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#include "dedicated.h"
#include "core/tier0.h"
static HRESULT(__stdcall* o_pD3D11CreateDevice)(
void* pAdapter,
int DriverType,
HMODULE Software,
UINT Flags,
int* pFeatureLevels,
UINT FeatureLevels,
UINT SDKVersion,
void** ppDevice,
int* pFeatureLevel,
void** ppImmediateContext) = nullptr;
static HRESULT __stdcall h_D3D11CreateDevice(
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 (CommandLine()->CheckParm("-softwared3d11"))
DriverType = 5; // D3D_DRIVER_TYPE_WARP
return o_pD3D11CreateDevice(
pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
}
ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (CModule module))
{
o_pD3D11CreateDevice = module.Offset(0xD9A0E).RCast<decltype(o_pD3D11CreateDevice)>();
HookAttach(&(PVOID&)o_pD3D11CreateDevice, (PVOID)h_D3D11CreateDevice);
// CMaterialSystem::FindMaterial
// make the game always use the error material
module.Offset(0x5F0F1).Patch("E9 34 03 00");
}
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