Novidia: make use of glTexImage1D or glTexSubImage1D configurable

This commit is contained in:
somewhatlurker
2020-07-24 22:51:09 +10:00
parent 0db7a2b09b
commit 9fb2c843a8
3 changed files with 36 additions and 37 deletions
@@ -4,44 +4,26 @@
// upload to the SSBO instead after processing
void h_uploadModelTransformBuf(DWORD* a1, int a2)
// two versions because apparently TexSubImage can cause major stuttering
void h_uploadModelTransformBuf_TexImage(DWORD* a1, int a2)
{
uploadModelTransformBuf(a1, a2);
glActiveTexture(GL_TEXTURE8);
glBindTexture(GL_TEXTURE_1D, buf_tex);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 0x3000 / sizeof(float) / 4, 0, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
glActiveTexture(GL_TEXTURE0);
}
void h_uploadModelTransformBuf_TexSubImage(DWORD* a1, int a2)
{
uploadModelTransformBuf(a1, a2);
glActiveTexture(GL_TEXTURE8);
glBindTexture(GL_TEXTURE_1D, buf_tex);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 0x3000 / sizeof(float) / 4, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
glActiveTexture(GL_TEXTURE0);
}
/*
void h_glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
{
if (performTransform)
{
glActiveTexture(GL_TEXTURE8);
glBindTexture(GL_TEXTURE_1D, buf_tex);
//glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 0x3000 / sizeof(float) / 4, 0, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 0x3000 / sizeof(float) / 4, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
//glActiveTexture(GL_TEXTURE0);
}
glDrawElements(mode, count, type, indices);
}
void h_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices)
{
if (performTransform)
{
glActiveTexture(GL_TEXTURE8);
glBindTexture(GL_TEXTURE_1D, buf_tex);
//glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 0x3000 / sizeof(float) / 4, 0, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 0x3000 / sizeof(float) / 4, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
//glActiveTexture(GL_TEXTURE0);
}
glDrawRangeElements(mode,start, end, count, type, indices);
}
*/
// just a crash fix
void h_glBindBuffer(GLenum target, GLuint buffer)
{
@@ -106,7 +88,8 @@ void h_glutSetCursor(int cursor)
glGenTextures(1, &buf_tex);
printf("[Novidia] Buffer texture id: %d\n", buf_tex);
glBindTexture(GL_TEXTURE_1D, buf_tex);
glTexStorage1D(GL_TEXTURE_1D, 1, GL_RGBA32F, 0x3000 / sizeof(float) / 4);
if (use_TexSubImage)
glTexStorage1D(GL_TEXTURE_1D, 1, GL_RGBA32F, 0x3000 / sizeof(float) / 4);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -127,7 +110,7 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserv
if (ul_reason_for_call == DLL_PROCESS_ATTACH)
{
//loadConfig();
loadConfig();
DisableThreadLibraryCalls(hModule);
@@ -135,10 +118,15 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserv
DetourUpdateThread(GetCurrentThread());
printf("[Novidia] Hooking glutSetCursor\n");
DetourAttach(&(PVOID&)glutSetCursor, h_glutSetCursor);
printf("[Novidia] Hooking uploadModelTransformBuf\n");
DetourAttach(&(PVOID&)uploadModelTransformBuf, h_uploadModelTransformBuf);
printf("[Novidia] Hooking wglGetProcAddress\n");
DetourAttach(&(PVOID&)wGlGetProcAddress_forhook, h_wglGetProcAddress);
printf("[Novidia] Hooking uploadModelTransformBuf\n");
if (use_TexSubImage)
DetourAttach(&(PVOID&)uploadModelTransformBuf, h_uploadModelTransformBuf_TexSubImage);
else
DetourAttach(&(PVOID&)uploadModelTransformBuf, h_uploadModelTransformBuf_TexImage);
DetourTransactionCommit();
}
@@ -149,6 +137,10 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserv
using namespace PluginConfig;
PluginConfigOption config[] = {
{ 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 } },
};
extern "C" __declspec(dllexport) LPCWSTR GetPluginName(void)
{
return L"Novidia";
@@ -157,4 +149,9 @@ extern "C" __declspec(dllexport) LPCWSTR GetPluginName(void)
extern "C" __declspec(dllexport) LPCWSTR GetPluginDescription(void)
{
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.";
}
extern "C" __declspec(dllexport) PluginConfigArray GetPluginOptions(void)
{
return PluginConfigArray{ _countof(config), config };
}
@@ -24,7 +24,8 @@ bool checkBufferTargetOk(GLenum target)
int __stdcall stub() { return 1; }
/*
bool use_TexSubImage;
std::wstring ExePath() {
WCHAR buffer[MAX_PATH];
GetModuleFileNameW(NULL, buffer, MAX_PATH);
@@ -43,6 +44,5 @@ LPCWSTR CONFIG_FILE = CONFIG_FILE_STRING.c_str();
void loadConfig()
{
}
*/
use_TexSubImage = GetPrivateProfileIntW(L"general", L"use_TexSubImage", 1, CONFIG_FILE) > 0 ? true : false;
}
@@ -54,6 +54,7 @@ typedef char GLchar;
void(__cdecl* glGenTextures)(GLsizei n, GLuint* textures) = *(void(__cdecl**)(GLsizei, GLuint*))0x140965ad8;
void(__cdecl* glBindTexture)(GLenum target, GLuint texture) = *(void(__cdecl**)(GLenum, GLuint))0x140965bf8;
void(__cdecl* glTexParameteri)(GLenum target, GLenum pname, GLint param) = *(void(__cdecl**)(GLenum, GLenum, GLint))0x140965a18;
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;
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");
// these are all imported using wglGetProcAddress and can't be initialised until after the OpenGL context is created
@@ -73,6 +74,7 @@ struct {
{&glGenTextures, "glGenTextures", false},
{&glBindTexture, "glBindTexture", false},
{&glTexParameteri, "glTexParameteri", false},
{&glTexImage1D, "glTexImage1D", false},
{&glTexSubImage1D, "glTexSubImage1D", false},
{&glActiveTexture, "glActiveTexture", true},
{&glTexStorage1D, "glTexStorage1D", true},