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|
// Copyright 2009-2022 The Mumble Developers. All rights reserved.
// Use of this source code is governed by a BSD-style license
// that can be found in the LICENSE file at the root of the
// Mumble source tree or at <https://www.mumble.info/LICENSE>.
#include "lib.h"
#include "overlay.hex"
#include <d3d10.h>
#include <time.h>
D3D10Data *d3d10 = nullptr;
static bool bHooked = false;
static HardHook hhAddRef;
static HardHook hhRelease;
typedef HRESULT(__stdcall *CreateDXGIFactoryType)(REFIID, void **);
typedef HRESULT(__stdcall *D3D10CreateDeviceAndSwapChainType)(IDXGIAdapter *, D3D10_DRIVER_TYPE, HMODULE, UINT, UINT,
DXGI_SWAP_CHAIN_DESC *, IDXGISwapChain **,
ID3D10Device **);
typedef HRESULT(__stdcall *D3D10CreateStateBlockType)(ID3D10Device *, D3D10_STATE_BLOCK_MASK *, ID3D10StateBlock **);
typedef HRESULT(__stdcall *D3D10StateBlockMaskEnableAllType)(D3D10_STATE_BLOCK_MASK *);
typedef HRESULT(__stdcall *D3D10CreateEffectFromMemoryType)(void *, SIZE_T, UINT, ID3D10Device *, ID3D10EffectPool *,
ID3D10Effect **);
typedef ULONG(__stdcall *AddRefType)(ID3D10Device *);
typedef ULONG(__stdcall *ReleaseType)(ID3D10Device *);
#define HMODREF(mod, func) func##Type p##func = (func##Type) GetProcAddress(mod, #func)
struct SimpleVec3 {
FLOAT x;
FLOAT y;
FLOAT z;
SimpleVec3(FLOAT _x, FLOAT _y, FLOAT _z) : x(_x), y(_y), z(_z) {}
};
struct SimpleVec2 {
FLOAT x;
FLOAT y;
SimpleVec2(FLOAT _x, FLOAT _y) : x(_x), y(_y) {}
};
struct SimpleVertex {
SimpleVec3 Pos;
SimpleVec2 Tex;
};
class D10State : protected Pipe {
public:
ULONG lHighMark;
LONG initRefCount;
LONG refCount;
LONG myRefCount;
D3D10_VIEWPORT vp;
ID3D10Device *pDevice;
IDXGISwapChain *pSwapChain;
ID3D10StateBlock *pOrigStateBlock;
ID3D10StateBlock *pMyStateBlock;
ID3D10RenderTargetView *pRTV;
ID3D10Effect *pEffect;
ID3D10EffectTechnique *pTechnique;
ID3D10EffectShaderResourceVariable *pDiffuseTexture;
ID3D10InputLayout *pVertexLayout;
ID3D10Buffer *pVertexBuffer;
ID3D10Buffer *pIndexBuffer;
ID3D10BlendState *pBlendState;
ID3D10Texture2D *pTexture;
ID3D10ShaderResourceView *pSRView;
clock_t timeT;
unsigned int frameCount;
D10State(IDXGISwapChain *, ID3D10Device *);
virtual ~D10State();
bool init();
void draw();
virtual void blit(unsigned int x, unsigned int y, unsigned int w, unsigned int h);
virtual void setRect();
virtual void newTexture(unsigned int w, unsigned int h);
};
typedef map< IDXGISwapChain *, D10State * > SwapchainMap;
SwapchainMap chains;
typedef map< ID3D10Device *, D10State * > DeviceMap;
DeviceMap devices;
D10State::D10State(IDXGISwapChain *pSwapChain, ID3D10Device *pDevice) {
this->pSwapChain = pSwapChain;
this->pDevice = pDevice;
lHighMark = initRefCount = refCount = myRefCount = 0;
ZeroMemory(&vp, sizeof(vp));
pOrigStateBlock = nullptr;
pMyStateBlock = nullptr;
pRTV = nullptr;
pEffect = nullptr;
pTechnique = nullptr;
pDiffuseTexture = nullptr;
pVertexLayout = nullptr;
pVertexBuffer = nullptr;
pIndexBuffer = nullptr;
pBlendState = nullptr;
pTexture = nullptr;
pSRView = nullptr;
timeT = clock();
frameCount = 0;
pDevice->AddRef();
initRefCount = pDevice->Release();
}
void D10State::blit(unsigned int x, unsigned int y, unsigned int w, unsigned int h) {
HRESULT hr;
ods("D3D10: Blit %d %d %d %d", x, y, w, h);
if (!pTexture || !pSRView || uiLeft == uiRight)
return;
D3D10_MAPPED_TEXTURE2D mappedTex;
hr = pTexture->Map(D3D10CalcSubresource(0, 0, 1), D3D10_MAP_WRITE_DISCARD, 0, &mappedTex);
if (FAILED(hr)) {
ods("D3D10: Failed map");
