dxgi_testing

This commit is contained in:
goat 2019-12-29 02:14:43 +09:00
parent 45f3e17acb
commit b5bb5a0077
10 changed files with 592 additions and 3 deletions

3
.gitmodules vendored Normal file
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@ -0,0 +1,3 @@
[submodule "lib/ImGui.NET"]
path = lib/ImGui.NET
url = https://github.com/ff-meli/ImGui.NET.git

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@ -23,7 +23,7 @@
<DocumentationFile></DocumentationFile>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="EasyHook" Version="2.7.7097" />
<PackageReference Include="EasyHook" Version="2.7.6270" />
<PackageReference Include="Newtonsoft.Json" Version="11.0.2" />
</ItemGroup>
<ItemGroup>

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@ -4,6 +4,7 @@ using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using System.Windows.Forms;
using Dalamud.DiscordBot;
using Dalamud.Game.Chat;
@ -34,6 +35,7 @@ namespace Dalamud.Injector {
process = Process.Start(
"C:\\Program Files (x86)\\SquareEnix\\FINAL FANTASY XIV - A Realm Reborn\\game\\ffxiv_dx11.exe",
"DEV.TestSID=0 DEV.UseSqPack=1 DEV.DataPathType=1 DEV.LobbyHost01=127.0.0.1 DEV.LobbyPort01=54994 DEV.LobbyHost02=127.0.0.1 DEV.LobbyPort02=54994 DEV.LobbyHost03=127.0.0.1 DEV.LobbyPort03=54994 DEV.LobbyHost04=127.0.0.1 DEV.LobbyPort04=54994 DEV.LobbyHost05=127.0.0.1 DEV.LobbyPort05=54994 DEV.LobbyHost06=127.0.0.1 DEV.LobbyPort06=54994 DEV.LobbyHost07=127.0.0.1 DEV.LobbyPort07=54994 DEV.LobbyHost08=127.0.0.1 DEV.LobbyPort08=54994 SYS.Region=0 language=1 version=1.0.0.0 DEV.MaxEntitledExpansionID=2 DEV.GMServerHost=127.0.0.1 DEV.GameQuitMessageBox=0");
Thread.Sleep(10000);
break;
default:
process = Process.GetProcessById(pid);

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@ -7,6 +7,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Dalamud", "Dalamud\Dalamud.
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Dalamud.Injector", "Dalamud.Injector\Dalamud.Injector.csproj", "{5B832F73-5F54-4ADC-870F-D0095EF72C9A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ImGui.NET-472", "lib\ImGui.NET\src\ImGui.NET-472\ImGui.NET-472.csproj", "{0483026E-C6CE-4B1A-AA68-46544C08140B}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -31,6 +33,14 @@ Global
{5B832F73-5F54-4ADC-870F-D0095EF72C9A}.Release|Any CPU.Build.0 = Release|Any CPU
{5B832F73-5F54-4ADC-870F-D0095EF72C9A}.Release|x64.ActiveCfg = Release|x64
{5B832F73-5F54-4ADC-870F-D0095EF72C9A}.Release|x64.Build.0 = Release|x64
{0483026E-C6CE-4B1A-AA68-46544C08140B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{0483026E-C6CE-4B1A-AA68-46544C08140B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{0483026E-C6CE-4B1A-AA68-46544C08140B}.Debug|x64.ActiveCfg = Debug|Any CPU
{0483026E-C6CE-4B1A-AA68-46544C08140B}.Debug|x64.Build.0 = Debug|Any CPU
{0483026E-C6CE-4B1A-AA68-46544C08140B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{0483026E-C6CE-4B1A-AA68-46544C08140B}.Release|Any CPU.Build.0 = Release|Any CPU
{0483026E-C6CE-4B1A-AA68-46544C08140B}.Release|x64.ActiveCfg = Release|Any CPU
{0483026E-C6CE-4B1A-AA68-46544C08140B}.Release|x64.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -14,7 +14,9 @@ using Dalamud.Game.ClientState.Actors.Types;
using Dalamud.Game.ClientState.Actors.Types.NonPlayer;
using Dalamud.Game.Command;
using Dalamud.Game.Internal;
using Dalamud.Game.Internal.DXGI;
using Dalamud.Game.Internal.Gui;
using Dalamud.Game.Internal.Network;
using Dalamud.Game.Network;
using Dalamud.Plugin;
using Serilog;
@ -49,6 +51,8 @@ namespace Dalamud {
internal readonly WinSockHandlers WinSock2;
internal readonly SwapChain deviceHandler;
public Dalamud(DalamudStartInfo info) {
this.StartInfo = info;
this.Configuration = DalamudConfiguration.Load(info.ConfigurationPath);
@ -81,6 +85,8 @@ namespace Dalamud {
this.WinSock2 = new WinSockHandlers();
this.deviceHandler = new SwapChain(this, this.sigScanner);
try {
this.PluginManager.LoadPlugins();
} catch (Exception ex) {

