using Dalamud.Game.Config; using Dalamud.Hooking; using FFXIVClientStructs.FFXIV.Client.Graphics.Kernel; using FFXIVClientStructs.FFXIV.Client.Graphics.Render; using FFXIVClientStructs.FFXIV.Client.System.Framework; using FloppyUtils; using SharpDX; using System; using System.Runtime.InteropServices; using System.Text; using TerraFX.Interop.DirectX; using Device = FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Device; using SDX11 = SharpDX.Direct3D11; namespace CustomResolution; public unsafe class GameSizeState : IDisposable { private StringBuilder _dbg = new(); private Hook _rtmApplyScalingHook; private Hook _rtmDestroyAfterResizeHook; private Hook _rtmRegenAfterResizeHook; private Hook _immediateProcessCommandsHook; private Hook _ddx11PostTickHook; private Hook _taskRenderGraphicsRenderHook; private Hook _prepareTextureHook; private Hook _immediateBindPSSRVsHook; private Hook _immediateBindCSSRVsHook; private Hook _createTexture2DHook; private SDX11.DeviceContext _d3dctx; private SDX11.Device _d3ddev; private SDX11.SamplerState _samplerMips; private SDX11.SamplerState _samplerPoint; private bool _wasEnabled = false; private object _renderLock = new(); private ForceUpdateRTMState _forceUpdateRTM = ForceUpdateRTMState._0_Idle; private uint _drawCount; public GameSizeState() { var dev = (DeviceEx*) Device.Instance(); _d3dctx = CppObject.FromPointer((nint) dev->D3D11DeviceContext); _d3ddev = _d3dctx.Device; var samplerDesc = SDX11.SamplerStateDescription.Default(); samplerDesc.Filter = SDX11.Filter.MinMagMipLinear; samplerDesc.AddressU = SDX11.TextureAddressMode.Mirror; samplerDesc.AddressV = SDX11.TextureAddressMode.Mirror; samplerDesc.AddressW = SDX11.TextureAddressMode.Mirror; _samplerMips = new(_d3ddev, samplerDesc); samplerDesc.Filter = SDX11.Filter.MinMagMipPoint; samplerDesc.MinimumLod = 0; samplerDesc.MaximumLod = 0; _samplerPoint = new(_d3ddev, samplerDesc); /* Writes DynamicResolutionTargetHeight to size[1] near the end, * but if in (gpose || main menu), only scale < 1?? */ _rtmApplyScalingHook = Service.GameInteropProvider.HookFromAddress( Service.SigScanner.ScanText("48 89 5C 24 18 55 56 57 41 56 41 57 48 83 EC 20 8B 42 04 0F 57 C0 48 8B"), RTMApplyScalingDetour ); _rtmApplyScalingHook.Enable(); /* Device.RequestResolutionChange and other triggers run some callbacks, namely * (at the time of 7.2) 0x40 for RTM destruction and 0x48 for RTM reconstruction, * registered in RTM init and run in PostTick. * * RenderTargetManager.Initialize calls subroutines to install those callbacks. * * We don't care about destruction as much because its behavior is unchanged, but * we do want to call it instead of triggering a slow full game resize, * which causes some annoyances with ReShade and possibly other external factors too. * * We care about reconstruction so that we can force the game to create larger RTs. * It's most notable for not being called directly (only via a shim that gets icalled), * and for being in the stack trace when dxgi updates the RT ptrs. */ _rtmDestroyAfterResizeHook = Service.GameInteropProvider.HookFromAddress( dev->RenderTargetManagerResizeDestroyCallback->Slots[0].Function, RTMDestroyAfterResizeDetour ); _rtmDestroyAfterResizeHook.Enable(); _rtmRegenAfterResizeHook = Service.GameInteropProvider.HookFromAddress( dev->RenderTargetManagerResizeRegenCallback->Slots[0].Function, RTMRegenAfterResizeDetour ); _rtmRegenAfterResizeHook.Enable(); /* ImmediateContextDX11.ProcessCommands can run in either DeviceX11.PostTick, * or in RenderThread.Run, which is prone to race conditions and crashes with manual RTM regen. * While we can regen RTMs after ProcessCommands is done, it would still leave us * with some other race conditions regarding the fields we modify. * Let's wrap it in a C# lock and call it a day... */ _immediateProcessCommandsHook = Service.GameInteropProvider.HookFromAddress( Service.SigScanner.ScanText("48 89 5C 24 10 48 89 6C 24 18 56 57 41 56 48 83 EC 30 48 8B 01 41 8B F0 48 8B EA"), ImmediateProcessCommandsDetour ); _immediateProcessCommandsHook.Enable(); _ddx11PostTickHook = Service.GameInteropProvider.HookFromAddress( Service.SigScanner.ScanText("48 89 5C 24 10 48 89 6C 24 18 48 89 74 24 20 57 41 54 41 55 41 56 41 57 B8 30 43 00 00 ?? ?? ?? ?? ?? 48 2B E0 48 8B 05 ?? ?? ?? ?? 48 33 C4 48 89 84 24 ?? ?? 00 00 8B 15"), DDX11PostTickDetour ); _ddx11PostTickHook.Enable(); /* TaskRenderGraphicsRender has got a prio of 0x1F and seems to be the only task with that prio. * Hooking this is relevant for post-processing, and can be validated easily by enabling TSCMAA at >1x scale. */ Task* taskRenderGraphicsRenderTask = null; for (var task = &TaskManager.Instance()->TaskList[0x1F].Task; task != null; task = task->Next) { if (task->Runner != null) { taskRenderGraphicsRenderTask = task; break; } } Service.PluginLog.Debug($"TaskRenderGraphicsRender Task @ 0x{(long) taskRenderGraphicsRenderTask:X16} -> 0x{(long) (nint) taskRenderGraphicsRenderTask->Func:X16}"); _taskRenderGraphicsRenderHook = Service.GameInteropProvider.HookFromAddress( taskRenderGraphicsRenderTask->Func, TaskRenderGraphicsRenderDetour ); _taskRenderGraphicsRenderHook.Enable(); /* Texture preparation used in a lot of places, but most notable for * writing to the mip level count of the gameplay texture and also updating the D3D11 ptrs. */ _prepareTextureHook = Service.GameInteropProvider.HookFromAddress( Service.SigScanner.ScanText("40 53 48 83 EC 20 48 8B 02 48 8B D9 48 89 41 38 48 8B 02 48 89 41 40"), PrepareTextureDetour ); _prepareTextureHook.Enable(); /* The shader resource view of GameplayTexture gets read by these two. */ _immediateBindPSSRVsHook = Service.GameInteropProvider.HookFromAddress( Service.SigScanner.ScanText("48 8B C4 4C 89 40 18 48 89 48 08 53 56 48 83 EC 68 44 8B 5A 44 48 8D B1 E8 03 00 00 4C 89 68 D8"), ImmediateBindPSSRVsDetour ); _immediateBindPSSRVsHook.Enable(); _immediateBindCSSRVsHook = Service.GameInteropProvider.HookFromAddress( Service.SigScanner.ScanText("48 8B C4 4C 89 40 18 48 89 48 08 53 56 48 83 EC 68 44 8B 5A 44 48 8D B1 E8 13 00 00 4C 89 68 D8"), ImmediateBindCSSRVsDetour ); _immediateBindCSSRVsHook.Enable(); /* And because all that isn't bad enough: * Hook ID3D11Device funcs based on their vtable indices, to allow mipmap generation, * and to allow changing the