forked from doitsujin/atelier-sync-fix
-
Notifications
You must be signed in to change notification settings - Fork 0
/
impl.cpp
498 lines (432 loc) · 34.6 KB
/
impl.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
#include <algorithm>
#include <array>
#include <bit>
#include <cstdint>
#include <mutex>
#include <basetsd.h>
#include <d3d11.h>
#include <minwindef.h>
#include <winnt.h>
#include "impl.h"
#include "minhook/include/MinHook.h"
#include "Shaderbool.h"
#include "Shaders/Default.h"
#include "Shaders/Grass.h"
#include "Shaders/Particle1.h"
#include "Shaders/Player.h"
#include "Shaders/RadialBlur.h"
#include "Shaders/Shadow.h"
#include "Shaders/SkyBox.h"
#include "Shaders/Spherical.h"
#include "Shaders/Terrain.h"
#include "Shaders/Tex.h"
#include "Shaders/VolumeFog.h"
#include "util.h"
namespace atfix {
extern "C" bool IsAMD();
/** Hooking-related stuff */
using PFN_ID3D11Device_CreateVertexShader = HRESULT(STDMETHODCALLTYPE*) (ID3D11Device*, const void*, SIZE_T, ID3D11ClassLinkage*, ID3D11VertexShader**);
using PFN_ID3D11Device_CreatePixelShader = HRESULT(STDMETHODCALLTYPE*) (ID3D11Device*, const void*, SIZE_T, ID3D11ClassLinkage*, ID3D11PixelShader**);
struct DeviceProcs {
PFN_ID3D11Device_CreateVertexShader CreateVertexShader = nullptr;
PFN_ID3D11Device_CreatePixelShader CreatePixelShader = nullptr;
};
static mutex g_hookMutex;
static mutex g_globalMutex;
DeviceProcs g_deviceProcs;
constexpr uint32_t HOOK_DEVICE = (1U << 0);
uint32_t g_installedHooks = 0U;
const DeviceProcs* getDeviceProcs(ID3D11Device* pDevice) {
return &g_deviceProcs;
}
// This game hates when other shaders
// don't have a vertex shader when doing
// pixel shader changes, but it's fine the other way around.
HRESULT STDMETHODCALLTYPE ID3D11Device_CreateVertexShader(
ID3D11Device* pDevice,
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11VertexShader** ppVertexShader) {
const auto* procs = getDeviceProcs(pDevice);
const volatile uint32_t QualityVal = *std::bit_cast<uint32_t*>(atfix::SettingsAddress);
const volatile uint32_t TextureVal = *std::bit_cast<uint32_t*>(&atfix::SettingsAddress + 4);
static constexpr std::array<uint32_t, 4> ParticleShader1 = { 0x231fb2e6, 0xc211f72b, 0x1a0b5fbb, 0xe9e36557 };
static constexpr std::array<uint32_t, 4> ParticleShader2 = { 0x003ca944, 0x7fb09127, 0xed8e5b6e, 0x4cbdd6e9 };
static constexpr std::array<uint32_t, 4> VolumeFogShader = { 0xdf94514a, 0xbe2cf252, 0xf86fcdba, 0x640e1563 };
static constexpr std::array<uint32_t, 4> GrassShader = { 0x5272db3c, 0xdc7a397a, 0xb7bf11d5, 0x078d9485 };
static constexpr std::array<uint32_t, 4> ShadowPlayerShader = { 0xe4c7cd57, 0xbc029e48, 0xabcb38c1, 0xeae68c10 };
static constexpr std::array<uint32_t, 4> ShadowPropShader = { 0xefbe9f94, 0x5c300015, 0x29ab6626, 0xb640836c };
static constexpr std::array<uint32_t, 4> TerrainShader = { 0xe0dfec90, 0xc8480b86, 0x20262b5d, 0xf0ace17e };
static constexpr std::array<uint32_t, 4> DefaultShader = { 0x49d8396e, 0x5b9dfd57, 0xb4f45dba, 0xe6d8b741 };
static constexpr std::array<uint32_t, 4> PlayerShader = { 0xe8462ec7, 0xd4f1f7cc, 0x68fe051f, 0xe00219ea };
static constexpr std::array<uint32_t, 4> SkyBoxShader = { 0x8b1472b4, 0xed87bde5, 0x202fd66c, 0x80b1ce96 };
static constexpr std::array<uint32_t, 4> SkyBoxAniShader = { 0x1003ef76, 0x5d689bc0, 0x8042f17a, 0x52709a00 };
const auto* hash = std::bit_cast<const uint32_t*>(std::bit_cast<const uint8_t*>(pShaderBytecode) + 4);
const bool AMD = IsAMD();
if (std::equal(ParticleShader1.begin(), ParticleShader1.end(), hash)) {
if (!Particle1B) {
Particle1B = true;
log("Particle found");
}
if (AMD) {
return procs->CreateVertexShader(pDevice, FIXED_PARTICLE_SHADER1.data(), FIXED_PARTICLE_SHADER1.size(), pClassLinkage, ppVertexShader);
} else {
return procs->CreateVertexShader(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, ppVertexShader);
}
} else if (std::equal(ParticleShader2.begin(), ParticleShader2.end(), hash)) {
if (!Particle2B) {