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@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Target">
<PlatformTarget>AnyCPU</PlatformTarget>
<TargetFramework>net471</TargetFramework>
<TargetFramework>net48</TargetFramework>
<LangVersion>8.0</LangVersion>
<Platforms>AnyCPU;x64</Platforms>
</PropertyGroup>
@ -41,13 +41,19 @@
</ItemGroup>
<ItemGroup>
<PackageReference Include="Discord.Net" Version="2.1.0" />
<PackageReference Include="EasyHook" Version="2.7.7097" />
<PackageReference Include="EasyHook" Version="2.7.6270" />
<PackageReference Include="Google.Cloud.Translation.V2" Version="1.1.0" />
<PackageReference Include="Newtonsoft.Json" Version="11.0.2" />
<PackageReference Include="PropertyChanged.Fody" Version="2.6.1" />
<PackageReference Include="Serilog" Version="2.6.0" />
<PackageReference Include="Serilog.Sinks.Async" Version="1.1.0" />
<PackageReference Include="Serilog.Sinks.File" Version="4.0.0" />
<PackageReference Include="SharpDX" Version="4.2.0" />
<PackageReference Include="SharpDX.Direct3D11" Version="4.2.0" />
<PackageReference Include="SharpDX.DXGI" Version="4.2.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\lib\ImGui.NET\src\ImGui.NET-472\ImGui.NET-472.csproj" />
</ItemGroup>
<ItemGroup>
<Reference Include="System.Net.Http" />