}
UCHAR *pTexels = (UCHAR *) mappedTex.pData;
for (unsigned int r = 0; r < uiHeight; ++r) {
unsigned char *sptr = a_ucTexture + r * uiWidth * 4;
unsigned char *dptr = reinterpret_cast< unsigned char * >(pTexels) + r * mappedTex.RowPitch;
memcpy(dptr, sptr, uiWidth * 4);
}
pTexture->Unmap(D3D10CalcSubresource(0, 0, 1));
}
void D10State::setRect() {
HRESULT hr;
ods("D3D10: SetRect");
float w = static_cast< float >(uiWidth);
float h = static_cast< float >(uiHeight);
float left = static_cast< float >(uiLeft) - 0.5f;
float top = static_cast< float >(uiTop) - 0.5f;
float right = static_cast< float >(uiRight) + 0.5f;
float bottom = static_cast< float >(uiBottom) + 0.5f;
float texl = (left) / w;
float text = (top) / h;
float texr = (right + 1.0f) / w;
float texb = (bottom + 1.0f) / h;
left = 2.0f * (left / vp.Width) - 1.0f;
right = 2.0f * (right / vp.Width) - 1.0f;
top = -2.0f * (top / vp.Height) + 1.0f;
bottom = -2.0f * (bottom / vp.Height) + 1.0f;
ods("D3D10: Vertex (%f %f) (%f %f)", left, top, right, bottom);
// Create vertex buffer
SimpleVertex vertices[] = {
{ SimpleVec3(left, top, 0.5f), SimpleVec2(texl, text) },
{ SimpleVec3(right, top, 0.5f), SimpleVec2(texr, text) },
{ SimpleVec3(right, bottom, 0.5f), SimpleVec2(texr, texb) },
{ SimpleVec3(left, bottom, 0.5f), SimpleVec2(texl, texb) },
};
void *pData = nullptr;
hr = pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pData);
memcpy(pData, vertices, sizeof(vertices));
ods("D3D10: Map %lx %d", hr, sizeof(vertices));
pVertexBuffer->Unmap();
}
void D10State::newTexture(unsigned int w, unsigned int h) {
HRESULT hr;
ods("D3D10: newTexture %d %d", w, h);
if (pTexture) {
pTexture->Release();
pTexture = nullptr;
}
if (pSRView) {
pSRView->Release();
pSRView = nullptr;
}
D3D10_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = w;
desc.Height = h;
desc.MipLevels = desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
hr = pDevice->CreateTexture2D(&desc, nullptr, &pTexture);
if (FAILED(hr)) {
pTexture = nullptr;
ods("D3D10: Failed to create texture.");
return;
}
D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = desc.Format;
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
hr = pDevice->CreateShaderResourceView(pTexture, &srvDesc, &pSRView);
if (FAILED(hr)) {
pSRView = nullptr;
pTexture->Release();
pTexture = nullptr;
ods("D3D10: Failed to create resource view.");
return;
}
}
bool D10State::init() {
static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateEffectFromMemory);
static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateStateBlock);
static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10StateBlockMaskEnableAll);
if (!pD3D10CreateEffectFromMemory || !pD3D10CreateStateBlock || !pD3D10StateBlockMaskEnableAll) {
ods("D3D10: Could not get handles for all required D3D10 state initialization functions");
return false;
}
HRESULT hr;
D3D10_STATE_BLOCK_MASK StateBlockMask;
ZeroMemory(&StateBlockMask, sizeof(StateBlockMask));
hr = pD3D10StateBlockMaskEnableAll(&StateBlockMask);
if (FAILED(hr)) {
ods("D3D10: D3D10StateBlockMaskEnableAll failed");
return false;
}
hr = pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pOrigStateBlock);
if (FAILED(hr)) {
ods("D3D10: D3D10CreateStateBlock for pOrigStateBlock failed");
return false;
}
hr = pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pMyStateBlock);
if (FAILED(hr)) {
ods("D3D10: D3D10CreateStateBlock for pMyStateBlock failed");
return false;
}
hr = pOrigStateBlock->Capture();
if (FAILED(hr)) {
