diff options
Diffstat (limited to 'primedev/dedicated/dedicatedmaterialsystem.cpp')
-rw-r--r-- | primedev/dedicated/dedicatedmaterialsystem.cpp | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/primedev/dedicated/dedicatedmaterialsystem.cpp b/primedev/dedicated/dedicatedmaterialsystem.cpp new file mode 100644 index 00000000..01078086 --- /dev/null +++ b/primedev/dedicated/dedicatedmaterialsystem.cpp @@ -0,0 +1,40 @@ +#include "dedicated.h" +#include "core/tier0.h" + +AUTOHOOK_INIT() + +// clang-format off +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)) +// clang-format on +{ + // 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 (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"); +} |