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@ -0,0 +1,450 @@
using ImGuiNET;
using SharpDX;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.Mathematics.Interop;
using System;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Buffer = SharpDX.Direct3D11.Buffer;
using Device = SharpDX.Direct3D11.Device;
using MapFlags = SharpDX.Direct3D11.MapFlags;
namespace Dalamud.Game.Internal.DXGI
{
/// <summary>
/// Currently undocumented because it is a horrible mess.
/// A near-direct port of https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_dx11.cpp
/// State backup was removed because ImGui does it poorly and SharpDX makes it worse; state caching should
/// be the responsibility of the main render application anyway (which for most uses of this class does not
/// exist at all)
/// </summary>
public class ImGuiImplDx11
{
private IntPtr _renderNamePtr;
private Device _device;
private DeviceContext _deviceContext;
private ShaderResourceView _fontResourceView;
private SamplerState _fontSampler;
private VertexShader _vertexShader;
private PixelShader _pixelShader;
private InputLayout _inputLayout;
private Buffer _vertexConstantBuffer;
private BlendState _blendState;
private RasterizerState _rasterizerState;
private DepthStencilState _depthStencilState;
private Buffer _vertexBuffer;
private Buffer _indexBuffer;
private int _vertexBufferSize;
private int _indexBufferSize;
private VertexBufferBinding _vertexBinding;
// so we don't make a temporary object every frame
private RawColor4 _blendColor = new RawColor4(0, 0, 0, 0);
public void SetupRenderState(ImDrawDataPtr drawData)
{
// Setup viewport
_deviceContext.Rasterizer.SetViewport(0, 0, drawData.DisplaySize.X, drawData.DisplaySize.Y);
// Setup shader and vertex buffers
_deviceContext.InputAssembler.InputLayout = _inputLayout;
_vertexBinding.Buffer = _vertexBuffer;
_deviceContext.InputAssembler.SetVertexBuffers(0, _vertexBinding);
_deviceContext.InputAssembler.SetIndexBuffer(_indexBuffer, Format.R16_UInt, 0);
_deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
_deviceContext.VertexShader.Set(_vertexShader);
_deviceContext.VertexShader.SetConstantBuffer(0, _vertexConstantBuffer);
_deviceContext.PixelShader.Set(_pixelShader);
_deviceContext.PixelShader.SetSampler(0, _fontSampler);
_deviceContext.GeometryShader.Set(null);
_deviceContext.HullShader.Set(null);
_deviceContext.DomainShader.Set(null);
_deviceContext.ComputeShader.Set(null);
// Setup blend state
_deviceContext.OutputMerger.BlendState = _blendState;
_deviceContext.OutputMerger.BlendFactor = _blendColor;
_deviceContext.OutputMerger.DepthStencilState = _depthStencilState;
_deviceContext.Rasterizer.State = _rasterizerState;
}
public void RenderDrawData(ImDrawDataPtr drawData)
{
// Avoid rendering when minimized
if (drawData.DisplaySize.X <= 0 || drawData.DisplaySize.Y <= 0)
{
return;
}
if (!drawData.Valid || drawData.CmdListsCount == 0)
{
return;
}
//drawData.ScaleClipRects(ImGui.GetIO().DisplayFramebufferScale);
// Create and grow vertex/index buffers if needed
if (_vertexBuffer == null || _vertexBufferSize < drawData.TotalVtxCount)
{
_vertexBuffer?.Dispose();
_vertexBufferSize = drawData.TotalVtxCount + 5000;
_vertexBuffer = new Buffer(_device, new BufferDescription
{
Usage = ResourceUsage.Dynamic,
SizeInBytes = Unsafe.SizeOf<ImDrawVert>() * _vertexBufferSize,
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None
});
// (Re)make this here rather than every frame
_vertexBinding = new VertexBufferBinding
{
Buffer = _vertexBuffer,
Stride = Unsafe.SizeOf<ImDrawVert>(),
Offset = 0
};
}
if (_indexBuffer == null || _indexBufferSize < drawData.TotalIdxCount)
{
_indexBuffer?.Dispose();
_indexBufferSize = drawData.TotalIdxCount + 10000;
_indexBuffer = new Buffer(_device, new BufferDescription
{
Usage = ResourceUsage.Dynamic,
SizeInBytes = sizeof(ushort) * _indexBufferSize, // ImGui.NET doesn't provide an ImDrawIdx, but their sample uses ushort
BindFlags = BindFlags.IndexBuffer,
CpuAccessFlags = CpuAccessFlags.Write
});
}
// Upload vertex/index data into a single contiguous GPU buffer
int vertexOffset = 0, indexOffset = 0;
var vertexData = _deviceContext.MapSubresource(_vertexBuffer, 0, MapMode.WriteDiscard, MapFlags.None).DataPointer;