ods("D3D10: Failed to store original state block during init");
return false;
}
ID3D10Texture2D *pBackBuffer = nullptr;
hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID *) &pBackBuffer);
if (FAILED(hr)) {
ods("D3D10: pSwapChain->GetBuffer failure!");
return false;
}
pDevice->ClearState();
D3D10_TEXTURE2D_DESC backBufferSurfaceDesc;
pBackBuffer->GetDesc(&backBufferSurfaceDesc);
ZeroMemory(&vp, sizeof(vp));
vp.Width = backBufferSurfaceDesc.Width;
vp.Height = backBufferSurfaceDesc.Height;
vp.MinDepth = 0;
vp.MaxDepth = 1;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
pDevice->RSSetViewports(1, &vp);
hr = pDevice->CreateRenderTargetView(pBackBuffer, nullptr, &pRTV);
if (FAILED(hr)) {
ods("D3D10: pDevice->CreateRenderTargetView failed!");
return false;
}
pDevice->OMSetRenderTargets(1, &pRTV, nullptr);
// Settings for an "over" operation.
// https://en.wikipedia.org/w/index.php?title=Alpha_compositing&oldid=580659153#Description
D3D10_BLEND_DESC blend;
ZeroMemory(&blend, sizeof(blend));
blend.BlendEnable[0] = TRUE;
blend.SrcBlend = D3D10_BLEND_ONE;
blend.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
blend.BlendOp = D3D10_BLEND_OP_ADD;
blend.SrcBlendAlpha = D3D10_BLEND_ONE;
blend.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
blend.BlendOpAlpha = D3D10_BLEND_OP_ADD;
blend.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
hr = pDevice->CreateBlendState(&blend, &pBlendState);
if (FAILED(hr)) {
ods("D3D10: pDevice->CreateBlendState failed!");
return false;
}
pDevice->OMSetBlendState(pBlendState, nullptr, 0xffffffff);
hr = pD3D10CreateEffectFromMemory((void *) g_main, sizeof(g_main), 0, pDevice, nullptr, &pEffect);
if (FAILED(hr)) {
ods("D3D10: D3D10CreateEffectFromMemory failed!");
return false;
}
pTechnique = pEffect->GetTechniqueByName("Render");
if (!pTechnique) {
ods("D3D10: Could not get technique for name 'Render'");
return false;
}
pDiffuseTexture = pEffect->GetVariableByName("txDiffuse")->AsShaderResource();
if (!pDiffuseTexture) {
ods("D3D10: Could not get variable by name 'txDiffuse'");
return false;
}
pTexture = nullptr;
pSRView = nullptr;
// Define the input layout
D3D10_INPUT_ELEMENT_DESC layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = sizeof(layout) / sizeof(layout[0]);
// Create the input layout
D3D10_PASS_DESC PassDesc;
hr = pTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
if (FAILED(hr)) {
ods("D3D10: Couldn't get pass description for technique");
return false;
}
hr = pDevice->CreateInputLayout(layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize,
&pVertexLayout);
if (FAILED(hr)) {
ods("D3D10: pDevice->CreateInputLayout failure!");
return false;
}
pDevice->IASetInputLayout(pVertexLayout);
D3D10_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D10_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(SimpleVertex) * 4;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
hr = pDevice->CreateBuffer(&bd, nullptr, &pVertexBuffer);
if (FAILED(hr)) {
ods("D3D10: pDevice->CreateBuffer failure!");
return false;
}
DWORD indices[] = {
0, 1, 3, 1, 2, 3,
};
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = sizeof(DWORD) * 6;
bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = indices;
hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer);
if (FAILED(hr)) {
ods("D3D10: pDevice->CreateBuffer failure!");
return false;
}
// Set index buffer
pDevice->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set primitive topology
pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
