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c++ - 覆盖 Direct3D 接口(interface)?

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:58:44 35 4
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我的项目启动了一个目标进程,向其中注入(inject)了一个用于挂接 Direct3D 函数的库。我过去成功地做到了这一点,但决定重写库以更接近 Direct3D 接口(interface)规范。这里的想法是创建一组我自己的 1:1 包装器类,每个都继承一个 DirectX 接口(interface)(即 class CD3D8 : IDirect3D8class CD3DDevice8 : IDirect3DDevice8 等等向前)。由于每个底层 DirectX COM 接口(interface)的所有成员都是纯虚拟方法,我认为我可以轻松地覆盖它们...

因此,当我的库 Hook Direct3DCreate8 时,我返回一个指向我的 CDirect3D8 的指针,而不是标准的 IDirect3D8。然后我的库使用该指针的虚拟表来 Hook 方法 #15,即 IDirect3D8::CreateDevice。一旦它被调用,我返回一个指向 CDirect3DDevice8 的指针,而不是 IDirect3DDevice8。一切似乎都很好,除了注入(inject)的应用程序没有调用任何覆盖的函数!不知何故,该应用程序似乎在调用原始界面功能而不是我自己的界面功能。我在这里错过了某种概念吗?例如,我是否需要手动将虚拟表指针重新映射到自定义包装类中的指针?

这是我目前得到的(只显示 d3d8):

D3D.h

#pragma once


#define STDM(method) COM_DECLSPEC_NOTHROW HRESULT STDMETHODCALLTYPE method
#define STDM_(type,method) COM_DECLSPEC_NOTHROW type STDMETHODCALLTYPE method

template<class IDirect3D8>
class CD3D : public IDirect3D8
{
public:
CD3D();
~CD3D();

/*** IUnknown methods ***/
STDM(QueryInterface)(THIS_ REFIID riid, void** ppvObj);
STDM_(ULONG,AddRef)(THIS);
STDM_(ULONG,Release)(THIS);

/*** IDirect3D8 methods ***/
STDM(RegisterSoftwareDevice)(THIS_ void* pInitializeFunction);
STDM_(UINT, GetAdapterCount)(THIS);
STDM(GetAdapterIdentifier)(THIS_ UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER8* pIdentifier);
STDM_(UINT, GetAdapterModeCount)(THIS_ UINT Adapter);
STDM(EnumAdapterModes)(THIS_ UINT Adapter,UINT Mode,D3DDISPLAYMODE* pMode);
STDM(GetAdapterDisplayMode)(THIS_ UINT Adapter,D3DDISPLAYMODE* pMode);
STDM(CheckDeviceType)(THIS_ UINT Adapter,D3DDEVTYPE CheckType,D3DFORMAT DisplayFormat,D3DFORMAT BackBufferFormat,BOOL Windowed);
STDM(CheckDeviceFormat)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat);
STDM(CheckDeviceMultiSampleType)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType);
STDM(CheckDepthStencilMatch)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat);
STDM(GetDeviceCaps)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS8* pCaps);
STDM_(HMONITOR, GetAdapterMonitor)(THIS_ UINT Adapter);
STDM(CreateDevice)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice8** ppReturnedDeviceInterface);
};


D3D.cpp

#include "stdafx.h"


#define STDIMP(iface, method, ...) COM_DECLSPEC_NOTHROW HRESULT STDMETHODCALLTYPE CD3D<iface>::method(__VA_ARGS__)
#define STDIMP_(iface, type, method, ...) COM_DECLSPEC_NOTHROW type STDMETHODCALLTYPE CD3D<iface>::method(__VA_ARGS__)
#define STDIMP8(method, ...) STDIMP(IDirect3D8, method, __VA_ARGS__)
#define STDIMP8_(type, method, ...) STDIMP_(IDirect3D8, type, method, __VA_ARGS__)


CD3D<IDirect3D8>::CD3D()
{
}

CD3D<IDirect3D8>::~CD3D()
{
}

STDIMP8(QueryInterface, THIS_ REFIID riid, void** ppvObj) {
return QueryInterface( riid, ppvObj );
}

STDIMP8_(ULONG, AddRef, THIS) {
return AddRef();
}

STDIMP8_(ULONG, Release, THIS) {
return Release();
}

STDIMP8(RegisterSoftwareDevice, THIS_ void* pInitializeFunction) {
return RegisterSoftwareDevice( pInitializeFunction );
}

STDIMP8_(UINT, GetAdapterCount, THIS) {
return GetAdapterCount();
}

STDIMP8(GetAdapterIdentifier, THIS_ UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER8* pIdentifier) {
return GetAdapterIdentifier( Adapter, Flags, pIdentifier );
}

STDIMP8_(UINT, GetAdapterModeCount, THIS_ UINT Adapter) {
return GetAdapterModeCount( Adapter );
}

STDIMP8(EnumAdapterModes, THIS_ UINT Adapter, UINT Mode, D3DDISPLAYMODE* pMode) {
return EnumAdapterModes( Adapter, Mode, pMode );
}

STDIMP8(GetAdapterDisplayMode, THIS_ UINT Adapter, D3DDISPLAYMODE* pMode) {
return GetAdapterDisplayMode( Adapter, pMode );
}

STDIMP8(CheckDeviceType, THIS_ UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat, D3DFORMAT BackBufferFormat, BOOL Windowed) {
return CheckDeviceType( Adapter, CheckType, DisplayFormat, BackBufferFormat, Windowed );
}