sampler state before drawing. */ _createTexture2DHook = Service.GameInteropProvider.HookFromAddress( ((ID3D11Device*) _d3ddev.NativePointer)->lpVtbl[5], CreateTexture2DDetour ); _createTexture2DHook.Enable(); } public bool ConfigDynRezo { get; private set; } public ResolutionScalingMode ConfigGraphicsRezoType { get; private set; } public float ConfigGraphicsRezoScale { get; private set; } public uint CurrentWidth { get; private set; } public uint CurrentHeight { get; private set; } public string DebugInfo => _dbg.ToString(); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate void RTMApplyScaling(RenderTargetManagerEx* rtm, uint* size, byte unk1); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate byte RTMDestroyAfterResize(); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate void RTMRegenAfterResize(); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate void ImmediateProcessCommands(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate void DDX11PostTick(DeviceEx* dev); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate void TaskRenderGraphicsRender(); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate ulong PrepareTexture(Texture* tex, uint* size, byte mips, uint format); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate void ImmediateBindPSSRVs(ImmediateContextEx* im, PixelShader* ps, ImmediateSRV* data); // [UnmanagedFunctionPointer(CallingConvention.FastCall)] private delegate void ImmediateBindCSSRVs(ImmediateContextEx* im, Shader* cs, ImmediateSRV* data); private delegate int CreateTexture2D(ID3D11Device* d3ddev, D3D11_TEXTURE2D_DESC* desc, D3D11_SUBRESOURCE_DATA* initialData, ID3D11Texture2D** tex); private delegate void Draw(ID3D11DeviceContext* d3dctx, uint vertexCount, uint startVertexLocation); public void Dispose() { _rtmApplyScalingHook.Dispose(); _rtmDestroyAfterResizeHook.Dispose(); _rtmRegenAfterResizeHook.Dispose(); _immediateProcessCommandsHook.Dispose(); _ddx11PostTickHook.Dispose(); _taskRenderGraphicsRenderHook.Dispose(); _prepareTextureHook.Dispose(); _immediateBindPSSRVsHook.Dispose(); _immediateBindCSSRVsHook.Dispose(); _createTexture2DHook.Dispose(); lock (_renderLock) { _samplerPoint.Dispose(); _samplerMips.Dispose(); } _d3ddev.Dispose(); Service.Framework.RunOnFrameworkThread(Update); } public void Update() { _dbg.Clear(); ref var cfg = ref Service.Config._.Game; ConfigDynRezo = Service.GameConfig.System.GetUInt(SystemConfigOption.DynamicRezoType.ToString()) != 0U; // GameConfig starts with FSR at 0; GraphicsConfig starts with FSR at 1 ConfigGraphicsRezoType = (ResolutionScalingMode) (Service.GameConfig.System.GetUInt(SystemConfigOption.GraphicsRezoUpscaleType.ToString()) + 1); ConfigGraphicsRezoScale = Service.GameConfig.System.GetUInt(SystemConfigOption.GraphicsRezoScale.ToString()) / 100f; var dev = (DeviceEx*) Device.Instance(); var gfx = (GraphicsConfigEx*) GraphicsConfig.Instance(); var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance(); if (Service.DebugConfig.IsDebug) { _dbg.Append(@$"DR !{gfx->DynamicRezoEnable} +{gfx->DynamicRezoEnableBeyond1} _{gfx->DynamicRezoEnableCutScene} ?{gfx->DynamicRezoEnableUnkx47} ?