hr = pMyStateBlock->Capture();
if (FAILED(hr)) {
ods("D3D10: Failed to capture newly created state block");
return false;
}
hr = pOrigStateBlock->Apply();
if (FAILED(hr)) {
ods("D3D10: Failed to restore original state block during init");
return false;
}
pBackBuffer->Release();
return true;
}
D10State::~D10State() {
if (pBlendState)
pBlendState->Release();
if (pVertexBuffer)
pVertexBuffer->Release();
if (pIndexBuffer)
pIndexBuffer->Release();
if (pVertexLayout)
pVertexLayout->Release();
if (pEffect)
pEffect->Release();
if (pRTV)
pRTV->Release();
if (pTexture)
pTexture->Release();
if (pSRView)
pSRView->Release();
if (pMyStateBlock) {
pMyStateBlock->ReleaseAllDeviceObjects();
pMyStateBlock->Release();
}
if (pOrigStateBlock) {
pOrigStateBlock->ReleaseAllDeviceObjects();
pOrigStateBlock->Release();
}
}
void D10State::draw() {
clock_t t = clock();
float elapsed = static_cast< float >(t - timeT) / CLOCKS_PER_SEC;
++frameCount;
if (elapsed > OVERLAY_FPS_INTERVAL) {
OverlayMsg om;
om.omh.uiMagic = OVERLAY_MAGIC_NUMBER;
om.omh.uiType = OVERLAY_MSGTYPE_FPS;
om.omh.iLength = sizeof(OverlayMsgFps);
om.omf.fps = frameCount / elapsed;
sendMessage(om);
frameCount = 0;
timeT = t;
}
checkMessage(vp.Width, vp.Height);
if (a_ucTexture && pSRView && (uiLeft != uiRight)) {
HRESULT hr;
pOrigStateBlock->Capture();
pMyStateBlock->Apply();
D3D10_TECHNIQUE_DESC techDesc;
pTechnique->GetDesc(&techDesc);
// Set vertex buffer
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset);
hr = pDiffuseTexture->SetResource(pSRView);
if (FAILED(hr))
ods("D3D10: Failed to set resource");
for (UINT p = 0; p < techDesc.Passes; ++p) {
pTechnique->GetPassByIndex(p)->Apply(0);
pDevice->DrawIndexed(6, 0, 0);
}
pOrigStateBlock->Apply();
}
}
// D3D10 specific logic for the Present function.
void presentD3D10(IDXGISwapChain *pSwapChain) {
ID3D10Device *pDevice = nullptr;
HRESULT hr = pSwapChain->GetDevice(__uuidof(ID3D10Device), (void **) &pDevice);
if (SUCCEEDED(hr) && pDevice) {
SwapchainMap::iterator it = chains.find(pSwapChain);
D10State *ds = it != chains.end() ? it->second : nullptr;
if (ds && ds->pDevice != pDevice) {
ods("D3D10: SwapChain device changed");
devices.erase(ds->pDevice);
delete ds;
ds = nullptr;
}
if (!ds) {
ods("D3D10: New state");
ds = new D10State(pSwapChain, pDevice);
if (!ds->init()) {
pDevice->Release();
delete ds;
return;
}
chains[pSwapChain] = ds;
devices[pDevice] = ds;
}
ds->draw();
pDevice->Release();
} else {
#ifdef EXTENDED_OVERLAY_DEBUGOUTPUT
// DXGI is used for multiple D3D versions. Thus, it is possible a device
// associated with the DXGISwapChain may very well not be a D3D10 one,
// in which case we can safely ignore it.
ods("D3D10: Could not draw because ID3D10Device could not be retrieved.");
#endif
}
}
void resizeD3D10(IDXGISwapChain *pSwapChain) {
// Remove the D10State from our "cache" (= Invalidate)
SwapchainMap::iterator it = chains.find(pSwapChain);
if (it != chains.end()) {
D10State *ds = it->second;
devices.erase(ds->pDevice);
chains.erase(it);
delete ds;
}
}
static ULONG __stdcall myAddRef(ID3D10Device *pDevice) {
// TODO: Move logic to HardHook.
// Call base without active hook in case of no trampoline.
AddRefType oAddRef = (AddRefType) hhAddRef.call;
hhAddRef.restore();
ULONG res = oAddRef(pDevice);
hhAddRef.inject();
Mutex m;
DeviceMap::iterator it = devices.find(pDevice);
if (it != devices.end()) {
it->second->lHighMark = res;
}
return res;
}
static ULONG __stdcall myRelease(ID3D10Device *pDevice) {
// TODO: Move logic to HardHook.
