}
return true;
}
long __fastcall hkPresent12(IDXGISwapChain3* pSwapChain, UINT SyncInterval, UINT Flags)
{
auto prev_ctx = ImGui::GetCurrentContext();
if (!initDX12)
{
initDX12 = DX12Init(pSwapChain);
}
ImGui::SetCurrentContext(state.imgui_ctx);
check_keybinds(params);
update_hud_info(sw_stats, params, vendorID);
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
position_layer(sw_stats, params, window_size);
render_imgui(sw_stats, params, window_size, "D3D12");
ImGui::EndFrame();
FrameContext& currentFrameContext = frameContext[pSwapChain->GetCurrentBackBufferIndex()];
//currentFrameContext.commandAllocator->Reset();
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = currentFrameContext.main_render_target_resource.Get();
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
d3d12CommandList->Reset(currentFrameContext.commandAllocator.Get(), nullptr);
d3d12CommandList->ResourceBarrier(1, &barrier);
d3d12CommandList->OMSetRenderTargets(1, &currentFrameContext.main_render_target_descriptor, FALSE, nullptr);
d3d12CommandList->SetDescriptorHeaps(1, d3d12DescriptorHeapImGuiRender.GetAddressOf());
// printf("imgui/d3d12 render\n");
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), d3d12CommandList.Get());
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
d3d12CommandList->ResourceBarrier(1, &barrier);
d3d12CommandList->Close();
d3d12CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList * const *)d3d12CommandList.GetAddressOf());
ImGui::SetCurrentContext(prev_ctx);
return std::invoke(oPresent, pSwapChain, SyncInterval, Flags);
}
void hookExecuteCommandListsD3D12(ID3D12CommandQueue* queue, UINT NumCommandLists, ID3D12CommandList* ppCommandLists) {
if (!d3d12CommandQueue)
d3d12CommandQueue = queue;
oExecuteCommandListsD3D12(queue, NumCommandLists, ppCommandLists);
}
HRESULT hookSignalD3D12(ID3D12CommandQueue* queue, ID3D12Fence* fence, UINT64 value) {
if (d3d12CommandQueue != nullptr && queue == d3d12CommandQueue.Get()) {
d3d12Fence = fence;
d3d12FenceValue = value;
}
return oSignalD3D12(queue, fence, value);
}
HRESULT __stdcall hkResizeBuffers(IDXGISwapChain* pThis, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
auto ctx = ImGui::GetCurrentContext();
ImGui::SetCurrentContext(state.imgui_ctx);
ImGui_ImplDX12_Shutdown();
ImGui::SetCurrentContext(ctx);
frameContext.clear();
auto hr = oResizeBuffers(pThis, BufferCount, Width, Height, NewFormat, SwapChainFlags);
if (hr != S_OK)
printf("ResizeBuffers Failed\n");
DX12Init(pThis);
return hr;
}
void impl::d3d12::init()
{
printf("init dx12\n");
auto ret = kiero::bind(54, (void**)&oExecuteCommandListsD3D12, hookExecuteCommandListsD3D12);
assert(ret == kiero::Status::Success);
ret = kiero::bind(58, (void**)&oSignalD3D12, reinterpret_cast<void*>(hookSignalD3D12));
assert(ret == kiero::Status::Success);
ret = kiero::bind(140, (void**)&oPresent, hkPresent12);
assert(ret == kiero::Status::Success);
ret = kiero::bind(145, (void**)&oResizeBuffers, hkResizeBuffers);
assert(ret == kiero::Status::Success);
}
void impl::d3d12::uninit()
{
printf("uninit dx12\n");
kiero::unbind(54);
kiero::unbind(58);
kiero::unbind(140);
kiero::unbind(145);
#ifndef NDEBUG
ID3D12DebugDevice* pDebugDevice = NULL;
d3d12Device->QueryInterface(&pDebugDevice);
#endif
if (state.imgui_ctx) {
auto ctx = ImGui::GetCurrentContext();
ImGui::SetCurrentContext(state.imgui_ctx);
ImGui_ImplDX12_Shutdown();
ImGui::DestroyContext(state.imgui_ctx);
state.imgui_ctx = nullptr;
ImGui::SetCurrentContext(ctx);
}
frameContext.clear();
d3d12DescriptorHeapBackBuffers.Reset();
d3d12DescriptorHeapImGuiRender.Reset();
d3d12CommandList.Reset();
d3d12Fence.Reset();
d3d12CommandQueue.Reset();
d3d12Device.Reset();
#ifndef NDEBUG
pDebugDevice->ReportLiveDeviceObjects(D3D12_RLDO_DETAIL | D3D12_RLDO_IGNORE_INTERNAL);
pDebugDevice->Release();
#endif
}
#endif // KIERO_INCLUDE_D3D12