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-rw-r--r--NorthstarDedicatedTest/dedicatedmaterialsystem.cpp43
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});
-}) \ No newline at end of file