{gfx->DynamicRezoEnableUnkx48} GR x{gfx->GraphicsRezoScale} ?{gfx->GraphicsRezoUnk1} _{gfx->GraphicsRezoUpscaleType} ?{gfx->GraphicsRezoUnk2} DEV 0x{(long) (nint) dev:X16} GFX 0x{(long) (nint) gfx:X16} RTM 0x{(long) (nint) rtm:X16} RTM {rtm->Resolution_Width} x {rtm->Resolution_Height} RTM H {rtm->DynamicResolutionActualTargetHeight} {rtm->DynamicResolutionTargetHeight} {rtm->DynamicResolutionMaximumHeight} {rtm->DynamicResolutionMinimumHeight} RTM S {rtm->GraphicsRezoScalePrev} {rtm->GraphicsRezoScaleGlassX} {rtm->GraphicsRezoScaleGlassY} {rtm->GraphicsRezoScaleGlassX} {rtm->GraphicsRezoScaleGlassY} RR {dev->RequestRender} 0x{(long) dev->ImmediateContext->IfNonZeroSkipPostTickProcess:X16} "); } bool unloading = Service.Plugin.Unloading; bool enabled = !unloading && cfg.IsEnabled; if (enabled || _wasEnabled) { gfx->GraphicsRezoScale = enabled ? cfg.Scale : ConfigGraphicsRezoScale; gfx->DynamicRezoEnable = (byte) (ConfigDynRezo || enabled ? 1 : 0); if (enabled) { gfx->GraphicsRezoUpscaleType = cfg.Scale <= 1f ? Service.Config._.ResolutionScalingMode.ToXIV() : ResolutionScalingMode.Linear.ToXIV(); rtm->DynamicResolutionMinimumHeight = rtm->DynamicResolutionMaximumHeight; } else { gfx->GraphicsRezoUpscaleType = (byte) ConfigGraphicsRezoType; } _wasEnabled = enabled; } var scale = MathF.Max(1f, enabled ? cfg.Scale : 1f); GetScaledWidthHeight(dev->Width, dev->Height, scale, out var widthS, out var heightS); // Check if the backing RTs are the expected size. var tex = rtm->GameplayTextureUnk3; if (tex->AllocatedWidth != widthS || tex->AllocatedHeight != heightS) { if (!unloading) { lock (_renderLock) { Service.PluginLog.Debug($"Regenerating dirty RTM - locking ImmediateContextDX11.ProcessCommands"); dev->RequestResolutionChange = 1; RTMDestroyAfterResizeDetour(); RTMRegenAfterResizeDetour(); dev->RequestResolutionChange = 0; } } else { dev->RequestResolutionChange = 1; } } // Check if the RTM size didn't go back to the screen size when switching f.e. in / out of gpose. if (scale > 1f && _forceUpdateRTM == ForceUpdateRTMState._0_Idle && (rtm->Resolution_Width != widthS || rtm->Resolution_Height != heightS)) { // Can also be forced via dev->RequestResolutionChange, but while cleaner on paper, it trips up ReShade. Service.PluginLog.Debug($"_forceUpdateRTM -> 1 - expected {widthS} x {heightS}, got {rtm->Resolution_Width} x {rtm->Resolution_Height}"); _forceUpdateRTM = ForceUpdateRTMState._1_FakeInv; } switch (enabled ? _forceUpdateRTM : ForceUpdateRTMState._0_Idle) { default: if (_forceUpdateRTM < 0) { _forceUpdateRTM++; } break; case ForceUpdateRTMState._0_Idle: break; case ForceUpdateRTMState._1_FakeInv: gfx->DynamicRezoEnable = 0; gfx->GraphicsRezoScale = MathF.Min(1f, 1f / scale); Service.PluginLog.Debug("_forceUpdateRTM -> 2"); _forceUpdateRTM = ForceUpdateRTMState._2_ToScale; break; case ForceUpdateRTMState._2_ToScale: gfx->DynamicRezoEnable = 1; gfx->GraphicsRezoScale = scale; Service.PluginLog.Debug("_forceUpdateRTM -> 0"); _forceUpdateRTM = ForceUpdateRTMState._0_Idle; // TODO: Figure out what's going on with GraphicsRezoScaleGlassXY and GraphicsRezoUnk1 break; } CurrentWidth = rtm->Resolution_Width; CurrentHeight = rtm->Resolution_Height; } private static void GetScaledWidthHeight(uint width, uint height, float scale, out uint widthS, out uint heightS) { heightS = (uint) MathF.Round(height * scale, MidpointRounding.AwayFromZero); widthS = (width * heightS) / height; } private void RTMApplyScalingDetour(RenderTargetManagerEx* rtm, uint* size, byte unk1) { ref var cfg = ref Service.Config._.Game; if (Service.Plugin.Unloading || !cfg.IsEnabled) { _rtmApplyScalingHook.OriginalDisposeSafe(rtm, size, unk1); return; } var gfx = (GraphicsConfigEx*) GraphicsConfig.Instance(); var _DynamicRezoEnableBeyond1 = gfx->DynamicRezoEnableBeyond1; gfx->DynamicRezoEnableBeyond1 = (byte) (cfg.Scale > 1f ? 1 : 0); Service.PluginLog.Debug($"Applying scaling, before: {size[0]} {size[1]} {unk1}"); _rtmApplyScalingHook.OriginalDisposeSafe(rtm, size, unk1); Service.PluginLog.Debug($"Applying scaling, after: {size[0]} {size[1]} {unk1}"); gfx->DynamicRezoEnableBeyond1 = _DynamicRezoEnableBeyond1; } private byte RTMDestroyAfterResizeDetour() { ref var cfg = ref Service.Config._.Game; if (Service.Plugin.Unloading || !cfg.IsEnabled) { return _rtmDestroyAfterResizeHook.OriginalDisposeSafe(); } var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance(); Service.PluginLog.Debug($"Destroying RTM resources"); byte rv = _rtmDestroyAfterResizeHook.OriginalDisposeSafe(); Service.PluginLog.Debug($"After: {rv} 0x{(long) (nint) rtm->GameplayTextureUnk1->D3D11Texture2D:X16} 0x{(long) (nint) rtm->GameplayTextureUnk3->D3D11Texture2D:X16}"); return rv; } private void RTMRegenAfterResizeDetour() { ref var cfg = ref Service.Config._.Game; if (Service.Plugin.Unloading || !cfg.IsEnabled) { _rtmRegenAfterResizeHook.OriginalDisposeSafe(); return; } var dev = (DeviceEx*) Device.Instance(); var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance(); using var scale = new ScaleState(); Service.PluginLog.Debug($"Regenerating RTM resources: {dev->Width} x {dev->Height}"); _rtmRegenAfterResizeHook.OriginalDisposeSafe(); Service.PluginLog.Debug($"After: 0x{(long) (nint) rtm->GameplayTextureUnk1->D3D11Texture2D:X16} 0x{(long) (nint) rtm->GameplayTextureUnk3->D3D11Texture2D:X16}"); } private void ImmediateProcessCommandsDetour(ImmediateContext* ctx, RenderCommandBufferGroup* cmds, uint count) { _drawCount = 0; // Service.PluginLog.Debug("--- ImmediateProcessCommands ---"); lock (_renderLock) { _immediateProcessCommandsHook.OriginalDisposeSafe(ctx, cmds, count); } } private void DDX11PostTickDetour(DeviceEx* dev) { _ddx11PostTickHook.OriginalDisposeSafe(dev); } private void TaskRenderGraphicsRenderDetour() { ref var cfg = ref Service.Config._.Game; if (Service.Plugin.Unloading || !cfg.IsEnabled) { _taskRenderGraphicsRenderHook.OriginalDisposeSafe(); return; } lock (_renderLock) { using var scale = new ScaleState(); _taskRenderGraphicsRenderHook.OriginalDisposeSafe(); } } private ulong PrepareTextureDetour(Texture* tex, uint* size, byte mips, uint format) { var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance(); if (tex != rtm->GameplayTextureUnk1 && tex != rtm->GameplayTextureUnk3) { return _prepareTextureHook.OriginalDisposeSafe(tex, size, mips, format); } ref