var indexData = _deviceContext.MapSubresource(_indexBuffer, 0, MapMode.WriteDiscard, MapFlags.None).DataPointer;
for (int n = 0; n < drawData.CmdListsCount; n++)
{
var cmdList = drawData.CmdListsRange[n];
unsafe
{
System.Buffer.MemoryCopy(cmdList.VtxBuffer.Data.ToPointer(),
(ImDrawVert*)vertexData + vertexOffset,
Unsafe.SizeOf<ImDrawVert>() * _vertexBufferSize,
Unsafe.SizeOf<ImDrawVert>() * cmdList.VtxBuffer.Size);
System.Buffer.MemoryCopy(cmdList.IdxBuffer.Data.ToPointer(),
(ushort*)indexData + indexOffset,
sizeof(ushort) * _indexBufferSize,
sizeof(ushort) * cmdList.IdxBuffer.Size);
vertexOffset += cmdList.VtxBuffer.Size;
indexOffset += cmdList.IdxBuffer.Size;
}
}
_deviceContext.UnmapSubresource(_vertexBuffer, 0);
_deviceContext.UnmapSubresource(_indexBuffer, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from drawData.DisplayPos (top left) to drawData.DisplayPos+drawData.DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
var L = drawData.DisplayPos.X;
var R = drawData.DisplayPos.X + drawData.DisplaySize.X;
var T = drawData.DisplayPos.Y;
var B = drawData.DisplayPos.Y + drawData.DisplaySize.Y;
var mvp = new float[]
{
2f/(R-L), 0, 0, 0,
0, 2f/(T-B), 0, 0,
0, 0, 0.5f, 0,
(R+L)/(L-R), (T+B)/(B-T), 0.5f, 1f
};
var constantBuffer = _deviceContext.MapSubresource(_vertexConstantBuffer, 0, MapMode.WriteDiscard, MapFlags.None).DataPointer;
unsafe
{
fixed (void* mvpPtr = mvp)
{
System.Buffer.MemoryCopy(mvpPtr, constantBuffer.ToPointer(), 16 * sizeof(float), 16 * sizeof(float));
}
}
_deviceContext.UnmapSubresource(_vertexConstantBuffer, 0);
// Setup desired DX state
SetupRenderState(drawData);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
vertexOffset = 0;
indexOffset = 0;
var clipOff = drawData.DisplayPos;
for (int n = 0; n < drawData.CmdListsCount; n++)
{
var cmdList = drawData.CmdListsRange[n];
for (int cmd = 0; cmd < cmdList.CmdBuffer.Size; cmd++)
{
var pcmd = cmdList.CmdBuffer[cmd];
if (pcmd.UserCallback != IntPtr.Zero)
{
// TODO
throw new NotImplementedException();
}
else
{
// Apply scissor/clipping rectangle
_deviceContext.Rasterizer.SetScissorRectangle((int)(pcmd.ClipRect.X - clipOff.X), (int)(pcmd.ClipRect.Y - clipOff.Y), (int)(pcmd.ClipRect.Z - clipOff.X), (int)(pcmd.ClipRect.W - clipOff.Y));
// Bind texture, Draw
// TODO: might be nice to store samplers for loaded textures so that we can look them up and apply them here
// rather than just always using the font sampler
var textureSrv = ShaderResourceView.FromPointer<ShaderResourceView>(pcmd.TextureId);
_deviceContext.PixelShader.SetShaderResource(0, textureSrv);
_deviceContext.DrawIndexed((int)pcmd.ElemCount, (int)(pcmd.IdxOffset + indexOffset), (int)(pcmd.VtxOffset + vertexOffset));
}
}
indexOffset += cmdList.IdxBuffer.Size;
vertexOffset += cmdList.VtxBuffer.Size;
}
}
public void CreateFontsTexture()
{
var io = ImGui.GetIO();
// Build texture atlas
io.Fonts.GetTexDataAsRGBA32(out IntPtr fontPixels, out int fontWidth, out int fontHeight, out int fontBytesPerPixel);
// Upload texture to graphics system
var texDesc = new Texture2DDescription
{
Width = fontWidth,
Height = fontHeight,
MipLevels = 1,
ArraySize = 1,
Format = Format.R8G8B8A8_UNorm,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Immutable,
BindFlags = BindFlags.ShaderResource,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
};
using (var fontTexture = new Texture2D(_device, texDesc, new DataRectangle(fontPixels, fontWidth * fontBytesPerPixel)))
{
// Create texture view
_fontResourceView = new ShaderResourceView(_device, fontTexture, new ShaderResourceViewDescription
{
Format = texDesc.Format,
Dimension = ShaderResourceViewDimension.Texture2D,
Texture2D = { MipLevels = texDesc.MipLevels }
});
}
// Store our identifier
io.Fonts.SetTexID(_fontResourceView.NativePointer);
io.Fonts.ClearTexData();
// Create texture sampler
_fontSampler = new SamplerState(_device, new SamplerStateDescription
{
Filter = Filter.MinMagMipLinear,
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
MipLodBias = 0,
ComparisonFunction = Comparison.Always,
MinimumLod = 0,
MaximumLod = 0
});
}
public bool CreateDeviceObjects()
{
if (_device == null)
{
return false;
}
if (_fontSampler != null)
{
InvalidateDeviceObjects();
}
