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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-05-27 01:13:14 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-05-27 01:13:14 +0100 |
commit | 0de847bb4832c201233c87fa37867b9d89f0e8c8 (patch) | |
tree | f05add722b788d32aae40663e7748234452a3443 /NorthstarDedicatedTest/dedicatedmaterialsystem.cpp | |
parent | 2171d95e1221442081bade7929c05b82ca0f2a08 (diff) | |
download | NorthstarLauncher-0de847bb4832c201233c87fa37867b9d89f0e8c8.tar.gz NorthstarLauncher-0de847bb4832c201233c87fa37867b9d89f0e8c8.zip |
rename project folder (:tf: commit log)
Diffstat (limited to 'NorthstarDedicatedTest/dedicatedmaterialsystem.cpp')
-rw-r--r-- | NorthstarDedicatedTest/dedicatedmaterialsystem.cpp | 43 |
1 files changed, 0 insertions, 43 deletions
diff --git a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp deleted file mode 100644 index 3f1bf323..00000000 --- a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp +++ /dev/null @@ -1,43 +0,0 @@ -#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}); -})
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