Novidia: make use of glTexImage1D or glTexSubImage1D configurable
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@@ -4,44 +4,26 @@
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// upload to the SSBO instead after processing
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void h_uploadModelTransformBuf(DWORD* a1, int a2)
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// two versions because apparently TexSubImage can cause major stuttering
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void h_uploadModelTransformBuf_TexImage(DWORD* a1, int a2)
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{
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uploadModelTransformBuf(a1, a2);
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_1D, buf_tex);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 0x3000 / sizeof(float) / 4, 0, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
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glActiveTexture(GL_TEXTURE0);
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}
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void h_uploadModelTransformBuf_TexSubImage(DWORD* a1, int a2)
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{
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uploadModelTransformBuf(a1, a2);
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_1D, buf_tex);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 0x3000 / sizeof(float) / 4, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
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glActiveTexture(GL_TEXTURE0);
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}
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/*
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void h_glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
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{
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if (performTransform)
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{
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_1D, buf_tex);
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//glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 0x3000 / sizeof(float) / 4, 0, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 0x3000 / sizeof(float) / 4, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
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//glActiveTexture(GL_TEXTURE0);
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}
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glDrawElements(mode, count, type, indices);
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}
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void h_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices)
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{
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if (performTransform)
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{
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_1D, buf_tex);
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//glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 0x3000 / sizeof(float) / 4, 0, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 0x3000 / sizeof(float) / 4, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
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//glActiveTexture(GL_TEXTURE0);
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}
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glDrawRangeElements(mode,start, end, count, type, indices);
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}
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*/
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// just a crash fix
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void h_glBindBuffer(GLenum target, GLuint buffer)
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{
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@@ -106,7 +88,8 @@ void h_glutSetCursor(int cursor)
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glGenTextures(1, &buf_tex);
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printf("[Novidia] Buffer texture id: %d\n", buf_tex);
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glBindTexture(GL_TEXTURE_1D, buf_tex);
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glTexStorage1D(GL_TEXTURE_1D, 1, GL_RGBA32F, 0x3000 / sizeof(float) / 4);
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if (use_TexSubImage)
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glTexStorage1D(GL_TEXTURE_1D, 1, GL_RGBA32F, 0x3000 / sizeof(float) / 4);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@@ -127,7 +110,7 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserv
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if (ul_reason_for_call == DLL_PROCESS_ATTACH)
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{
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//loadConfig();
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loadConfig();
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DisableThreadLibraryCalls(hModule);
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@@ -135,10 +118,15 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserv
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DetourUpdateThread(GetCurrentThread());
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printf("[Novidia] Hooking glutSetCursor\n");
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DetourAttach(&(PVOID&)glutSetCursor, h_glutSetCursor);
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printf("[Novidia] Hooking uploadModelTransformBuf\n");
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DetourAttach(&(PVOID&)uploadModelTransformBuf, h_uploadModelTransformBuf);
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printf("[Novidia] Hooking wglGetProcAddress\n");
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DetourAttach(&(PVOID&)wGlGetProcAddress_forhook, h_wglGetProcAddress);
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printf("[Novidia] Hooking uploadModelTransformBuf\n");
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if (use_TexSubImage)
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DetourAttach(&(PVOID&)uploadModelTransformBuf, h_uploadModelTransformBuf_TexSubImage);
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else
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DetourAttach(&(PVOID&)uploadModelTransformBuf, h_uploadModelTransformBuf_TexImage);
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DetourTransactionCommit();
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}
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@@ -149,6 +137,10 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserv
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using namespace PluginConfig;
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PluginConfigOption config[] = {
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{ CONFIG_BOOLEAN, new PluginConfigBooleanData{ L"use_TexSubImage", L"general", CONFIG_FILE, L"Use glTexSubImage", L"glTexSubImage should offer higher performance, but stuttering has been reported when it is used.\nTry disabling this if you have issues.", true, false } },
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};
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extern "C" __declspec(dllexport) LPCWSTR GetPluginName(void)
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{
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return L"Novidia";
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@@ -157,4 +149,9 @@ extern "C" __declspec(dllexport) LPCWSTR GetPluginName(void)
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extern "C" __declspec(dllexport) LPCWSTR GetPluginDescription(void)
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{
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return L"Novidia by somewhatlurker\n\nPerforms some model skinning transformations in an alternate way to enable functionality on non-Nvidia hardware.\nAlso fixes crashing on non-Nvidia hardware.";
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}
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extern "C" __declspec(dllexport) PluginConfigArray GetPluginOptions(void)
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{
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return PluginConfigArray{ _countof(config), config };
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}
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@@ -24,7 +24,8 @@ bool checkBufferTargetOk(GLenum target)
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int __stdcall stub() { return 1; }
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/*
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bool use_TexSubImage;
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std::wstring ExePath() {
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WCHAR buffer[MAX_PATH];
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GetModuleFileNameW(NULL, buffer, MAX_PATH);
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@@ -43,6 +44,5 @@ LPCWSTR CONFIG_FILE = CONFIG_FILE_STRING.c_str();
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void loadConfig()
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{
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}
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*/
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use_TexSubImage = GetPrivateProfileIntW(L"general", L"use_TexSubImage", 1, CONFIG_FILE) > 0 ? true : false;
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}
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@@ -54,6 +54,7 @@ typedef char GLchar;
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void(__cdecl* glGenTextures)(GLsizei n, GLuint* textures) = *(void(__cdecl**)(GLsizei, GLuint*))0x140965ad8;
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void(__cdecl* glBindTexture)(GLenum target, GLuint texture) = *(void(__cdecl**)(GLenum, GLuint))0x140965bf8;
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void(__cdecl* glTexParameteri)(GLenum target, GLenum pname, GLint param) = *(void(__cdecl**)(GLenum, GLenum, GLint))0x140965a18;
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void(__cdecl* glTexImage1D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void* data) = *(void(__cdecl**)(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const void*))0x140965b58;
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void(__cdecl* glTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void* pixels) = (void(__cdecl*)(GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const void*))GetProcAddress(ogl32, "glTexSubImage1D");
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// these are all imported using wglGetProcAddress and can't be initialised until after the OpenGL context is created
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@@ -73,6 +74,7 @@ struct {
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{&glGenTextures, "glGenTextures", false},
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{&glBindTexture, "glBindTexture", false},
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{&glTexParameteri, "glTexParameteri", false},
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{&glTexImage1D, "glTexImage1D", false},
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{&glTexSubImage1D, "glTexSubImage1D", false},
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{&glActiveTexture, "glActiveTexture", true},
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{&glTexStorage1D, "glTexStorage1D", true},
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