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CShaderGlue changes and RTech implementation.
* Added RTech::LoadShaderSet for the asset load routine * Grabbing CShaderGlue::SetupShader and CShaderGlue::m_pVTable dynamically now * Everything verified for every season, cross-compatible!
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@ -6,7 +6,6 @@
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#include "core/stdafx.h"
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#include "materialsystem/cmaterialglue.h"
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///////////////////////////////////////////////////////////////////////////////
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void CMaterialGlue_Attach()
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{
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@ -6,6 +6,10 @@
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#include "core/stdafx.h"
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#include "materialsystem/cshaderglue.h"
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int CShaderGlue::SetupShader(uint64_t nCount, uint64_t a3, void* pRawMaterialGlueWithoutVTable)
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{
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return CShaderGlue_SetupShader(this, nCount, a3, pRawMaterialGlueWithoutVTable);
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}
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///////////////////////////////////////////////////////////////////////////////
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void CShaderGlue_Attach()
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@ -4,12 +4,9 @@
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class CShaderGlue // Most of these found in CShaderGlue::SetupShader
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{
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public:
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virtual uint64_t TryBlockMap_getpDC() = 0;
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virtual uint64_t nullsub() = 0;
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virtual void* sub_1403B3710() = 0;
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virtual uint64_t nullsub1() = 0;
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virtual int SetupShader(uint64_t nCount, uint64_t a3, void* pRawMaterialGlueWithoutVTable) = 0;
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int SetupShader(uint64_t nCount, uint64_t a3, void* pRawMaterialGlueWithoutVTable);
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void* m_pVTable; //0x0000
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char pad_0008[8]; //0x0008 Dispatcher Context, Some SEH try and catch thing.
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uint64_t m_nUnknown1; //0x0010
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uint16_t m_nCount1; //0x0018
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@ -34,6 +31,10 @@ static_assert(sizeof(CShaderGlue) == 0x40); // [ PIXIE ]: All vars have proper d
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*/
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/* ==== CSHADERGLUE ================================================================================================================================================== */
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inline auto CShaderGlue_SetupShader = CMemory().RCast<int(*)(CShaderGlue* thisptr, uint64_t nCount, uint64_t a3, void* pRawMaterialGlueWithoutVTable)>();
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inline CMemory CShaderGlue_VTable;
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inline void* g_pCShaderGlue_VTable = nullptr;
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void CShaderGlue_Attach();
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void CShaderGlue_Detach();
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@ -41,7 +42,14 @@ void CShaderGlue_Detach();
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class VShaderGlue : public IDetour
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{
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virtual void GetAdr(void) const { }
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virtual void GetFun(void) const { }
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virtual void GetFun(void) const
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{
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// We get it here in GetFun because we grab other functions with it, it's more efficient.
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CShaderGlue_VTable = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8D\x05\x00\x00\x00\x00\x48\x89\x01\xC3\xCC\xCC\xCC\xCC\xCC\x48\x85\xD2"), "xxx????xxxxxxxxxxxx").ResolveRelativeAddressSelf(0x3, 0x7);
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g_pCShaderGlue_VTable = CShaderGlue_VTable.RCast<void*>(); /*48 8D 05 ? ? ? ? 48 89 01 C3 CC CC CC CC CC 48 85 D2*/
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CShaderGlue_SetupShader = CShaderGlue_VTable.WalkVTable(4).RCast<int(*)(CShaderGlue*, uint64_t, uint64_t, void*)>();
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}
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virtual void GetVar(void) const { }
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virtual void GetCon(void) const { }
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virtual void Attach(void) const { }
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@ -2,6 +2,7 @@
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#include "rtech/rtech_utils.h"
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#ifndef DEDICATED
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#include "windows/id3dx.h"
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#include "materialsystem/cshaderglue.h"
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#endif // !DEDICATED
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@ -643,6 +644,14 @@ void RTech::CreateDXTexture(RPakTextureHeader_t* textureHeader, int64_t imageDat
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#endif
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#ifndef DEDICATED
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void** RTech::LoadShaderSet(void** VTablePtr)
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{
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*VTablePtr = &g_pCShaderGlue_VTable;
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return &g_pCShaderGlue_VTable;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: gets information about loaded pak file via pak ID
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//-----------------------------------------------------------------------------
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@ -342,6 +342,10 @@ public:
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#if not defined DEDICATED && defined (GAMEDLL_S3)
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static void __fastcall CreateDXTexture(RPakTextureHeader_t* textureHeader, int64_t cpuArg);
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#endif
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#ifndef DEDICATED
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void** LoadShaderSet(void** VTablePtr);
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#endif
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};
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void RTech_Utils_Attach();
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