d3d9 hook 降低资源占用
时间: 2023-07-28 22:03:38 浏览: 86
D3D9 Hook是一种技术手段,用于对DirectX 9的渲染进行挂接和修改,以实现特定的目的,其中之一就是降低资源占用。
D3D9 Hook可以通过拦截和修改DirectX 9函数调用来优化资源的使用。通过这种方式,可以对渲染过程中的各个环节进行干预,对资源进行管理和调优,以达到资源占用的降低。
在D3D9 Hook的过程中,可以根据不同的场景和需求,对渲染管线中的各个步骤进行修改和优化。其中包括但不限于:对绘制指令进行过滤、优化纹理和渲染目标的创建和使用、减少渲染状态的改变等。
通过D3D9 Hook技术,可以有效减少不必要的资源开销。比如,在某些情况下,可以通过过滤某些绘制指令,避免对不可见物体进行渲染,从而节省GPU和内存资源的使用。另外,还可以对纹理和渲染目标的使用进行优化,避免不必要的内存拷贝和资源创建销毁操作,提高渲染过程的效率。
总而言之,D3D9 Hook可以通过对DirectX 9的渲染进行拦截和修改,优化资源的使用,从而降低资源占用。通过合理的优化和调整,可以提高渲染性能,提升应用程序的运行效率。
相关问题
x64 驱动全局hook d3d9 的例子
在 Windows x64 下全局 Hook D3D9 驱动需要使用驱动程序来实现,下面是一个简单的示例代码:
```c
#include <ntddk.h>
#include <d3d9.h>
#pragma comment(lib, "winmm.lib")
typedef struct _D3D9_DEVICE_CALLBACKS {
PVOID Present;
PVOID Reset;
} D3D9_DEVICE_CALLBACKS, *PD3D9_DEVICE_CALLBACKS;
typedef struct _D3D9_CALLBACKS {
PVOID Direct3DCreate9;
D3D9_DEVICE_CALLBACKS DeviceCallbacks;
} D3D9_CALLBACKS, *PD3D9_CALLBACKS;
DRIVER_INITIALIZE DriverEntry;
DRIVER_UNLOAD DriverUnload;
D3D9_CALLBACKS g_D3D9Callbacks = { 0 };
VOID OnD3D9Present(IDirect3DDevice9* pDevice)
{
DbgPrint("D3D9 Present called\n");
}
VOID OnD3D9Reset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters)
{
DbgPrint("D3D9 Reset called\n");
}
NTSTATUS OnDeviceControl(PDEVICE_OBJECT pDeviceObject, PIRP pIrp)
{
PIO_STACK_LOCATION pIrpStack = IoGetCurrentIrpStackLocation(pIrp);
switch (pIrpStack->Parameters.DeviceIoControl.IoControlCode)
{
case IOCTL_D3D9_REGISTER_CALLBACKS:
g_D3D9Callbacks = *(PD3D9_CALLBACKS)pIrpStack->Parameters.DeviceIoControl.Type3InputBuffer;
if (g_D3D9Callbacks.Direct3DCreate9)
{
PVOID pDirect3D = ((LPDIRECT3D(__stdcall*)(UINT))g_D3D9Callbacks.Direct3DCreate9)(D3D_SDK_VERSION);
if (pDirect3D)
{
LPDIRECT3DDEVICE9 pDevice = NULL;
D3DPRESENT_PARAMETERS PresentationParameters = { 0 };
PresentationParameters.BackBufferWidth = 640;
PresentationParameters.BackBufferHeight = 480;
PresentationParameters.BackBufferFormat = D3DFMT_X8R8G8B8;
PresentationParameters.BackBufferCount = 1;
PresentationParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
PresentationParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
PresentationParameters.hDeviceWindow = NULL;
PresentationParameters.Windowed = TRUE;
PresentationParameters.EnableAutoDepthStencil = FALSE;
PresentationParameters.Flags = 0;
((LPDIRECT3D9)pDirect3D)->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&PresentationParameters, &pDevice);
if (pDevice)
{
if (g_D3D9Callbacks.DeviceCallbacks.Present)
{
((VOID(__stdcall*)(IDirect3DDevice9*))g_D3D9Callbacks.DeviceCallbacks.Present)(pDevice);
}
if (g_D3D9Callbacks.DeviceCallbacks.Reset)
{
((VOID(__stdcall*)(IDirect3DDevice9*, D3DPRESENT_PARAMETERS*))g_D3D9Callbacks.DeviceCallbacks.Reset)(pDevice, &PresentationParameters);
}
pDevice->Release();
}
((LPDIRECT3D9)pDirect3D)->Release();
}
}
break;
}
pIrp->IoStatus.Status = STATUS_SUCCESS;
pIrp->IoStatus.Information = 0;
IoCompleteRequest(pIrp, IO_NO_INCREMENT);
return STATUS_SUCCESS;
}
NTSTATUS DriverEntry(PDRIVER_OBJECT pDriverObject, PUNICODE_STRING pRegistryPath)
{
NTSTATUS status = STATUS_SUCCESS;
PDEVICE_OBJECT pDeviceObject = NULL;
UNICODE_STRING deviceName = RTL_CONSTANT_STRING(L"\\Device\\D3D9Hook");
UNICODE_STRING symbolicLinkName = RTL_CONSTANT_STRING(L"\\DosDevices\\D3D9Hook");
IoCreateDevice(pDriverObject, 0, &deviceName, FILE_DEVICE_UNKNOWN, FILE_DEVICE_SECURE_OPEN, FALSE, &pDeviceObject);