var cfg = ref Service.Config._; if (!Service.Plugin.Unloading && cfg.Game.IsEnabled && cfg.Game.Scale > 2f) { mips = (byte) MathF.Ceiling(MathF.Log2(cfg.Game.Scale)); } Service.PluginLog.Debug($"Preparing gameplay texture 0x{(long) (nint) tex:X16} with {mips} mips, currently 0x{(long) (nint) tex->D3D11Texture2D:X16}"); var rv = _prepareTextureHook.OriginalDisposeSafe(tex, size, mips, format); Service.PluginLog.Debug($"After: 0x{rv:X16} 0x{(long) (nint) tex->D3D11Texture2D:X16} 0x{(long) (nint) tex->D3D11ShaderResourceView:X16}"); return rv; } private void ImmediateBindPSCSSRVsDetourCommon( bool isPS, SDX11.CommonShaderStage stage, ImmediateContextEx* im, PixelShader* ps, ImmediateSRV* data ) { var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance(); bool called = false; // TODO: Identifying by the shader might be much more reliable long-term. if (ps->Shader.SamplerCount >= 1 && (data[0].Texture == rtm->GameplayTextureUnk1 || data[0].Texture == rtm->GameplayTextureUnk3)) { // Service.PluginLog.Debug($"ImmediateBind{(isPS ? "PS" : "CS")}SRVs #{_drawCount} 0x{(long) (nint) ps}"); var tex = data[0].Texture; Orig(); if (Service.Config._.Game.IsEnabled && Service.Config._.ResolutionScalingMode == ResolutionScalingMode.Point) { stage.SetSampler(0, _samplerPoint); if (!isPS) { _d3dctx.PixelShader.SetSampler(0, _samplerPoint); } } else if (tex->MipLevel != 1) { _d3dctx.PixelShader.SetSampler(0, _samplerMips); if (!isPS) { _d3dctx.PixelShader.SetSampler(0, _samplerMips); } _d3dctx.GenerateMips(CppObject.FromPointer((nint) tex->D3D11ShaderResourceView)); } } Orig(); void Orig() { if (called) { return; } called = true; _drawCount++; if (isPS) { _immediateBindPSSRVsHook.OriginalDisposeSafe(im, ps, data); } else { _immediateBindCSSRVsHook.OriginalDisposeSafe(im, (Shader*) ps, data); } } } private void ImmediateBindPSSRVsDetour(ImmediateContextEx* im, PixelShader* ps, ImmediateSRV* data) { ImmediateBindPSCSSRVsDetourCommon(true, _d3dctx.PixelShader, im, ps, data); } private void ImmediateBindCSSRVsDetour(ImmediateContextEx* im, Shader* cs, ImmediateSRV* data) { ImmediateBindPSCSSRVsDetourCommon(false, _d3dctx.ComputeShader, im, (PixelShader*) cs, data); } private int CreateTexture2DDetour(ID3D11Device* d3ddev, D3D11_TEXTURE2D_DESC* desc, D3D11_SUBRESOURCE_DATA* initialData, ID3D11Texture2D** tex) { var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance(); if (tex != &rtm->GameplayTextureUnk1->D3D11Texture2D && tex != &rtm->GameplayTextureUnk3->D3D11Texture2D) { return _createTexture2DHook.OriginalDisposeSafe(d3ddev, desc, initialData, tex); } if (rtm->GameplayTextureUnk1->MipLevel != 1) { desc->MiscFlags |= (uint) D3D11_RESOURCE_MISC_FLAG.D3D11_RESOURCE_MISC_GENERATE_MIPS; } return _createTexture2DHook.OriginalDisposeSafe(d3ddev, desc, initialData, tex); } private enum ForceUpdateRTMState { _0_Idle, _1_FakeInv, _2_ToScale } private struct ScaleState : IDisposable { public uint Width; public uint Height; public ScaleState() { var dev = (DeviceEx*) Device.Instance(); Width = dev->Width; Height = dev->Height; var scale = MathF.Max(1f, Service.Config._.Game.Scale); GetScaledWidthHeight(Width, Height, scale, out