STDIMP8(CheckDeviceFormat, THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) {
return CheckDeviceFormat( Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat );
}

STDIMP8(CheckDeviceMultiSampleType, THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType) {
return CheckDeviceMultiSampleType( Adapter, DeviceType, SurfaceFormat, Windowed, MultiSampleType );
}

STDIMP8(CheckDepthStencilMatch, THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) {
return CheckDepthStencilMatch( Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat );
}

STDIMP8(GetDeviceCaps, THIS_ UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS8* pCaps) {
return GetDeviceCaps( Adapter, DeviceType, pCaps );
}

STDIMP8_(HMONITOR, GetAdapterMonitor, THIS_ UINT Adapter) {
return GetAdapterMonitor( Adapter );
}

STDIMP8(CreateDevice, THIS_ UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice8** ppReturnedDeviceInterface) {
return CreateDevice( Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface );
}


Main.cpp(使用 Microsoft Detours 3.0 ):

#include <detours.h>
#include "D3D.h"

typedef HMODULE (WINAPI * HookLoadLibraryA)( LPCSTR lpFileName );
typedef IDirect3D8 *(WINAPI * HookDirect3DCreate8)( UINT SdkVersion );
typedef HRESULT (WINAPI * HookCreateDevice8)( IDirect3DDevice8* pInterface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice8** ppReturnedDeviceInterface );
HookLoadLibraryA RealLoadLibraryA;
HookDirect3DCreate8 RealDirect3DCreate8;
HookCreateDevice8 RealCreateDevice8;
//...
CD3D<IDirect3D8> *m_d3d8;
CD3DDevice<IDirect3D8> *m_d3dDev8;
//...
RealLoadLibraryA = (HookLoadLibraryA)GetProcAddress(GetModuleHandleA("kernel32.dll"), "LoadLibraryA");
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
DetourAttach(&(PVOID&)RealLoadLibraryA, FakeLoadLibraryA);
DetourTransactionCommit();
//...

VOID VirtualHook( PVOID pInterface, PVOID pHookProc, PVOID pOldProc, int iIndex )
{
// Hook a procedure within an interface's virtual table
PDWORD pVtable = (PDWORD)*((PDWORD)pInterface);
DWORD lpflOldProtect;

VirtualProtect( (PVOID)&pVtable[iIndex], sizeof(DWORD), PAGE_READWRITE, &lpflOldProtect );
if( pOldProc ) *(DWORD*)pOldProc = pVtable[iIndex];
pVtable[iIndex] = (DWORD)pHookProc;
VirtualProtect( pVtable, sizeof(DWORD), lpflOldProtect, &lpflOldProtect );
}

HRESULT WINAPI FakeCreateDevice8( IDirect3DDevice8* pInterface, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice8** ppReturnedDeviceInterface )
{
HRESULT ret = RealCreateDevice8( pInterface, Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface );
// Save the registers
__asm pushad
if(*ppReturnedDeviceInterface != NULL)
m_d3dDev8 = reinterpret_cast<CD3DDevice<IDirect3D8> *>(*ppReturnedDeviceInterface);
// Restore the registers
__asm popad
return ret;
}

IDirect3D8 *WINAPI FakeDirect3DCreate8( UINT SdkVersion )
{
m_d3d8 = reinterpret_cast<CD3D<IDirect3D8> *>(RealDirect3DCreate8( SdkVersion ));
if( m_d3d8 ) {
// Hook CreateDevice (vftable index #15)
VirtualHook( m_d3d8, &FakeCreateDevice8, &RealCreateDevice8, 15 );
}
return m_d3d8;
}

HMODULE WINAPI FakeLoadLibraryA( LPCSTR lpFileName )
{
CStringA strFileName( lpFileName );
int i = strFileName.ReverseFind('\\');
if(i != -1) strFileName = strFileName.Right(i + 1);
if( strFileName.CompareNoCase("d3d8.dll") == 0 )
{
// Hook Direct3DCreate8
HMODULE m_hD3D = RealLoadLibraryA( lpFileName );
RealDirect3DCreate8 = (HookDirect3DCreate8)GetProcAddress(m_hD3D, "Direct3DCreate8");
DetourTransactionBegin();
DetourUpdateThread( GetCurrentThread() );
DetourAttach(&(PVOID&)RealDirect3DCreate8, FakeDirect3DCreate8);
DetourTransactionCommit();
return m_hD3D;
}
}



... Hook 函数被调用,但我的包装函数都没有调用,注入(inject)的应用程序运行正常。为什么是这样?当然,我可以为每个 DirectX 接口(interface)(每个版本的 Direct3D)中的每个函数手动设置 Hook ,但这样做的目的是尝试避免必须这样做并使其更简洁。那么有没有办法让它按照我的预期工作?谢谢!

最佳答案

您正在使用 reinterpret_cast,这不会做太多事情,因为底层对象仍然有一个指向“真实”IDirect3D8IDirect3DDevice8 COM vtable,将用于调用。

相反,通过将原始对象实例传递给它来实例化您的自定义 CD3DCD3DDevice。然后修改所有调用以在原始对象上回调正确的方法——您的类有效地充当透明代理。

我的意思是:

STDIMP8_(ULONG, AddRef, THIS) {
return realObject->AddRef();
}

realObject 是原始的 IDirect3D8*

关于c++ - 覆盖 Direct3D 接口(interface)?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/13512482/

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