IoCreateSymbolicLink(&symbolicLinkName, &deviceName);
pDriverObject->MajorFunction[IRP_MJ_DEVICE_CONTROL] = OnDeviceControl;
pDriverObject->DriverUnload = DriverUnload;
return STATUS_SUCCESS;
}
VOID DriverUnload(PDRIVER_OBJECT pDriverObject)
{
UNICODE_STRING symbolicLinkName = RTL_CONSTANT_STRING(L"\\DosDevices\\D3D9Hook");
IoDeleteSymbolicLink(&symbolicLinkName);
IoDeleteDevice(pDriverObject->DeviceObject);
}
```
下面是一个用户模式程序调用驱动程序的示例代码:
```c
#include <Windows.h>
#include <cstdio>
#include <d3d9.h>
#define IOCTL_D3D9_REGISTER_CALLBACKS CTL_CODE(FILE_DEVICE_UNKNOWN, 0x800, METHOD_BUFFERED, FILE_ANY_ACCESS)
typedef struct _D3D9_DEVICE_CALLBACKS {
PVOID Present;
PVOID Reset;
} D3D9_DEVICE_CALLBACKS, *PD3D9_DEVICE_CALLBACKS;
typedef struct _D3D9_CALLBACKS {
PVOID Direct3DCreate9;
D3D9_DEVICE_CALLBACKS DeviceCallbacks;
} D3D9_CALLBACKS, *PD3D9_CALLBACKS;
PD3D9_CALLBACKS g_pD3D9Callbacks = NULL;
HANDLE g_hDevice = INVALID_HANDLE_VALUE;
VOID OnD3D9Present(IDirect3DDevice9* pDevice)
{
printf("D3D9 Present called\n");
}
VOID OnD3D9Reset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters)
{
printf("D3D9 Reset called\n");
}
BOOL OpenDevice()
{
g_hDevice = CreateFile(L"\\\\.\\D3D9Hook", GENERIC_READ | GENERIC_WRITE, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
return g_hDevice != INVALID_HANDLE_VALUE;
}
VOID CloseDevice()
{
if (g_hDevice != INVALID_HANDLE_VALUE) {
CloseHandle(g_hDevice);
g_hDevice = INVALID_HANDLE_VALUE;
}
}
BOOL RegisterCallbacks()
{
D3D9_CALLBACKS callbacks = { 0 };
callbacks.Direct3DCreate9 = (PVOID)GetProcAddress(GetModuleHandle(L"d3d9.dll"), "Direct3DCreate9");
callbacks.DeviceCallbacks.Present = (PVOID)OnD3D9Present;
callbacks.DeviceCallbacks.Reset = (PVOID)OnD3D9Reset;
return DeviceIoControl(g_hDevice, IOCTL_D3D9_REGISTER_CALLBACKS, &callbacks, sizeof(callbacks), NULL, 0, NULL, NULL);
}
int main()
{
if (!OpenDevice())
{
printf("OpenDevice failed.\n");
return 1;
}
if (!RegisterCallbacks())
{
printf("RegisterCallbacks failed.\n");
CloseDevice();
return 1;
}
IDirect3D9* pDirect3D = Direct3DCreate9(D3D_SDK_VERSION);
if (pDirect3D)
{
IDirect3DDevice9* pDevice = NULL;
D3DPRESENT_PARAMETERS PresentationParameters = { 0 };
PresentationParameters.BackBufferWidth = 640;
PresentationParameters.BackBufferHeight = 480;
PresentationParameters.BackBufferFormat = D3DFMT_X8R8G8B8;
PresentationParameters.BackBufferCount = 1;
PresentationParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
PresentationParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
PresentationParameters.hDeviceWindow = NULL;
PresentationParameters.Windowed = TRUE;
PresentationParameters.EnableAutoDepthStencil = FALSE;
PresentationParameters.Flags = 0;
pDirect3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&PresentationParameters, &pDevice);
if (pDevice)
{
pDevice->Release();
}
pDirect3D->Release();
}
CloseDevice();
return 0;
}
```
需要注意的是,这只是一个简单的示例,实际应用中可能需要更多的代码来处理不同的 D3D9 API 调用。另外,由于驱动程序需要在内核模式下运行,因此需要使用 Windows DDK 和 Visual Studio 等开发工具来编写和构建驱动程序。
易语言d3d11hook
易语言d3d11hook是一种用易语言编写的Direct3D 11钩子程序。它的作用是在Direct3D 11游戏中注入代码,从而改变游戏行为或者获取内部信息。例如,可以用d3d11hook修改游戏中的图形效果,加速或者减慢游戏速度,截取游戏画面并进行后处理等等。由于Direct3D 11是Windows平台上流行的3D图形API,因此d3d11hook可以用于大部分Direct3D 11游戏。不过,使用d3d11hook也有一定的风险,可能会导致游戏不稳定、崩溃甚至被封号。此外,d3d11hook需要有一定的编程技能才能使用,因为要理解Direct3D 11的底层原理以及如何编写钩子程序。总结来说,易语言d3d11hook是一种高级的游戏修改工具,它可以让游戏发烧友们更深入地了解自己喜爱的游戏,并有机会创造出新的游戏体验。
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