// Create the vertex shader
byte[] shaderData;
var assembly = Assembly.GetExecutingAssembly();
using (var stream = assembly.GetManifestResourceStream("imgui-vertex.hlsl.bytes"))
{
shaderData = new byte[stream.Length];
stream.Read(shaderData, 0, shaderData.Length);
}
_vertexShader = new VertexShader(_device, shaderData);
// Create the input layout
_inputLayout = new InputLayout(_device, shaderData, new[]
{
new InputElement("POSITION", 0, Format.R32G32_Float, 0),
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0),
new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 0)
});
// Create the constant buffer
_vertexConstantBuffer = new Buffer(_device, new BufferDescription
{
Usage = ResourceUsage.Dynamic,
BindFlags = BindFlags.ConstantBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = 16 * sizeof(float)
});
// Create the pixel shader
using (var stream = assembly.GetManifestResourceStream("imgui-frag.hlsl.bytes"))
{
shaderData = new byte[stream.Length];
stream.Read(shaderData, 0, shaderData.Length);
}
_pixelShader = new PixelShader(_device, shaderData);
// Create the blending setup
// ...of course this was setup in a way that can't be done inline
var blendStateDesc = new BlendStateDescription();
blendStateDesc.AlphaToCoverageEnable = false;
blendStateDesc.RenderTarget[0].IsBlendEnabled = true;
blendStateDesc.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
blendStateDesc.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
blendStateDesc.RenderTarget[0].BlendOperation = BlendOperation.Add;
blendStateDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.InverseSourceAlpha;
blendStateDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
blendStateDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
blendStateDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
_blendState = new BlendState(_device, blendStateDesc);
// Create the rasterizer state
_rasterizerState = new RasterizerState(_device, new RasterizerStateDescription
{
FillMode = FillMode.Solid,
CullMode = CullMode.None,
IsScissorEnabled = true,
IsDepthClipEnabled = true
});
// Create the depth-stencil State
_depthStencilState = new DepthStencilState(_device, new DepthStencilStateDescription
{
IsDepthEnabled = false,
DepthWriteMask = DepthWriteMask.All,
DepthComparison = Comparison.Always,
IsStencilEnabled = false,
FrontFace =
{
FailOperation = StencilOperation.Keep,
DepthFailOperation = StencilOperation.Keep,
PassOperation = StencilOperation.Keep,
Comparison = Comparison.Always
},
BackFace =
{
FailOperation = StencilOperation.Keep,
DepthFailOperation = StencilOperation.Keep,
PassOperation = StencilOperation.Keep,
Comparison = Comparison.Always
}
});
CreateFontsTexture();
return true;
}
public void InvalidateDeviceObjects()
{
if (_device == null)
{
return;
}
_fontSampler?.Dispose();
_fontSampler = null;
_fontResourceView?.Dispose();
_fontResourceView = null;
ImGui.GetIO().Fonts.SetTexID(IntPtr.Zero);
_indexBuffer?.Dispose();
_indexBuffer = null;
_vertexBuffer?.Dispose();
_vertexBuffer = null;
_blendState?.Dispose();
_blendState = null;
_depthStencilState?.Dispose();
_depthStencilState = null;
_rasterizerState?.Dispose();
_rasterizerState = null;
_pixelShader?.Dispose();
_pixelShader = null;
_vertexConstantBuffer?.Dispose();
_vertexConstantBuffer = null;
_inputLayout?.Dispose();
_inputLayout = null;
_vertexShader?.Dispose();
_vertexShader = null;
}
public void Init(Device dev, DeviceContext ctx)
{
ImGui.GetIO().BackendFlags = ImGui.GetIO().BackendFlags | ImGuiBackendFlags.RendererHasVtxOffset;
// BackendRendererName is readonly (and null) in ImGui.NET for some reason, but we can hack it via its internal pointer
_renderNamePtr = Marshal.StringToHGlobalAnsi("imgui_impl_dx11_c#");
unsafe
{
ImGui.GetIO().NativePtr->BackendRendererName = (byte*)_renderNamePtr.ToPointer();
}
_device = dev;
_deviceContext = ctx;
// SharpDX also doesn't allow reference managment
}
public void Shutdown()
{
InvalidateDeviceObjects();
// we don't own these, so no Dispose()
_device = null;
_deviceContext = null;
if (_renderNamePtr != IntPtr.Zero)
{
Marshal.FreeHGlobal(_renderNamePtr);
_renderNamePtr = IntPtr.Zero;
}
}
public void NewFrame()
{
if (_fontSampler == null)
{
CreateDeviceObjects();
}
}
}
}