// Call base without active hook in case of no trampoline.
ReleaseType oRelease = (ReleaseType) hhRelease.call;
hhRelease.restore();
ULONG res = oRelease(pDevice);
hhRelease.inject();
Mutex m;
DeviceMap::iterator it = devices.find(pDevice);
if (it != devices.end()) {
D10State *ds = it->second;
// If we are receiving a lot of subsequent releases lets eagerly drop
// our state object. If the device presents something again a state
// object is created again just fine anyway.
if (res < ds->lHighMark / 2) {
ods("D3D10: Deleting resources %u < 0.5 * %u", res, ds->lHighMark);
devices.erase(it);
chains.erase(ds->pSwapChain);
delete ds;
ods("D3D10: Deleted");
ds = nullptr;
}
}
return res;
}
static void HookAddRelease(voidFunc vfAdd, voidFunc vfRelease) {
ods("D3D10: Injecting device add/remove");
hhAddRef.setup(vfAdd, reinterpret_cast< voidFunc >(myAddRef));
hhRelease.setup(vfRelease, reinterpret_cast< voidFunc >(myRelease));
}
static void hookD3D10(HMODULE hD3D10, bool preonly);
void checkDXGI10Hook(bool preonly) {
static bool bCheckHookActive = false;
if (bCheckHookActive) {
ods("D3D10: Recursion in checkDXGI10Hook");
return;
}
if (d3d10->offsetAddRef == 0 || d3d10->offsetRelease == 0) {
return;
}
bCheckHookActive = true;
HMODULE hD3D10 = GetModuleHandleW(L"D3D10CORE.DLL");
if (hD3D10) {
if (!bHooked) {
hookD3D10(hD3D10, preonly);
}
} else {
#ifdef EXTENDED_OVERLAY_DEBUGOUTPUT
if (hDXGI) {
ods("D3D10: No DXGI.DLL found as loaded. No hooking at this point.");
} else {
ods("D3D10: No D3D10CORE.DLL found as loaded. No hooking at this point.");
}
#endif
}
bCheckHookActive = false;
}
/// @param hD3D10 must be a valid module handle
void hookD3D10(HMODULE hD3D10, bool preonly) {
// Add a ref to ourselves; we do NOT want to get unloaded directly from this process.
HMODULE hTempSelf = nullptr;
GetModuleHandleEx(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, reinterpret_cast< LPCTSTR >(&hookD3D10), &hTempSelf);
bHooked = true;
wchar_t modulename[MODULEFILEPATH_BUFLEN];
GetModuleFileNameW(hD3D10, modulename, ARRAY_NUM_ELEMENTS(modulename));
if (_wcsicmp(d3d10->wcFileName, modulename) == 0) {
unsigned char *raw = (unsigned char *) hD3D10;
HookAddRelease((voidFunc)(raw + d3d10->offsetAddRef), (voidFunc)(raw + d3d10->offsetRelease));
} else if (!preonly) {
ods("D3D10: Interface changed, can't rawpatch. Current: %ls ; Previously: %ls", modulename, d3d10->wcFileName);
} else {
bHooked = false;
}
}
/// Prepares DXGI and D3D10 data by trying to determining the module filepath
/// and function offsets in memory.
/// (This data can later be used for hooking / code injection.
///
/// Adjusts the data behind the global variables dxgi and d3d10.