dev->Width, out dev->Height); } public void Dispose() { var dev = (DeviceEx*) Device.Instance(); dev->Width = Width; dev->Height = Height; } } } [StructLayout(LayoutKind.Explicit)] public unsafe struct GraphicsConfigEx { [FieldOffset(0)] public GraphicsConfig _; public ref byte DynamicRezoEnable => ref _.DynamicRezoEnable; // Set to 0 in main menu and gpose, preventing scaling beyond 1. public ref byte DynamicRezoEnableBeyond1 => ref RefPtr.For(ref DynamicRezoEnable).Offs(0x1).Ref; public ref byte DynamicRezoEnableCutScene => ref RefPtr.For(ref DynamicRezoEnable).Offs(0x2).Ref; public ref byte DynamicRezoEnableUnkx47 => ref RefPtr.For(ref DynamicRezoEnable).Offs(0x3).Ref; public ref byte DynamicRezoEnableUnkx48 => ref RefPtr.For(ref DynamicRezoEnable).Offs(0x4).Ref; public ref float GraphicsRezoScale => ref _.GraphicsRezoScale; public ref float GraphicsRezoUnk1 => ref RefPtr.For(ref GraphicsRezoScale).Offs(0x4).Ref; public ref byte GraphicsRezoUpscaleType => ref _.GraphicsRezoUpscaleType; public ref byte GraphicsRezoUnk2 => ref RefPtr.For(ref GraphicsRezoUpscaleType).Offs(0x1).Ref; } // RenderTargetManager is updated very sporadically, and some fields we need flew out. // https://github.com/aers/FFXIVClientStructs/commit/589df2aa5cd9c98b4d62269034cd6da903f49b5f#diff-8e7d9b03cb91cb07a8d7b463b5be4672793a328703bde393e7acd890822a72cf [StructLayout(LayoutKind.Explicit)] public unsafe struct RenderTargetManagerEx { [FieldOffset(0)] public RenderTargetManager _; // Totle screen: Gets blitted FROM after actual gameplay texture. Actual purpose unknown. // Im-game outdoors: Gets blitted to backbuffer. [FieldOffset(0x68)] public Texture* GameplayTextureUnk1; // Gets blitted TO after actual gameplay texture, using Unk1. Actual purpose unknown. [FieldOffset(0x100)] public Texture* GameplayTextureUnk2; // Title screen: Gets blitted to backbuffer. // In-game outdoors: Totally unknown. [FieldOffset(0x258)] public Texture* GameplayTextureUnk3; [FieldOffset(0x428)] public uint Resolution_Width; [FieldOffset(0x428 + 0x4)] public uint Resolution_Height; [FieldOffset(0x6F0 + 2 * 0)] public ushort DynamicResolutionActualTargetHeight; [FieldOffset(0x6F0 + 2 * 1)] public ushort DynamicResolutionTargetHeight; [FieldOffset(0x6F0 + 2 * 2)] public ushort DynamicResolutionMaximumHeight; [FieldOffset(0x6F0 + 2 * 3)] public ushort DynamicResolutionMinimumHeight; [FieldOffset(0x70C + 4 * 0)] public float GraphicsRezoScalePrev; [FieldOffset(0x70C + 4 * 1)] public float GraphicsRezoScaleGlassX; [FieldOffset(0x70C + 4 * 2)] public float GraphicsRezoScaleGlassY; [FieldOffset(0x70C + 4 * 3)] public float GraphicsRezoScaleUnk1; [FieldOffset(0x70C + 4 * 4)] public float GraphicsRezoScaleUnk2; } [StructLayout(LayoutKind.Explicit, Size = 0x18)] public unsafe struct ImmediateSRV { // D3D11ShaderResourceView must be at 0x58 + (GlobalIndex % 3) * 8 // Smells like something swapchain-adjacent, but have yet to analyze anything with != null. [FieldOffset(0x0)] public nint Unkx0; [FieldOffset(0x8)] public Texture* Texture; [FieldOffset(0x10)] public uint Unkx10; [FieldOffset(0x14)] public uint Unkx14; }