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@ -0,0 +1,91 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Dalamud.Hooking;
using ImGuiNET;
using Serilog;
using SharpDX.Direct3D11;
namespace Dalamud.Game.Internal.DXGI {
public sealed class SwapChain : IDisposable {
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate IntPtr PresentDelegate(IntPtr swapChain, uint a2, uint a3);
private readonly Hook<PresentDelegate> presentHook;
private SwapChainAddressResolver Address { get; }
private readonly Dalamud dalamud;
private const string deviceguid = "3d3e0379-f9de-4d58-bb6c-18d62992f1a6";
public SwapChain(Dalamud dalamud, SigScanner scanner) {
this.dalamud = dalamud;
Address = new SwapChainAddressResolver();
Address.Setup(scanner);
Log.Verbose("===== S W A P C H A I N =====");
Log.Verbose("Present address {Present}", Address.Present);
this.presentHook =
new Hook<PresentDelegate>(Address.Present,
new PresentDelegate(PresentDetour),
this);
Enable();
}
public void Enable() {
this.presentHook.Enable();
}
public void Dispose() {
this.presentHook.Dispose();
}
private ImGuiImplDx11 impl;
private IntPtr PresentDetour(IntPtr swapChain, uint a2, uint a3) {
if (this.impl == null) {
var ret = this.presentHook.Original(swapChain, a2, a3);
Log.Debug($"CDXGISwapChain::Present: swapChain->{swapChain.ToInt64():X} a2->{a2:X} a3->{a3:X} RET=>{ret.ToInt64():X}");
var s = new SharpDX.DXGI.SwapChain(swapChain);
var d = s.GetDevice<Device>();
var ctx = d.ImmediateContext;
//s.GetDevice(Guid.Parse(deviceguid), out var device);
Log.Verbose($"DEVICE: {d.NativePointer.ToInt64():X} CONTEXT: {ctx.NativePointer.ToInt64():X}");
ImGui.CreateContext();
ImGui.StyleColorsDark();
this.impl = new ImGuiImplDx11();
this.impl.Init(d, d.ImmediateContext);
Log.Debug("Init OK");
return ret;
} else {
this.impl.NewFrame();
Log.Debug("IMPL NewFrame OK");
ImGui.NewFrame();
Log.Debug("NewFrame OK");
ImGui.ShowDemoWindow();
Log.Debug("ShowDemoWindow OK");
ImGui.Render();
Log.Debug("Render OK");
this.impl.RenderDrawData(ImGui.GetDrawData());
Log.Debug("RenderDrawData OK");
return this.presentHook.Original(swapChain, a2, a3);
}
}
}
}

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@ -0,0 +1,20 @@
using System;
using System.Diagnostics;
using System.Linq;
using Serilog;
namespace Dalamud.Game.Internal.DXGI
{
public sealed class SwapChainAddressResolver : BaseAddressResolver {
public IntPtr Present { get; private set; }
protected override void Setup64Bit(SigScanner sig) {
var module = Process.GetCurrentProcess().Modules.Cast<ProcessModule>().First(m => m.ModuleName == "dxgi.dll");
Log.Debug($"Found DXGI: {module.BaseAddress.ToInt64():X}");
var scanner = new SigScanner(module);
Present = scanner.ScanModule("48 89 5C 24 ?? 48 89 74 24 ?? 55 57 41 56 48 8D 6C 24 ??");
}
}
}

1
lib/ImGui.NET Submodule

@ -0,0 +1 @@
Subproject commit 85b836ac617a39560043c4add1e82e14ef0b1157