#pragma once #include "pch.h" #include "hooks.h" #include "dedicated.h" #include "dedicatedmaterialsystem.h" #include "hookutils.h" #include "tier0.h" #include "NSMem.h" typedef HRESULT (*__stdcall D3D11CreateDeviceType)( void* pAdapter, int DriverType, HMODULE Software, UINT Flags, int* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, void** ppDevice, int* pFeatureLevel, void** ppImmediateContext); D3D11CreateDeviceType D3D11CreateDevice; HRESULT __stdcall D3D11CreateDeviceHook( 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) { HookEnabler hook; ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xD9A0E, &D3D11CreateDeviceHook, reinterpret_cast(&D3D11CreateDevice)); // not using these for now since they're related to nopping renderthread/gamewindow i.e. very hard //{ // // function that launches renderthread // char* ptr = (char*)baseAddress + 0x87047; // TempReadWrite rw(ptr); // // // make it not launch renderthread // *ptr = (char)0x90; // *(ptr + 1) = (char)0x90; // *(ptr + 2) = (char)0x90; // *(ptr + 3) = (char)0x90; // *(ptr + 4) = (char)0x90; // *(ptr + 5) = (char)0x90; //} // //{ // // some function that waits on renderthread job // char* ptr = (char*)baseAddress + 0x87d00; // TempReadWrite rw(ptr); // // // return immediately // *ptr = (char)0xC3; //} // CMaterialSystem::FindMaterial // make the game always use the error material NSMem::BytePatch((uintptr_t)baseAddress + 0x5F0F1, {0xE9, 0x34, 0x03, 0x00}); // previously had DisableDedicatedWindowCreation stuff here, removing for now since shit and unstable // check commit history if needed })