Particle2B = true;
log("Particle Iterate found");
}
if (AMD) {
return procs->CreateVertexShader(pDevice, FIXED_PARTICLE_SHADER2.data(), FIXED_PARTICLE_SHADER2.size(), pClassLinkage, ppVertexShader);
} else {
return procs->CreateVertexShader(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, ppVertexShader);
}
}
else if (std::equal(VolumeFogShader.begin(), VolumeFogShader.end(), hash) && (QualityVal < 2)) {
if (!VolumeFogB) {
VolumeFogB = true;
log("Volumefog found");
}
return procs->CreateVertexShader(pDevice, NO_VOLUMEFOG_SHADER.data(), NO_VOLUMEFOG_SHADER.size(), pClassLinkage, ppVertexShader);
} else if (std::equal(GrassShader.begin(), GrassShader.end(), hash) && (QualityVal < 2)) {
if (!GrassB) {
GrassB = true;
log("Grass found");
}
return procs->CreateVertexShader(pDevice, SIMPLIFIED_VS_GRASS_SHADER.data(), SIMPLIFIED_VS_GRASS_SHADER.size(), pClassLinkage, ppVertexShader);
} else if (std::equal(ShadowPlayerShader.begin(), ShadowPlayerShader.end(), hash) && (QualityVal < 2)) {
if (!ShadowPlayerB) {
ShadowPlayerB = true;
log("Shadow Player found");
}
return procs->CreateVertexShader(pDevice, FIXED_PLAYER_SHADOW_SHADER.data(), FIXED_PLAYER_SHADOW_SHADER.size(), pClassLinkage, ppVertexShader);
} else if (std::equal(ShadowPropShader.begin(), ShadowPropShader.end(), hash) && (QualityVal < 2)) {
if (!ShadowPropB) {
ShadowPropB = true;
log("Shadow Prop found");
}
return procs->CreateVertexShader(pDevice, FIXED_PROP_SHADOW_SHADER.data(), FIXED_PROP_SHADOW_SHADER.size(), pClassLinkage, ppVertexShader);
}
else if (std::equal(TerrainShader.begin(), TerrainShader.end(), hash) && (QualityVal == 2)) {
if (!TerrainB) {
TerrainB = true;
log("Terrain found");
}
return procs->CreateVertexShader(pDevice, LOW_VS_TERRAIN_SHADER.data(), LOW_VS_TERRAIN_SHADER.size(), pClassLinkage, ppVertexShader);
}
else if (std::equal(PlayerShader.begin(), PlayerShader.end(), hash) && (TextureVal == 0)) {
if (!VSPlayerB) {
VSPlayerB = true;
log("VS Player found");
}
return procs->CreateVertexShader(pDevice, SIMPLIFIED_VS_PLAYER_SHADER.data(), SIMPLIFIED_VS_PLAYER_SHADER.size(), pClassLinkage, ppVertexShader);
}
else if (std::equal(DefaultShader.begin(), DefaultShader.end(), hash)) {
if (!DefaultB) {
DefaultB = true;
log("Default found");
}
return procs->CreateVertexShader(pDevice, SIMPLIFIED_VS_DEFAULT_SHADER.data(), SIMPLIFIED_VS_DEFAULT_SHADER.size(), pClassLinkage, ppVertexShader);
}
else if (std::equal(SkyBoxShader.begin(), SkyBoxShader.end(), hash)) {
if (!SkyBoxB) {
SkyBoxB = true;
log("SkyBox found");
}
return procs->CreateVertexShader(pDevice, VS_SKYBOX.data(), VS_SKYBOX.size(), pClassLinkage, ppVertexShader);
}
else if (std::equal(SkyBoxAniShader.begin(), SkyBoxAniShader.end(), hash)) {
if (!SkyBoxAniB) {
SkyBoxAniB = true;
log("SkyBox Ani found");
}
return procs->CreateVertexShader(pDevice, VS_SKYBOX_ANI.data(), VS_SKYBOX_ANI.size(), pClassLinkage, ppVertexShader);
}
return procs->CreateVertexShader(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, ppVertexShader);
}
HRESULT STDMETHODCALLTYPE ID3D11Device_CreatePixelShader(
ID3D11Device* pDevice,
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D11ClassLinkage* pClassLinkage,
ID3D11PixelShader** ppPixelShader) {
const auto* procs = getDeviceProcs(pDevice);
const volatile uint32_t QualityVal = *std::bit_cast<uint32_t*>(atfix::SettingsAddress);
const volatile uint32_t TextureVal = *std::bit_cast<uint32_t*>(&atfix::SettingsAddress + 4);
static constexpr std::array<uint32_t, 4> TexShader = { 0x4342435a, 0xd5824908, 0x23e6147a, 0x3ec4c9ea };
static constexpr std::array<uint32_t, 4> RadialShader = { 0xcf3dfb4b, 0x6c82c337, 0xec6459ee, 0x0a2b4c01 };
static constexpr std::array<uint32_t, 4> GrassShader = { 0xb2f29488, 0x210994ca, 0x07510660, 0x301d1575 };
static constexpr std::array<uint32_t, 4> ShadowShader = { 0xbb5a2d0a, 0x29d139b7, 0x40992005, 0xf3b46588 };
static constexpr std::array<uint32_t, 4> TerrainShader = { 0x74a9f538, 0x75cb0ce6, 0x3da09498, 0x7bc641bd };
