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The WGPU experiment #141
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Something is almost working in this branch. |
Progress report: here's a small demo of a DirectX 12 renderer overlaid on top of Dark Souls III's DirectX 11 surface. out.webmNext attempt is trying this against different renderers -- DX9, OpenGL, Vulkan. |
With no changes at all, the same library hooks successfully against a DirectX 12 game: This suggests a method for detecting hook type could be feasible -- just using simple heuristics like check if a given DLL is loaded or not. I am going to test against DX9 and OpenGL by replicating their hooks, and once I can confirm they work as well I will start a massive refactor. |
A note: it is possible to block the game window from receiving messages by overlaying a transparent HWND on top of it, and selectively altering its |
#143 implements this (though a DirectX12 renderer and not a WGPU renderer). |
I want to run a small, isolated experiment: build a wgpu renderer, check if it can be run in parallel to a game's renderer, and use
BitBlt
or similar to overlay the surface.This would change the approach of
hudhook
to further reduce coupling, complexity, and maintainability effort: we could easily get rid of all the per-framework renderers, and get access to those for free when instantiating a hook.Benefits
egui
)Drawbacks
If the experiment proves successful, I will keep the current "legacy" renderers as-is for 0.6.0, and then remove them in 0.7.0 once enough people have had the chance to test it.
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