DP-CustomResolution/CustomResolution2782/GameSizeState.cs

712 lines
29 KiB
C#

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.Diagnostics;
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<RTMApplyScaling> _rtmApplyScalingHook;
private Hook<RTMDestroyAfterResize> _rtmDestroyAfterResizeHook;
private Hook<RTMRegenAfterResize> _rtmRegenAfterResizeHook;
private Hook<ImmediateProcessCommands> _immediateProcessCommandsHook;
private Hook<DDX11PostTick> _ddx11PostTickHook;
private Hook<TaskRenderGraphicsRender> _taskRenderGraphicsRenderHook;
private Hook<PrepareTexture> _prepareTextureHook;
private Hook<ImmediateBindPSSRVs> _immediateBindPSSRVsHook;
private Hook<ImmediateBindCSSRVs> _immediateBindCSSRVsHook;
private Hook<CreateTexture2D> _createTexture2DHook;
private PostEffectManagerEx* _postEffectManager;
private SDX11.DeviceContext _d3dctx;
private SDX11.Device _d3ddev;
private SDX11.SamplerState _samplerMips;
private SDX11.SamplerState _samplerPoint;
private SDX11.SamplerState _samplerLinear;
private bool _wasEnabled = false;
private object _renderLock = new();
private ForceUpdateRTMState _forceUpdateRTM = ForceUpdateRTMState._0_Idle;
private uint _drawCount;
private ResolutionScalingMode? _setConfigGraphicsRezoType;
public GameSizeState()
{
var pfx = PostEffectManagerEx.Instance();
Service.PluginLog.Debug($"PostEffectManager: 0x{(long) (nint) pfx:X16}");
Service.PluginLog.Info($"DLSS: {(pfx->DLSS != null ? "Available" : "Unavailable")}");
var dev = (DeviceEx*) Device.Instance();
_d3dctx = CppObject.FromPointer<SDX11.DeviceContext>((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);
samplerDesc.Filter = SDX11.Filter.MinMagLinearMipPoint;
_samplerLinear = new(_d3ddev, samplerDesc);
/* Writes DynamicResolutionTargetHeight to size[1] near the end,
* but if in (gpose || main menu), only scale < 1??
*/
_rtmApplyScalingHook = Service.GameInteropProvider.HookFromAddress<RTMApplyScaling>(
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<RTMDestroyAfterResize>(
dev->RenderTargetManagerResizeDestroyCallback->Slots[0].Function,
RTMDestroyAfterResizeDetour
);
_rtmDestroyAfterResizeHook.Enable();
_rtmRegenAfterResizeHook = Service.GameInteropProvider.HookFromAddress<RTMRegenAfterResize>(
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<ImmediateProcessCommands>(
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<DDX11PostTick>(
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<TaskRenderGraphicsRender>(
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<PrepareTexture>(
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<ImmediateBindPSSRVs>(
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<ImmediateBindCSSRVs>(
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 CreateTexture2D to forcibly set the mipmap generation flag.
*/
_createTexture2DHook = Service.GameInteropProvider.HookFromAddress<CreateTexture2D>(
((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);
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)
{
_samplerLinear.Dispose();
_samplerPoint.Dispose();
_samplerMips.Dispose();
}
_d3ddev.Dispose();
Service.Framework.RunOnFrameworkThread(Update);
}
public void SetConfigGraphicsRezoType(ResolutionScalingMode mode)
{
_setConfigGraphicsRezoType = mode;
}
public void Update()
{
_dbg.Clear();
ref var cfg = ref Service.Config._.Game;
if (_setConfigGraphicsRezoType is { } setType)
{
_setConfigGraphicsRezoType = null;
Service.GameConfig.System.Set(SystemConfigOption.GraphicsRezoUpscaleType.ToString(), setType.ToXIVSysConf());
}
ConfigDynRezo = Service.GameConfig.System.GetUInt(SystemConfigOption.DynamicRezoType.ToString()) != 0U;
// GameConfig starts with FSR at 0; GraphicsConfig starts with FSR at 1
ConfigGraphicsRezoType = ResolutionScalingModeExt.FromXIVSysConf(Service.GameConfig.System.GetUInt(SystemConfigOption.GraphicsRezoUpscaleType.ToString()));
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}
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.ToXIVGFX() : ResolutionScalingMode.Linear.ToXIVGFX();
rtm->DynamicResolutionMinimumHeight = rtm->DynamicResolutionMaximumHeight;
}
else
{
gfx->GraphicsRezoUpscaleType = ConfigGraphicsRezoType.ToSupported().ToXIVGFX();
}
_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)
{
Service.PluginLog.Debug($"Regenerating dirty RTM - locking ImmediateContextDX11.ProcessCommands");
lock (_renderLock)
{
Service.PluginLog.Debug($"Regenerating dirty RTM - locked 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($"_forceUpdateRTM -> 1 - expected {widthS} x {heightS}, got {rtm->Resolution_Width} x {rtm->Resolution_Height}");
_forceUpdateRTM = ForceUpdateRTMState._1_FakeInv;
}
switch (enabled ? _forceUpdateRTM : ForceUpdateRTMState._0_Idle)
{
default:
if (_forceUpdateRTM < 0)
{
_forceUpdateRTM++;
}
break;
