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Diffstat (limited to 'NorthstarDLL/dedicatedmaterialsystem.cpp')
-rw-r--r-- | NorthstarDLL/dedicatedmaterialsystem.cpp | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/NorthstarDLL/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicatedmaterialsystem.cpp new file mode 100644 index 00000000..3f1bf323 --- /dev/null +++ b/NorthstarDLL/dedicatedmaterialsystem.cpp @@ -0,0 +1,43 @@ +#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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