static constexpr std::array<uint32_t, 4> DefaultShader = { 0x5cbbb737, 0x265384da, 0x36d6d037, 0x1b052f54 };
static constexpr std::array<uint32_t, 4> SphericalShader = { 0xba0db34b, 0xd2bc2581, 0x36622cd8, 0xacd2a10c };
static constexpr std::array<uint32_t, 4> PlayerHairShader = { 0xbbc7bc71, 0xf2d316d1, 0xaba24d5f, 0xd9b9460d };
static constexpr std::array<uint32_t, 4> PlayerFaceShader = { 0x8cd3d34a, 0x50d06bec, 0x40d80094, 0x2beeabc2 };
static constexpr std::array<uint32_t, 4> PlayerCostumeShader = { 0xa28f0898, 0xf65ab2ec, 0x2736d0ab, 0x34b5d802 };
static constexpr std::array<uint32_t, 4> SkyBoxShader = { 0x6ef64758, 0xb4bf8c73, 0x37b6097d, 0x357e47ef };
static constexpr std::array<uint32_t, 4> SkyBoxAniShader = { 0x6306d045, 0x71e3ab0e, 0x1036971b, 0x1534b744 };
const auto* hash = std::bit_cast<const uint32_t*>(std::bit_cast<const uint8_t*>(pShaderBytecode) + 4);
if (std::equal(TexShader.begin(), TexShader.end(), hash)) {
if (!DiffVolTexB) {
DiffVolTexB = true;
log("DiffVolTex found");
}
return procs->CreatePixelShader(pDevice, SIMPLIFIED_TEX_SHADER.data(), SIMPLIFIED_TEX_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(RadialShader.begin(), RadialShader.end(), hash) && (QualityVal < 2)) {
if (!RadialBlurB) {
RadialBlurB = true;
log("RadialBlur found");
}
return procs->CreatePixelShader(pDevice, NO_RADIALBLUR_SHADER.data(), NO_RADIALBLUR_SHADER.size(), pClassLinkage, ppPixelShader);
} else if (std::equal(GrassShader.begin(), GrassShader.end(), hash) && (QualityVal < 2)) {
return procs->CreatePixelShader(pDevice, SIMPLIFIED_FS_GRASS_SHADER.data(), SIMPLIFIED_FS_GRASS_SHADER.size(), pClassLinkage, ppPixelShader);
} else if (std::equal(ShadowShader.begin(), ShadowShader.end(), hash) && (TextureVal == 0)) {
if (!FragmentShadowB) {
FragmentShadowB = true;
log("Fragment Shadow found");
}
return procs->CreatePixelShader(pDevice, SIMPLIFIED_FS_SHADOW_SHADER.data(), SIMPLIFIED_FS_SHADOW_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(SphericalShader.begin(), SphericalShader.end(), hash) && (QualityVal < 2)) {
if (!SphericalB) {
SphericalB = true;
log("Spherical Map found");
}
return procs->CreatePixelShader(pDevice, SIMPLIFIED_FS_HIGH_SPHERICAL_SHADER.data(), SIMPLIFIED_FS_HIGH_SPHERICAL_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(TerrainShader.begin(), TerrainShader.end(), hash) && (QualityVal == 2)) {
return procs->CreatePixelShader(pDevice, LOW_FS_TERRAIN_SHADER.data(), LOW_FS_TERRAIN_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(DefaultShader.begin(), DefaultShader.end(), hash) && (QualityVal == 2)) {
return procs->CreatePixelShader(pDevice, SIMPLIFIED_FS_DEFAULT_SHADER.data(), SIMPLIFIED_FS_DEFAULT_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(SphericalShader.begin(), SphericalShader.end(), hash) && (QualityVal == 2)) {
if (!SphericalB) {
SphericalB = true;
log("Spherical Map found");
}
return procs->CreatePixelShader(pDevice, SIMPLIFIED_FS_LOW_SPHERICAL_SHADER.data(), SIMPLIFIED_FS_LOW_SPHERICAL_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(PlayerHairShader.begin(), PlayerHairShader.end(), hash) && (QualityVal == 2)) {
if (!PlayerHairB) {
PlayerHairB = true;
log("Player Hair found");
}
return procs->CreatePixelShader(pDevice, SIMPLIFIED_FS_HAIR_PLAYER_SHADER.data(), SIMPLIFIED_FS_HAIR_PLAYER_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(PlayerFaceShader.begin(), PlayerFaceShader.end(), hash) && (QualityVal == 2)) {
if (!PlayerFaceB) {
PlayerFaceB = true;
log("Player Face found");
}
return procs->CreatePixelShader(pDevice, SIMPLIFIED_FS_FACE_PLAYER_SHADER.data(), SIMPLIFIED_FS_FACE_PLAYER_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(PlayerCostumeShader.begin(), PlayerCostumeShader.end(), hash) && (QualityVal == 2)) {
if (!PlayerBodyB) {
PlayerBodyB = true;
log("Player Body found");
}
return procs->CreatePixelShader(pDevice, SIMPLIFIED_FS_COSTUME_PLAYER_SHADER.data(), SIMPLIFIED_FS_COSTUME_PLAYER_SHADER.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(SkyBoxShader.begin(), SkyBoxShader.end(), hash)) {
