r5sdk/r5dev/materialsystem/cshaderglue.h
Kawe Mazidjatari 144d5f62e1 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2024-04-05 16:41:09 +02:00

60 lines
2.6 KiB
C++

#pragma once
#pragma pack(push, 1)
class CShaderGlue // Most of these found in CShaderGlue::SetupShader
{
public:
int SetupShader(uint64_t nCount, uint64_t a3, void* pRawMaterialGlueWithoutVTable);
void* m_pVTable; //0x0000
char pad_0008[8]; //0x0008 Dispatcher Context, Some SEH try and catch thing.
uint64_t m_nUnknown1; //0x0010
uint16_t m_nCount1; //0x0018
uint16_t m_nTextureInputCount; //0x001A
uint16_t m_nNumSamplers; //0x001C [ PIXIE ]: Used by ID3D11DeviceContext::PSSetSamplers to set NumSamplers
uint8_t m_nStartSlot; //0x001E [ PIXIE ]: Used by ID3D11DeviceContext::PSSetShaderResources to set StartSlot.
uint8_t m_nNumViews; //0x001F [ PIXIE ]: Used by ID3D11DeviceContext::PSSetShaderResources to set NumViews.
uint8_t m_nByte1; //0x0020 [ PIXIE ]: No clue tbh the only usage is an example I will show below. All of the usages are cmp also..?
uint8_t pad_0021[15]; //0x0021
void** m_ppVertexShader; //0x0030 [ PIXIE ]: Points to another structure which holds a double ptr to d3d11.dll
void** m_ppPixelShader; //0x0038 [ PIXIE ]: Points to another structure which holds a double ptr to d3d11.dll
}; //Size: 0x0040
static_assert(sizeof(CShaderGlue) == 0x40); // [ PIXIE ]: All vars have proper datatype size, paddings are unknown.
#pragma pack(pop)
/*
if ( *(_BYTE *)(v19 + a1 + 32) != byte_14171A08A ) // (v19 + a1 + 32) = m_nByte1
{
byte_14171A08A = *(_BYTE *)(v19 + a1 + 32);
qword_14171AE78 = -1i64;
}
*/
/* ==== CSHADERGLUE ================================================================================================================================================== */
inline int(*CShaderGlue_SetupShader)(CShaderGlue* thisptr, uint64_t nCount, uint64_t a3, void* pRawMaterialGlueWithoutVTable);
inline CMemory CShaderGlue_VTable;
inline void* g_pShaderGlueVFTable = nullptr;
///////////////////////////////////////////////////////////////////////////////
class VShaderGlue : public IDetour
{
virtual void GetAdr(void) const
{
LogConAdr("CShaderGlue::`vftable'", reinterpret_cast<uintptr_t>(g_pShaderGlueVFTable));
LogFunAdr("CShaderGlue::SetupShader", reinterpret_cast<uintptr_t>(CShaderGlue_SetupShader));
}
virtual void GetFun(void) const
{
CShaderGlue_SetupShader = CShaderGlue_VTable.WalkVTable(4).Deref().RCast<int(*)(CShaderGlue*, uint64_t, uint64_t, void*)>();
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const
{
CShaderGlue_VTable = g_GameDll.GetVirtualMethodTable(".?AVCShaderGlue@@");
g_pShaderGlueVFTable = CShaderGlue_VTable.RCast<void*>();
}
virtual void Detour(const bool bAttach) const { }
};
///////////////////////////////////////////////////////////////////////////////