case ForceUpdateRTMState._0_Idle:
break;
case ForceUpdateRTMState._1_FakeInv:
gfx->DynamicRezoEnable = 0;
gfx->GraphicsRezoScale = MathF.Min(1f, 1f / scale);
Service.PluginLog.Debug("_forceUpdateRTM -> 2");
_forceUpdateRTM = ForceUpdateRTMState._2_ToScale;
break;
case ForceUpdateRTMState._2_ToScale:
gfx->DynamicRezoEnable = 1;
gfx->GraphicsRezoScale = scale;
Service.PluginLog.Debug("_forceUpdateRTM -> 0");
_forceUpdateRTM = ForceUpdateRTMState._0_Idle;
// TODO: Figure out what's going on with GraphicsRezoScaleGlassXY and GraphicsRezoUnk1
break;
}
CurrentWidth = rtm->Resolution_Width;
CurrentHeight = rtm->Resolution_Height;
}
private static void GetScaledWidthHeight(uint width, uint height, float scale, out uint widthS, out uint heightS)
{
heightS = (uint) MathF.Round(height * scale, MidpointRounding.AwayFromZero);
widthS = (width * heightS) / height;
}
private void RTMApplyScalingDetour(RenderTargetManagerEx* rtm, uint* size, byte unk1)
{
Debug.Assert(rtm == RenderTargetManager.Instance());
ref var cfg = ref Service.Config._.Game;
if (Service.Plugin.Unloading || !cfg.IsEnabled)
{
_rtmApplyScalingHook.OriginalDisposeSafe(rtm, size, unk1);
return;
}
var gfx = (GraphicsConfigEx*) GraphicsConfig.Instance();
var _DynamicRezoEnableBeyond1 = gfx->DynamicRezoEnableBeyond1;
gfx->DynamicRezoEnableBeyond1 = (byte) (cfg.Scale > 1f ? 1 : 0);
Service.PluginLog.Debug($"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($"After: 0x{rv:X16} 0x{(long) (nint) tex->D3D11Texture2D:X16} 0x{(long) (nint) tex->D3D11ShaderResourceView:X16}");
return rv;
}
private void ImmediateBindPSCSSRVsDetourCommon(
bool isPS,
SDX11.CommonShaderStage stage,
ImmediateContextEx* im, PixelShader* ps, ImmediateSRV* data
)
{
Debug.Assert(im == Device.Instance()->ImmediateContext);
var rtm = (RenderTargetManagerEx*) RenderTargetManager.Instance();
bool called = false;
// TODO: Identifying by the shader might be much more reliable long-term.
if (ps->Shader.SamplerCount >= 1 && (data[0].Texture == rtm->GameplayTextureUnk1 || data[0].Texture == rtm->GameplayTextureUnk3))
{
// Service.PluginLog.Debug($"ImmediateBind{(isPS ? "PS" : "CS")}SRVs #{_drawCount} 0x{(long) (nint) ps}");
var tex = data[0].Texture;
Orig();
SDX11.SamplerState? sampler = null;
if (Service.Config._.Game.IsEnabled && Service.Config._.ResolutionScalingMode == ResolutionScalingMode.Point)
{
sampler = _samplerPoint;
}
else if (tex->MipLevel != 1)
{
sampler = _samplerMips;
_d3dctx.GenerateMips(CppObject.FromPointer<SDX11.ShaderResourceView>((nint) tex->D3D11ShaderResourceView));
}
else if (Service.Config._.Game.IsEnabled && Service.Config._.ResolutionScalingMode == ResolutionScalingMode.Linear)
{
sampler = _samplerLinear;
}
if (sampler is not null)
{
stage.SetSampler(0, sampler);
if (!isPS)
{
_d3dctx.PixelShader.SetSampler(0, sampler);
}
}
}
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<byte>(0x1).Ref;
public ref byte DynamicRezoEnableCutScene => ref RefPtr.For(ref DynamicRezoEnable).Offs<byte>(0x2).Ref;
public ref byte DynamicRezoEnableUnkx47 => ref RefPtr.For(ref DynamicRezoEnable).Offs<byte>(0x3).Ref;
public ref byte DynamicRezoEnableUnkx48 => ref RefPtr.For(ref DynamicRezoEnable).Offs<byte>(0x4).Ref;
public ref float GraphicsRezoScale => ref _.GraphicsRezoScale;
public ref float GraphicsRezoUnk1 => ref RefPtr.For(ref GraphicsRezoScale).Offs<float>(0x4).Ref;
public ref byte GraphicsRezoUpscaleType => ref _.GraphicsRezoUpscaleType;
public ref byte GraphicsRezoUnk2 => ref RefPtr.For(ref GraphicsRezoUpscaleType).Offs<byte>(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 _;
// Title screen: Gets blitted FROM after actual gameplay texture. Actual purpose unknown.
// In-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;
}
// There's currently no effort to C#-ify the PostEffectManager findings in CS.
[StructLayout(LayoutKind.Explicit)]
public unsafe struct PostEffectManagerEx
{
private static PostEffectManagerEx* _instance;
public static PostEffectManagerEx* Instance()
{
if (Service.SigScanner is null)
{
return null;
}
var code = Service.SigScanner.ScanText("48 83 EC ?? 48 8B 05 ?? ?? ?? ?? 49 8B F9 49 8B F0 4C 8B F2 48 8B 98 ?? ?? 00 00 48 85 DB");
var found = Service.SigScanner.ResolveRelativeAddress(code + 4 + 7, *(int*) (code + 4 + 3));
return _instance = (PostEffectManagerEx*) *(nint*) found;
}
/* Identifiable by being used for DLSS initialization when the upscale type == 2,
* and containing NVSDK NGX capability param attribs at *+0x158 since 2024?
* The function setting it up is very similar to NVIDIA's sample code,
* but in case of emergency, CTRL+F NVSDK_NGX_D3D11_GetCapabilityParameters (always exported?)
* and the two magic strings "SuperSampling.NeedsUpdatedDriver" and "SuperSampling.Available"
*/
[FieldOffset(0x4220)]
public void* DLSS;
}