return procs->CreatePixelShader(pDevice, FS_SKYBOX.data(), FS_SKYBOX.size(), pClassLinkage, ppPixelShader);
}
else if (std::equal(SkyBoxAniShader.begin(), SkyBoxAniShader.end(), hash)) {
return procs->CreatePixelShader(pDevice, FS_SKYBOX_ANI.data(), FS_SKYBOX_ANI.size(), pClassLinkage, ppPixelShader);
}
return procs->CreatePixelShader(pDevice, pShaderBytecode, BytecodeLength, pClassLinkage, ppPixelShader);
}
#define HOOK_PROC(iface, object, table, index, proc) \
hookProc(object, #iface "::" #proc, &table->proc, &iface ## _ ## proc, index)
template<typename T>
void hookProc(void* pObject, const char* pName, T** ppOrig, T* pHook, uint32_t index) {
void** vtbl = *std::bit_cast<void***>(pObject);
MH_STATUS mh = MH_CreateHook(vtbl[index],
std::bit_cast<void*>(pHook),
std::bit_cast<void**>(ppOrig));
if (mh) {
if (mh != MH_ERROR_ALREADY_CREATED) {
#ifndef NDEBUG
log("Failed to create hook for ", pName, ": ", MH_StatusToString(mh));
#endif
}
return;
}
mh = MH_EnableHook(vtbl[index]);
if (mh) {
#ifndef NDEBUG
log("Failed to enable hook for ", pName, ": ", MH_StatusToString(mh));
#endif
return;
}
#ifndef NDEBUG
log("Created hook for ", pName, " @ ", reinterpret_cast<void*>(pHook));
#endif
}
void hookDevice(ID3D11Device* pDevice) {
const std::lock_guard lock(g_hookMutex);
if (g_installedHooks & HOOK_DEVICE) {
return;
}
#ifndef NDEBUG
log("Hooking device ", pDevice);
#endif
DeviceProcs* procs = &g_deviceProcs;
HOOK_PROC(ID3D11Device, pDevice, procs, 12, CreateVertexShader);
HOOK_PROC(ID3D11Device, pDevice, procs, 15, CreatePixelShader);
g_installedHooks |= HOOK_DEVICE;
}
class ContextWrapper final : public ID3D11DeviceContext {
ID3D11DeviceContext* ctx;
LONG refcnt;
public:
ContextWrapper(ID3D11DeviceContext* ctx_) : ctx(ctx_), refcnt(1) {}
// IUnknown
HRESULT QueryInterface(REFIID riid, void** ppvObject) override {
LPOLESTR iidstr;
if (StringFromIID(riid, &iidstr) == S_OK) {
char buf[64] = {};
WideCharToMultiByte(CP_UTF8, 0, iidstr, -1, buf, sizeof(buf), nullptr, nullptr);
#ifndef NDEBUG
log("ID3D11DeviceContext QueryInterface ", buf);
#endif
CoTaskMemFree(iidstr);
} else {
#ifndef NDEBUG
log("ID3D11DeviceContext QueryInterface <failed to get iid str>");
#endif
}
return ctx->QueryInterface(riid, ppvObject);
}
ULONG AddRef() override { return InterlockedAdd(&refcnt, 1); }
ULONG Release() override {
ULONG res = InterlockedAdd(&refcnt, -1);
if (res == 0) {
ctx->Release();
delete this;
}
return res;
}
// ID3D11DeviceChild
void STDMETHODCALLTYPE GetDevice(ID3D11Device** ppDevice) override { ctx->GetDevice(ppDevice); }
HRESULT STDMETHODCALLTYPE GetPrivateData(REFGUID guid, UINT* pDataSize, void* pData) override { return ctx->GetPrivateData(guid, pDataSize, pData); }
HRESULT STDMETHODCALLTYPE SetPrivateData(REFGUID guid, UINT DataSize, const void* pData) override { return ctx->SetPrivateData(guid, DataSize, pData); }
HRESULT STDMETHODCALLTYPE SetPrivateDataInterface(REFGUID guid, const IUnknown* pData) override { return ctx->SetPrivateDataInterface(guid, pData); }
// ID3D11DeviceContext
void VSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) override { ctx->VSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void PSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) override { ctx->PSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void PSSetShader(ID3D11PixelShader* pPixelShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) override { ctx->PSSetShader(pPixelShader, ppClassInstances, NumClassInstances); }
void PSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) override { ctx->PSSetSamplers(StartSlot, NumSamplers, ppSamplers); }
void VSSetShader(ID3D11VertexShader* pVertexShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) override { ctx->VSSetShader(pVertexShader, ppClassInstances, NumClassInstances); }
