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-rw-r--r--primedev/dedicated/dedicatedmaterialsystem.cpp40
1 files changed, 40 insertions, 0 deletions
diff --git a/primedev/dedicated/dedicatedmaterialsystem.cpp b/primedev/dedicated/dedicatedmaterialsystem.cpp
new file mode 100644
index 00000000..01078086
--- /dev/null
+++ b/primedev/dedicated/dedicatedmaterialsystem.cpp
@@ -0,0 +1,40 @@
+#include "dedicated.h"
+#include "core/tier0.h"
+
+AUTOHOOK_INIT()
+
+// clang-format off
+AUTOHOOK(D3D11CreateDevice, materialsystem_dx11.dll + 0xD9A0E,
+HRESULT, __stdcall, (
+ void* pAdapter,
+ int DriverType,
+ HMODULE Software,
+ UINT Flags,
+ int* pFeatureLevels,
+ UINT FeatureLevels,
+ UINT SDKVersion,
+ void** ppDevice,
+ int* pFeatureLevel,
+ void** ppImmediateContext))
+// clang-format on
+{
+ // note: this is super duper temp pretty much just messing around with it
+ // does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't
+ // really call gpu much even with renderthread still being a thing will be using this hook for actual d3d stubbing and stuff later
+
+ // note: this has been succeeded by the d3d11 and gfsdk stubs, and is only being kept around for posterity and as a fallback option
+ if (CommandLine()->CheckParm("-softwared3d11"))
+ DriverType = 5; // D3D_DRIVER_TYPE_WARP
+
+ return D3D11CreateDevice(
+ pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
+}
+
+ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (CModule module))
+{
+ AUTOHOOK_DISPATCH()
+
+ // CMaterialSystem::FindMaterial
+ // make the game always use the error material
+ module.Offset(0x5F0F1).Patch("E9 34 03 00");
+}