diff options
Diffstat (limited to 'NorthstarDLL/dedicatedmaterialsystem.cpp')
-rw-r--r-- | NorthstarDLL/dedicatedmaterialsystem.cpp | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/NorthstarDLL/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicatedmaterialsystem.cpp index a9b7120d..18bf6a57 100644 --- a/NorthstarDLL/dedicatedmaterialsystem.cpp +++ b/NorthstarDLL/dedicatedmaterialsystem.cpp @@ -1,40 +1,40 @@ -#pragma once
-#include "pch.h"
-#include "dedicated.h"
-#include "tier0.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
-
- // 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, (CModule module))
-{
- AUTOHOOK_DISPATCH()
-
- // CMaterialSystem::FindMaterial
- // make the game always use the error material
- module.Offset(0x5F0F1).Patch("E9 34 03 00");
-}
\ No newline at end of file +#pragma once +#include "pch.h" +#include "dedicated.h" +#include "tier0.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 + + // 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, (CModule module)) +{ + AUTOHOOK_DISPATCH() + + // CMaterialSystem::FindMaterial + // make the game always use the error material + module.Offset(0x5F0F1).Patch("E9 34 03 00"); +} |