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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2022-05-27 01:13:14 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2022-05-27 01:13:14 +0100
commit0de847bb4832c201233c87fa37867b9d89f0e8c8 (patch)
treef05add722b788d32aae40663e7748234452a3443 /NorthstarDLL/dedicatedmaterialsystem.cpp
parent2171d95e1221442081bade7929c05b82ca0f2a08 (diff)
downloadNorthstarLauncher-0de847bb4832c201233c87fa37867b9d89f0e8c8.tar.gz
NorthstarLauncher-0de847bb4832c201233c87fa37867b9d89f0e8c8.zip
rename project folder (:tf: commit log)
Diffstat (limited to 'NorthstarDLL/dedicatedmaterialsystem.cpp')
-rw-r--r--NorthstarDLL/dedicatedmaterialsystem.cpp43
1 files changed, 43 insertions, 0 deletions
diff --git a/NorthstarDLL/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicatedmaterialsystem.cpp
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+++ b/NorthstarDLL/dedicatedmaterialsystem.cpp
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+#pragma once
+#include "pch.h"
+#include "dedicated.h"
+#include "tier0.h"
+#include "NSMem.h"
+
+AUTOHOOK_INIT()
+
+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),
+{
+ // 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
+
+ // atm, i think the play might be to run d3d in software, and then just stub out any calls that allocate memory/use alot of resources
+ // (e.g. createtexture and that sorta thing)
+ // 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 (Tier0::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, [](HMODULE baseAddress)
+{
+ AUTOHOOK_DISPATCH()
+
+ // CMaterialSystem::FindMaterial
+ // make the game always use the error material
+ NSMem::BytePatch((uintptr_t)baseAddress + 0x5F0F1, {0xE9, 0x34, 0x03, 0x00});
+}) \ No newline at end of file