void DrawIndexed(UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation) override { ctx->DrawIndexed(IndexCount, StartIndexLocation, BaseVertexLocation); }
void Draw(UINT VertexCount, UINT StartVertexLocation) override { ctx->Draw(VertexCount, StartVertexLocation); }
HRESULT Map(ID3D11Resource* pResource, UINT Subresource, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource) override { return ctx->Map(pResource, Subresource, MapType, MapFlags, pMappedResource); }
void Unmap(ID3D11Resource* pResource, UINT Subresource) override { ctx->Unmap(pResource, Subresource); }
void PSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) override { ctx->PSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void IASetInputLayout(ID3D11InputLayout* pInputLayout) override { ctx->IASetInputLayout(pInputLayout); }
void IASetVertexBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppVertexBuffers, const UINT* pStrides, const UINT* pOffsets) override { ctx->IASetVertexBuffers(StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets); }
void IASetIndexBuffer(ID3D11Buffer* pIndexBuffer, DXGI_FORMAT Format, UINT Offset) override { ctx->IASetIndexBuffer(pIndexBuffer, Format, Offset); }
void DrawIndexedInstanced(UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation) override { ctx->DrawIndexedInstanced(IndexCountPerInstance, InstanceCount, StartIndexLocation, BaseVertexLocation, StartInstanceLocation); }
void DrawInstanced(UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation) override { ctx->DrawInstanced(VertexCountPerInstance, InstanceCount, StartVertexLocation, StartInstanceLocation); }
void GSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) override { ctx->GSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void GSSetShader(ID3D11GeometryShader* pShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) override { ctx->GSSetShader(pShader, ppClassInstances, NumClassInstances); }
void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY Topology) override { ctx->IASetPrimitiveTopology(Topology); }
void VSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) override { ctx->VSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void VSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) override { ctx->VSSetSamplers(StartSlot, NumSamplers, ppSamplers); }
void Begin(ID3D11Asynchronous* pAsync) override { ctx->Begin(pAsync); }
void End(ID3D11Asynchronous* pAsync) override { ctx->End(pAsync); }
HRESULT GetData(ID3D11Asynchronous* pAsync, void* pData, UINT DataSize, UINT GetDataFlags) override { return ctx->GetData(pAsync, pData, DataSize, GetDataFlags); }
void SetPredication(ID3D11Predicate* pPredicate, BOOL PredicateValue) override { ctx->SetPredication(pPredicate, PredicateValue); }
void GSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) override { ctx->GSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void GSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) override { ctx->GSSetSamplers(StartSlot, NumSamplers, ppSamplers); }
void OMSetBlendState(ID3D11BlendState* pBlendState, const FLOAT BlendFactor[4], UINT SampleMask) override { ctx->OMSetBlendState(pBlendState, BlendFactor, SampleMask); }
void OMSetDepthStencilState(ID3D11DepthStencilState* pDepthStencilState, UINT StencilRef) override { ctx->OMSetDepthStencilState(pDepthStencilState, StencilRef); }
void SOSetTargets(UINT NumBuffers, ID3D11Buffer* const* ppSOTargets, const UINT* pOffsets) override { ctx->SOSetTargets(NumBuffers, ppSOTargets, pOffsets); }
void DrawAuto() override { ctx->DrawAuto(); }
void DrawIndexedInstancedIndirect(ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) override { ctx->DrawIndexedInstancedIndirect(pBufferForArgs, AlignedByteOffsetForArgs); }
void DrawInstancedIndirect(ID3D11Buffer* pBufferForArgs, UINT AlignedByteOffsetForArgs) override { ctx->DrawInstancedIndirect(pBufferForArgs, AlignedByteOffsetForArgs); }
void RSSetState(ID3D11RasterizerState* pRasterizerState) override { ctx->RSSetState(pRasterizerState); }