void PrepareDXGI10(IDXGIAdapter1 *pAdapter, bool initializeDXGIData) {
if (!dxgi || !d3d10 || !pAdapter)
return;
ods("D3D10: Preparing static data for DXGI and D3D10 Injection");
d3d10->wcFileName[0] = 0;
d3d10->offsetAddRef = 0;
d3d10->offsetRelease = 0;
HMODULE hD3D10 = LoadLibrary("D3D10.DLL");
if (hD3D10) {
HWND hwnd = CreateWindowW(L"STATIC", L"Mumble DXGI Window", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
640, 480, 0, nullptr, nullptr, 0);
D3D10CreateDeviceAndSwapChainType pD3D10CreateDeviceAndSwapChain =
reinterpret_cast< D3D10CreateDeviceAndSwapChainType >(
GetProcAddress(hD3D10, "D3D10CreateDeviceAndSwapChain"));
DXGI_SWAP_CHAIN_DESC desc;
ZeroMemory(&desc, sizeof(desc));
RECT rcWnd;
GetClientRect(hwnd, &rcWnd);
desc.BufferDesc.Width = rcWnd.right - rcWnd.left;
desc.BufferDesc.Height = rcWnd.bottom - rcWnd.top;
ods("D3D10: Got ClientRect W %d H %d", desc.BufferDesc.Width, desc.BufferDesc.Height);
desc.BufferDesc.RefreshRate.Numerator = 60;
desc.BufferDesc.RefreshRate.Denominator = 1;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
desc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
desc.OutputWindow = hwnd;
desc.Windowed = true;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
IDXGISwapChain *pSwapChain = nullptr;
ID3D10Device *pDevice = nullptr;
HRESULT hr = pD3D10CreateDeviceAndSwapChain(pAdapter, D3D10_DRIVER_TYPE_HARDWARE, nullptr, 0, D3D10_SDK_VERSION,
&desc, &pSwapChain, &pDevice);
if (FAILED(hr))
ods("D3D10: pD3D10CreateDeviceAndSwapChain failure!");
if (pDevice && pSwapChain) {
// For VC++ the vtable is located at the base addr. of the object and each function entry is a single
// pointer. Since p.e. the base classes of IDXGISwapChain have a total of 8 functions the 8+Xth entry points
// to the Xth added function in the derived interface.
void ***vtbl = (void ***) pSwapChain;
void *pPresent = (*vtbl)[8];
boost::optional< size_t > offset =
GetFnOffsetInModule(reinterpret_cast< voidFunc >(pPresent), dxgi->wcFileName,
ARRAY_NUM_ELEMENTS(dxgi->wcFileName), "D3D10", "Present");
if (offset) {
if (initializeDXGIData) {
dxgi->offsetPresent = *offset;
ods("D3D10: Successfully found Present offset: %ls: %d", dxgi->wcFileName, dxgi->offsetPresent);
} else {
if (dxgi->offsetPresent == *offset) {
ods("D3D10: Successfully verified Present offset: %ls: %d", dxgi->wcFileName,
dxgi->offsetPresent);
} else {
ods("D3D10: Failed to verify Present offset for %ls. Found %d, but previously found %d.",
dxgi->wcFileName, offset, dxgi->offsetPresent);
}
}
}
void *pResize = (*vtbl)[13];
offset = GetFnOffsetInModule(reinterpret_cast< voidFunc >(pResize), dxgi->wcFileName,
ARRAY_NUM_ELEMENTS(dxgi->wcFileName), "D3D10", "ResizeBuffers");
if (offset) {
if (initializeDXGIData) {
dxgi->offsetResize = *offset;
ods("D3D10: Successfully found ResizeBuffers offset: %ls: %d", dxgi->wcFileName,
dxgi->offsetResize);
} else {
if (dxgi->offsetResize == *offset) {
ods("D3D10: Successfully verified ResizeBuffers offset: %ls: %d", dxgi->wcFileName,
dxgi->offsetResize);
} else {
ods("D3D10: Failed to verify ResizeBuffers offset for %ls. Found %d, but previously found %d.",
dxgi->wcFileName, offset, dxgi->offsetResize);
}
}
}
vtbl = (void ***) pDevice;
void *pAddRef = (*vtbl)[1];
offset = GetFnOffsetInModule(reinterpret_cast< voidFunc >(pAddRef), d3d10->wcFileName,
ARRAY_NUM_ELEMENTS(d3d10->wcFileName), "D3D10", "AddRef");
if (offset) {
d3d10->offsetAddRef = *offset;
ods("D3D10: Successfully found AddRef offset: %ls: %d", d3d10->wcFileName, d3d10->offsetAddRef);
}
void *pRelease = (*vtbl)[2];
offset = GetFnOffsetInModule(reinterpret_cast< voidFunc >(pRelease), d3d10->wcFileName,
ARRAY_NUM_ELEMENTS(d3d10->wcFileName), "D3D10", "Release");
if (offset) {
d3d10->offsetRelease = *offset;
ods("D3D10: Successfully found Release offset: %ls: %d", d3d10->wcFileName, d3d10->offsetRelease);
}
}
if (pDevice)
pDevice->Release();
if (pSwapChain)
pSwapChain->Release();
DestroyWindow(hwnd);
} else {
FreeLibrary(hD3D10);
}
}
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