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12a30a7b97
* Needs vigorous testing in as many situations as I can think of, not least 32bit, 64bit, D3D11, D3D9, OpenGL, managed apps, different windows SDKs, delay loading dlls (not sure if these will work), statically linked libs, LoadLibrary + GetProcAddress * Credit goes to jslutter for originally bringing it to my attention & suggesting it. * References: http://msdn.microsoft.com/en-us/magazine/bb985992.aspx http://msdn.microsoft.com/en-us/magazine/cc301808.aspx http://www.codeproject.com/Articles/6265/Process-wide-API-spying-an-ultimate-hack
135 lines
3.4 KiB
C++
135 lines
3.4 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include <map>
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using std::map;
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#include "os/os_specific.h"
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// include os-specific hooking mechanisms here
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#if defined(WIN32)
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#define USE_MHOOK 0
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#define USE_IAT_HOOK 1
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#if USE_MHOOK
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#include "3rdparty/mhook/mhook-lib/mhook.h"
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#elif USE_IAT_HOOK
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#include "os/win32/win32_hook.h"
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#else
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#error "No hook method enabled"
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#endif
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template<typename FuncType>
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class Hook
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{
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public:
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Hook()
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{
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orig_funcptr = NULL;
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}
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~Hook()
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{
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#if USE_MHOOK
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Mhook_Unhook(&orig_funcptr);
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#endif
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}
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FuncType operator()()
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{
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return (FuncType)orig_funcptr;
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}
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bool Initialize(const char *function, const char *module_name, void *destination_function_ptr)
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{
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orig_funcptr = Process::GetFunctionAddress(module_name, function);
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#if USE_MHOOK
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if(orig_funcptr == NULL)
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return false;
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return Mhook_SetHook(&orig_funcptr, destination_function_ptr);
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#elif USE_IAT_HOOK
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return Win32_IAT_Hook(&orig_funcptr, module_name, function, destination_function_ptr);
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#else
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#error "No hook method enabled"
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#endif
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}
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private:
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void *orig_funcptr;
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};
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#if USE_MHOOK
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#define HOOKS_BEGIN() Mhook_SuspendOtherThreads()
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#define HOOKS_END() Mhook_ResumeOtherThreads()
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#else
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#define HOOKS_BEGIN() Win32_IAT_BeginHooks()
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#define HOOKS_END() Win32_IAT_EndHooks()
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#endif
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#elif defined(LINUX)
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// just need this for dlsym
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#include <dlfcn.h>
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#define HOOKS_BEGIN()
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#define HOOKS_END()
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#else
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#error "undefined platform"
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#endif
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// defines the interface that a library hooking class will implement.
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// the libName is the name they used when registering
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struct LibraryHook
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{
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virtual bool CreateHooks(const char *libName) = 0;
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virtual void EnableHooks(const char *libName, bool enable) = 0;
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};
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// this singleton allows you to compile in code that defines a hook for a given library
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// (and it will be registered). Then when the renderdoc library is initialised in the target
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// program CreateHooks() will be called to set up the hooks.
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class LibraryHooks
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{
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public:
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static LibraryHooks &GetInstance();
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void RegisterHook(const char *libName, LibraryHook *hook);
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void CreateHooks();
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void EnableHooks(bool enable);
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private:
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typedef map<const char *, LibraryHook *> HookMap;
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HookMap m_Hooks;
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};
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