#include "omath/hooks/hooks_manager.hpp" #include #include #include #include #include #include #include #include extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND, UINT, WPARAM, LPARAM); bool show_menu = true; namespace { struct frame_context { ID3D12Resource* render_target = nullptr; ID3D12CommandAllocator* command_allocator = nullptr; D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = {}; UINT64 fence_value = 0; }; bool g_initialized = false; bool g_init_attempted = false; ID3D12Device* g_device = nullptr; ID3D12CommandQueue* g_command_queue = nullptr; IDXGISwapChain3* g_swap_chain = nullptr; ID3D12DescriptorHeap* g_rtv_heap = nullptr; ID3D12DescriptorHeap* g_srv_heap = nullptr; ID3D12GraphicsCommandList* g_command_list = nullptr; ID3D12Fence* g_fence = nullptr; HANDLE g_fence_event = nullptr; UINT64 g_fence_value = 0; std::vector g_frames; bool create_sync_objects() { if (g_fence) return true; if (FAILED(g_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)))) return false; g_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr); if (!g_fence_event) { g_fence->Release(); g_fence = nullptr; return false; } g_fence_value = 0; return true; } bool wait_for_fence_value(UINT64 fence_value) { if (!g_fence || !g_fence_event || fence_value == 0 || g_fence->GetCompletedValue() >= fence_value) return true; if (FAILED(g_fence->SetEventOnCompletion(fence_value, g_fence_event))) return false; WaitForSingleObject(g_fence_event, INFINITE); return true; } void wait_for_frame(frame_context& fc) { if (wait_for_fence_value(fc.fence_value)) fc.fence_value = 0; } void wait_for_gpu() { if (!g_command_queue || !g_fence || !g_fence_event) return; const UINT64 fence_value = ++g_fence_value; if (FAILED(g_command_queue->Signal(g_fence, fence_value))) return; if (wait_for_fence_value(fence_value)) { for (auto& fc : g_frames) fc.fence_value = 0; } } bool signal_frame(frame_context& fc) { if (!g_command_queue || !g_fence) return false; const UINT64 fence_value = ++g_fence_value; if (FAILED(g_command_queue->Signal(g_fence, fence_value))) return false; fc.fence_value = fence_value; return true; } void release_sync_objects() { if (g_fence_event) { CloseHandle(g_fence_event); g_fence_event = nullptr; } if (g_fence) { g_fence->Release(); g_fence = nullptr; } g_fence_value = 0; } void release_frame_contexts() { for (auto& fc : g_frames) { if (fc.render_target) { fc.render_target->Release(); fc.render_target = nullptr; } if (fc.command_allocator) { fc.command_allocator->Release(); fc.command_allocator = nullptr; } fc.fence_value = 0; } g_frames.clear(); if (g_rtv_heap) { g_rtv_heap->Release(); g_rtv_heap = nullptr; } } void release_command_objects() { if (g_command_list) { g_command_list->Release(); g_command_list = nullptr; } } bool create_command_objects() { if (g_frames.empty() || !g_frames[0].command_allocator) return false; if (FAILED(g_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frames[0].command_allocator, nullptr, IID_PPV_ARGS(&g_command_list)))) { release_command_objects(); return false; } g_command_list->Close(); return true; } bool create_render_targets(IDXGISwapChain* swap_chain) { DXGI_SWAP_CHAIN_DESC desc{}; if (FAILED(swap_chain->GetDesc(&desc))) return false; const UINT buffer_count = desc.BufferCount; D3D12_DESCRIPTOR_HEAP_DESC heap_desc{}; heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; heap_desc.NumDescriptors = buffer_count; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; heap_desc.NodeMask = 1; if (FAILED(g_device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&g_rtv_heap)))) return false; g_frames.resize(buffer_count); const UINT rtv_size = g_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = g_rtv_heap->GetCPUDescriptorHandleForHeapStart(); for (UINT i = 0; i < buffer_count; ++i) { g_frames[i].rtv_handle = rtv_handle; if (FAILED(g_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frames[i].command_allocator)))) { release_frame_contexts(); return false; } if (FAILED(swap_chain->GetBuffer(i, IID_PPV_ARGS(&g_frames[i].render_target)))) { release_frame_contexts(); return false; } g_device->CreateRenderTargetView(g_frames[i].render_target, nullptr, rtv_handle); rtv_handle.ptr += rtv_size; } return true; } void init(IDXGISwapChain* swap_chain) { g_init_attempted = true; if (FAILED(swap_chain->QueryInterface(IID_PPV_ARGS(&g_swap_chain)))) return; if (FAILED(swap_chain->GetDevice(IID_PPV_ARGS(&g_device)))) return; DXGI_SWAP_CHAIN_DESC desc{}; swap_chain->GetDesc(&desc); const UINT buffer_count = desc.BufferCount; { D3D12_DESCRIPTOR_HEAP_DESC heap_desc{}; heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; heap_desc.NumDescriptors = buffer_count; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; if (FAILED(g_device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&g_srv_heap)))) return; } if (!create_render_targets(swap_chain)) return; if (!create_command_objects()) return; if (!create_sync_objects()) return; ImGui::CreateContext(); ImGui::StyleColorsDark(); ImGui::GetIO().IniFilename = nullptr; ImGui::GetIO().LogFilename = nullptr; ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; ImGui_ImplWin32_Init(desc.OutputWindow); ImGui_ImplDX12_Init(g_device, static_cast(buffer_count), desc.BufferDesc.Format, g_srv_heap, g_srv_heap->GetCPUDescriptorHandleForHeapStart(), g_srv_heap->GetGPUDescriptorHandleForHeapStart()); ImGui_ImplDX12_CreateDeviceObjects(); auto& mgr = omath::hooks::HooksManager::get(); mgr.set_on_wnd_proc( [](HWND h, UINT msg, WPARAM wp, LPARAM lp) -> std::optional { if (!show_menu) return std::nullopt; ImGui_ImplWin32_WndProcHandler(h, msg, wp, lp); return true; }); std::ignore = mgr.hook_wnd_proc(desc.OutputWindow); g_initialized = true; } void on_execute_command_lists(ID3D12CommandQueue* queue, UINT, ID3D12CommandList* const*) { if (!g_command_queue) { const D3D12_COMMAND_QUEUE_DESC desc = queue->GetDesc(); if (desc.Type == D3D12_COMMAND_LIST_TYPE_DIRECT) g_command_queue = queue; } } void on_present(IDXGISwapChain* swap_chain, UINT, UINT) { if (!g_initialized) { if (!g_init_attempted && g_command_queue) init(swap_chain); return; } if (!g_command_queue) return; if (g_frames.empty() || !g_rtv_heap) { if (!create_render_targets(swap_chain)) return; } if (!g_command_list) { if (!create_command_objects()) return; } if (!g_fence) { if (!create_sync_objects()) return; } if (GetAsyncKeyState(VK_INSERT) & 1) show_menu = !show_menu; if (!show_menu) return; ImGui_ImplDX12_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); ImGui::GetIO().MouseDrawCursor = true; ImGui::ShowDemoWindow(); ImGui::EndFrame(); const UINT buf_idx = g_swap_chain->GetCurrentBackBufferIndex(); if (buf_idx >= g_frames.size()) return; auto& fc = g_frames[buf_idx]; wait_for_frame(fc); if (FAILED(fc.command_allocator->Reset())) return; if (FAILED(g_command_list->Reset(fc.command_allocator, nullptr))) return; D3D12_RESOURCE_BARRIER barrier{}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = fc.render_target; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; g_command_list->ResourceBarrier(1, &barrier); g_command_list->OMSetRenderTargets(1, &fc.rtv_handle, FALSE, nullptr); g_command_list->SetDescriptorHeaps(1, &g_srv_heap); ImGui::Render(); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_command_list); barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; g_command_list->ResourceBarrier(1, &barrier); if (FAILED(g_command_list->Close())) return; ID3D12CommandList* cmd_lists[] = {g_command_list}; g_command_queue->ExecuteCommandLists(1, cmd_lists); std::ignore = signal_frame(fc); } void on_resize_buffers(IDXGISwapChain*, UINT, UINT, UINT, DXGI_FORMAT, UINT) { wait_for_gpu(); release_command_objects(); release_frame_contexts(); } void release_dx12_resources() { wait_for_gpu(); release_command_objects(); release_frame_contexts(); release_sync_objects(); if (g_srv_heap) { g_srv_heap->Release(); g_srv_heap = nullptr; } if (g_swap_chain) { g_swap_chain->Release(); g_swap_chain = nullptr; } if (g_device) { g_device->Release(); g_device = nullptr; } } } // namespace BOOL WINAPI DllMain(HINSTANCE h_instance, DWORD reason, LPVOID) { if (reason == DLL_PROCESS_ATTACH) { DisableThreadLibraryCalls(h_instance); CreateThread( nullptr, 0, [](LPVOID) -> DWORD { while (!GetModuleHandle("d3d12.dll")) Sleep(100); auto& mgr = omath::hooks::HooksManager::get(); mgr.set_on_present(on_present); mgr.set_on_resize_buffers(on_resize_buffers); mgr.set_on_execute_command_lists(on_execute_command_lists); std::ignore = mgr.hook_dx12(); return 0; }, nullptr, 0, nullptr); } else if (reason == DLL_PROCESS_DETACH) { auto& mgr = omath::hooks::HooksManager::get(); mgr.unhook_wnd_proc(); mgr.unhook_dx12(); if (g_initialized) { ImGui_ImplDX12_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); } release_dx12_resources(); } return TRUE; }