void RSSetViewports(UINT NumViewports, const D3D11_VIEWPORT* pViewports) override { ctx->RSSetViewports(NumViewports, pViewports); }
void RSSetScissorRects(UINT NumRects, const D3D11_RECT* pRects) override { ctx->RSSetScissorRects(NumRects, pRects); }
void CopyStructureCount(ID3D11Buffer* pDstBuffer, UINT DstAlignedByteOffset, ID3D11UnorderedAccessView* pSrcView) override { ctx->CopyStructureCount(pDstBuffer, DstAlignedByteOffset, pSrcView); }
void ClearDepthStencilView(ID3D11DepthStencilView* pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil) override { ctx->ClearDepthStencilView(pDepthStencilView, ClearFlags, Depth, Stencil); }
void GenerateMips(ID3D11ShaderResourceView* pShaderResourceView) override { ctx->GenerateMips(pShaderResourceView); }
void SetResourceMinLOD(ID3D11Resource* pResource, FLOAT MinLOD) override { ctx->SetResourceMinLOD(pResource, MinLOD); }
FLOAT GetResourceMinLOD(ID3D11Resource* pResource) override { return ctx->GetResourceMinLOD(pResource); }
void ResolveSubresource(ID3D11Resource* pDstResource, UINT DstSubresource, ID3D11Resource* pSrcResource, UINT SrcSubresource, DXGI_FORMAT Format) override { ctx->ResolveSubresource(pDstResource, DstSubresource, pSrcResource, SrcSubresource, Format); }
void ExecuteCommandList(ID3D11CommandList* pCommandList, BOOL RestoreContextState) override { ctx->ExecuteCommandList(pCommandList, RestoreContextState); }
void HSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) override { ctx->HSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void HSSetShader(ID3D11HullShader* pHullShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) override { ctx->HSSetShader(pHullShader, ppClassInstances, NumClassInstances); }
void HSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) override { ctx->HSSetSamplers(StartSlot, NumSamplers, ppSamplers); }
void HSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) override { ctx->HSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void DSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) override { ctx->DSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void DSSetShader(ID3D11DomainShader* pDomainShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) override { ctx->DSSetShader(pDomainShader, ppClassInstances, NumClassInstances); }
void DSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) override { ctx->DSSetSamplers(StartSlot, NumSamplers, ppSamplers); }
void DSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) override { ctx->DSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void CSSetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView* const* ppShaderResourceViews) override { ctx->CSSetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void CSSetUnorderedAccessViews(UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, const UINT* pUAVInitialCounts) override { ctx->CSSetUnorderedAccessViews(StartSlot, NumUAVs, ppUnorderedAccessViews, pUAVInitialCounts); }
void CSSetShader(ID3D11ComputeShader* pComputeShader, ID3D11ClassInstance* const* ppClassInstances, UINT NumClassInstances) override { ctx->CSSetShader(pComputeShader, ppClassInstances, NumClassInstances); }
void CSSetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState* const* ppSamplers) override { ctx->CSSetSamplers(StartSlot, NumSamplers, ppSamplers); }
void CSSetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* ppConstantBuffers) override { ctx->CSSetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void VSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) override { ctx->VSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void PSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) override { ctx->PSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void PSGetShader(ID3D11PixelShader** ppPixelShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) override { ctx->PSGetShader(ppPixelShader, ppClassInstances, pNumClassInstances); }
void PSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) override { ctx->PSGetSamplers(StartSlot, NumSamplers, ppSamplers); }
void VSGetShader(ID3D11VertexShader** ppVertexShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) override { ctx->VSGetShader(ppVertexShader, ppClassInstances, pNumClassInstances); }
void PSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) override { ctx->PSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void IAGetInputLayout(ID3D11InputLayout** ppInputLayout) override { ctx->IAGetInputLayout(ppInputLayout); }
void IAGetVertexBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppVertexBuffers, UINT* pStrides, UINT* pOffsets) override { ctx->IAGetVertexBuffers(StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets); }
void IAGetIndexBuffer(ID3D11Buffer** pIndexBuffer, DXGI_FORMAT* Format, UINT* Offset) override { ctx->IAGetIndexBuffer(pIndexBuffer, Format, Offset); }
void GSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) override { ctx->GSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void GSGetShader(ID3D11GeometryShader** ppGeometryShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) override { ctx->GSGetShader(ppGeometryShader, ppClassInstances, pNumClassInstances); }
void IAGetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY* pTopology) override { ctx->IAGetPrimitiveTopology(pTopology); }
void VSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) override { ctx->VSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void VSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) override { ctx->VSGetSamplers(StartSlot, NumSamplers, ppSamplers); }
void GetPredication(ID3D11Predicate** ppPredicate, BOOL* pPredicateValue) override { ctx->GetPredication(ppPredicate, pPredicateValue); }
void GSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) override { ctx->GSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void GSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) override { ctx->GSGetSamplers(StartSlot, NumSamplers, ppSamplers); }
void OMGetRenderTargets(UINT NumViews, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView) override { ctx->OMGetRenderTargets(NumViews, ppRenderTargetViews, ppDepthStencilView); }
void OMGetRenderTargetsAndUnorderedAccessViews(UINT NumRTVs, ID3D11RenderTargetView** ppRenderTargetViews, ID3D11DepthStencilView** ppDepthStencilView, UINT UAVStartSlot, UINT NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews) override { ctx->OMGetRenderTargetsAndUnorderedAccessViews(NumRTVs, ppRenderTargetViews, ppDepthStencilView, UAVStartSlot, NumUAVs, ppUnorderedAccessViews); }
void OMGetBlendState(ID3D11BlendState** ppBlendState, FLOAT BlendFactor[4], UINT* pSampleMask) override { ctx->OMGetBlendState(ppBlendState, BlendFactor, pSampleMask); }
void OMGetDepthStencilState(ID3D11DepthStencilState** ppDepthStencilState, UINT* pStencilRef) override { ctx->OMGetDepthStencilState(ppDepthStencilState, pStencilRef); }
void SOGetTargets(UINT NumBuffers, ID3D11Buffer** ppSOTargets) override { ctx->SOGetTargets(NumBuffers, ppSOTargets); }
void RSGetState(ID3D11RasterizerState** ppRasterizerState) override { ctx->RSGetState(ppRasterizerState); }
void RSGetViewports(UINT* pNumViewports, D3D11_VIEWPORT* pViewports) override { ctx->RSGetViewports(pNumViewports, pViewports); }
void RSGetScissorRects(UINT* pNumRects, D3D11_RECT* pRects) override { ctx->RSGetScissorRects(pNumRects, pRects); }
void HSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) override { ctx->HSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void HSGetShader(ID3D11HullShader** ppHullShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) override { ctx->HSGetShader(ppHullShader, ppClassInstances, pNumClassInstances); }
void HSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) override { ctx->HSGetSamplers(StartSlot, NumSamplers, ppSamplers); }
void HSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) override { ctx->HSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void DSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) override { ctx->DSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void DSGetShader(ID3D11DomainShader** ppDomainShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) override { ctx->DSGetShader(ppDomainShader, ppClassInstances, pNumClassInstances); }
void DSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) override { ctx->DSGetSamplers(StartSlot, NumSamplers, ppSamplers); }
void DSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) override { ctx->DSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void CSGetShaderResources(UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView** ppShaderResourceViews) override { ctx->CSGetShaderResources(StartSlot, NumViews, ppShaderResourceViews); }
void CSGetUnorderedAccessViews(UINT StartSlot, UINT NumUAVs, ID3D11UnorderedAccessView** ppUnorderedAccessViews) override { ctx->CSGetUnorderedAccessViews(StartSlot, NumUAVs, ppUnorderedAccessViews); }
void CSGetShader(ID3D11ComputeShader** ppComputeShader, ID3D11ClassInstance** ppClassInstances, UINT* pNumClassInstances) override { ctx->CSGetShader(ppComputeShader, ppClassInstances, pNumClassInstances); }
void CSGetSamplers(UINT StartSlot, UINT NumSamplers, ID3D11SamplerState** ppSamplers) override { ctx->CSGetSamplers(StartSlot, NumSamplers, ppSamplers); }
void CSGetConstantBuffers(UINT StartSlot, UINT NumBuffers, ID3D11Buffer** ppConstantBuffers) override { ctx->CSGetConstantBuffers(StartSlot, NumBuffers, ppConstantBuffers); }
void ClearState() override { ctx->ClearState(); }
void Flush() override { ctx->Flush(); }
D3D11_DEVICE_CONTEXT_TYPE GetType() override { return ctx->GetType(); }
UINT GetContextFlags() override { return ctx->GetContextFlags(); }
HRESULT FinishCommandList(BOOL RestoreDeferredContextState, ID3D11CommandList** ppCommandList) override { return ctx->FinishCommandList(RestoreDeferredContextState, ppCommandList); }
void ClearRenderTargetView(ID3D11RenderTargetView* pRTV, const FLOAT pColor[4]) override { ctx->ClearRenderTargetView(pRTV, pColor); }
void ClearUnorderedAccessViewFloat(ID3D11UnorderedAccessView* pUAV, const FLOAT pColor[4]) override { ctx->ClearUnorderedAccessViewFloat(pUAV, pColor); }
void ClearUnorderedAccessViewUint(ID3D11UnorderedAccessView* pUAV, const UINT pColor[4]) override { ctx->ClearUnorderedAccessViewUint(pUAV, pColor); }
void CopyResource(ID3D11Resource* pDstResource, ID3D11Resource* pSrcResource) override { ctx->CopyResource(pDstResource, pSrcResource); }
void CopySubresourceRegion(ID3D11Resource* pDstResource, UINT DstSubresource, UINT DstX, UINT DstY, UINT DstZ, ID3D11Resource* pSrcResource, UINT SrcSubresource, const D3D11_BOX* pSrcBox) override { ctx->CopySubresourceRegion(pDstResource, DstSubresource, DstX, DstY, DstZ, pSrcResource, SrcSubresource, pSrcBox); }
void Dispatch(UINT X, UINT Y, UINT Z) override { ctx->Dispatch(X, Y, Z); }
void DispatchIndirect(ID3D11Buffer* pParameterBuffer, UINT pParameterOffset) override { ctx->DispatchIndirect(pParameterBuffer, pParameterOffset); }
void OMSetRenderTargets(UINT RTVCount, ID3D11RenderTargetView* const* ppRTVs, ID3D11DepthStencilView* pDSV) override { ctx->OMSetRenderTargets(RTVCount, ppRTVs, pDSV); }
void OMSetRenderTargetsAndUnorderedAccessViews(UINT RTVCount, ID3D11RenderTargetView* const* ppRTVs, ID3D11DepthStencilView* pDSV, UINT UAVIndex, UINT UAVCount, ID3D11UnorderedAccessView* const* ppUAVs, const UINT* pUAVClearValues) override { ctx->OMSetRenderTargetsAndUnorderedAccessViews( RTVCount, ppRTVs, pDSV, UAVIndex, UAVCount, ppUAVs, pUAVClearValues); }
void UpdateSubresource(ID3D11Resource* pResource, UINT Subresource, const D3D11_BOX* pBox, const void* pData, UINT RowPitch, UINT SlicePitch) override { ctx->UpdateSubresource( pResource, Subresource, pBox, pData, RowPitch, SlicePitch); }
};
ID3D11DeviceContext* hookContext(ID3D11DeviceContext* pContext) {
return new ContextWrapper(pContext);
}
}