Fix model rendering stutter: eliminate dummy D3D9 device, defer vtable hooks

The dummy device technique (Direct3DCreate9 + CreateDevice) corrupted the
d3d9 proxy's internal state when run on the main rendering thread, causing
model rendering to update at ~10fps while camera remained smooth.

Replace dummy device with direct vtable read from the game's existing
device via GxDevice global (0xC0ED38 + 0x38A8), sourced from UnitXP_SP3.

Also defer D3D9 hook installation until first rendered frame (triggered
from renderDrawDetour) to guarantee the device exists, and add
forceD24S8IfNeeded() in EndScene to force a Reset with D24S8 stencil
format since the deferred install misses the initial device Reset.

Other changes carried from prior session:
- model_hook.zig: native thiscall/naked detours (thunks eliminated)
- tracker.zig: tracked_obj_count made pub
This commit is contained in:
MarcelineVQ
2026-02-24 02:28:13 -08:00
parent 0278097034
commit 3ec7796cc1
4 changed files with 173 additions and 102 deletions
+11 -6
View File
@@ -8,17 +8,22 @@ const tracker = @import("tracker.zig");
const model_hook = @import("model_hook.zig");
const d3d9_hook = @import("d3d9_hook.zig");
/// Install all outline hooks (model pipeline + D3D9 vtable).
/// Called from main.zig during DLL_PROCESS_ATTACH or engine init.
/// Install model hooks immediately. D3D9 hooks are deferred until the first
/// model hook fires (i.e. the game is actively rendering), because creating a
/// dummy D3D9 device during engine init corrupts the d3d9 proxy's state and
/// causes model rendering to stutter at ~10fps.
pub fn init() bool {
if (!model_hook.installHooks()) return false;
if (!d3d9_hook.installHooks()) {
model_hook.removeHooks();
return false;
}
return true;
}
/// Called from the first model hook callback, once rendering is active.
/// Safe to create the dummy D3D9 device now — the game's real device is
/// fully initialised and the proxy's state is stable.
pub fn initD3D9Deferred() void {
_ = d3d9_hook.installHooks();
}
/// Remove all outline hooks. Called during DLL_PROCESS_DETACH.
pub fn cleanup() void {
d3d9_hook.removeHooks();
+86 -66
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@@ -22,25 +22,6 @@ const sc: std.builtin.CallingConvention = .{ .x86_stdcall = .{} };
extern "kernel32" fn LoadLibraryA(name: [*:0]const u8) callconv(WINAPI) ?*anyopaque;
extern "kernel32" fn GetProcAddress(module: *anyopaque, name: [*:0]const u8) callconv(WINAPI) ?*anyopaque;
extern "kernel32" fn GetModuleHandleA(name: ?[*:0]const u8) callconv(WINAPI) ?*anyopaque;
extern "user32" fn RegisterClassExA(wc: *const types.WNDCLASSEXA) callconv(WINAPI) u16;
extern "user32" fn CreateWindowExA(
exStyle: u32,
cls: [*:0]const u8,
title: [*:0]const u8,
style: u32,
x: i32,
y: i32,
w: i32,
h: i32,
parent: ?*anyopaque,
menu: ?*anyopaque,
inst: ?*anyopaque,
param: ?*anyopaque,
) callconv(WINAPI) ?*anyopaque;
extern "user32" fn DestroyWindow(hwnd: *anyopaque) callconv(WINAPI) i32;
extern "user32" fn UnregisterClassA(name: [*:0]const u8, inst: ?*anyopaque) callconv(WINAPI) i32;
extern "user32" fn DefWindowProcA(hwnd: ?*anyopaque, msg: u32, wp: usize, lp: usize) callconv(WINAPI) usize;
// =============================================================================
// COM helper: read vtable pointer, call method by index
@@ -71,6 +52,9 @@ var orig_reset: usize = 0;
var d3d9_vtable: ?[*]usize = null;
var hooks_installed: bool = false;
/// True until the first EndScene verifies (and if needed, forces) D24S8 format.
var need_force_reset: bool = true;
// =============================================================================
// Outline shader resources (created on first use)
// =============================================================================
@@ -96,6 +80,14 @@ const D3DXAssembleShaderFn = *const fn (
// =============================================================================
fn hkEndScene(device: *anyopaque) callconv(sc) i32 {
// One-time: check if depth/stencil surface has stencil bits.
// Because D3D9 hooks are installed after engine init (deferred), we miss
// the initial Reset. If the surface lacks stencil, force a Reset now.
if (need_force_reset) {
need_force_reset = false;
forceD24S8IfNeeded(device);
}
// Per-frame: scan objects for outline tracking
tracker.scanObjects();
@@ -403,6 +395,61 @@ fn deviceClear(dev: *anyopaque, flags: u32) void {
_ = f(dev, 0, null, flags, 0, 1.0, 0);
}
// =============================================================================
// Force D24S8 depth/stencil on first EndScene (deferred hooks miss initial Reset)
// =============================================================================
fn hasStencilBits(fmt: u32) bool {
return fmt == types.D3DFMT_D24S8 or fmt == types.D3DFMT_D24FS8 or
fmt == types.D3DFMT_D24X4S4 or fmt == types.D3DFMT_D15S1;
}
fn forceD24S8IfNeeded(device: *anyopaque) void {
// GetDepthStencilSurface(ppSurface)
var pDS: ?*anyopaque = null;
const getDS: *const fn (*anyopaque, *?*anyopaque) callconv(sc) i32 =
@ptrFromInt(vt(device)[types.VT.GetDepthStencilSurface]);
if (getDS(device, &pDS) < 0) return;
const ds = pDS orelse return;
defer comRelease(ds);
// IDirect3DSurface9::GetDesc — vtable index 12
// (IUnknown 0-2, IDirect3DResource9 3-10, GetContainer 11, GetDesc 12)
var desc: types.D3DSURFACE_DESC = .{};
const getDesc: *const fn (*anyopaque, *types.D3DSURFACE_DESC) callconv(sc) i32 =
@ptrFromInt(vt(ds)[12]);
if (getDesc(ds, &desc) < 0) return;
if (hasStencilBits(desc.Format)) return; // already good
// Get current present parameters from swap chain 0
// GetSwapChain(0, ppSwapChain)
var pSwap: ?*anyopaque = null;
const getSC: *const fn (*anyopaque, u32, *?*anyopaque) callconv(sc) i32 =
@ptrFromInt(vt(device)[types.VT.GetSwapChain]);
if (getSC(device, 0, &pSwap) < 0) return;
const swap = pSwap orelse return;
defer comRelease(swap);
// IDirect3DSwapChain9::GetPresentParameters — vtable index 9
var pp: types.D3DPRESENT_PARAMETERS = .{};
const getPP: *const fn (*anyopaque, *types.D3DPRESENT_PARAMETERS) callconv(sc) i32 =
@ptrFromInt(vt(swap)[9]);
if (getPP(swap, &pp) < 0) return;
// Force D24S8 and reset
pp.AutoDepthStencilFormat = types.D3DFMT_D24S8;
pp.EnableAutoDepthStencil = 1;
// Release shaders before reset (device state lost)
releaseShaders();
// Call Reset through our hook (which also enforces D24S8)
const resetFn: *const fn (*anyopaque, *types.D3DPRESENT_PARAMETERS) callconv(sc) i32 =
@ptrFromInt(vt(device)[types.VT.Reset]);
_ = resetFn(device, &pp);
}
// =============================================================================
// Shader creation (loaded dynamically from d3dx9_43.dll)
// =============================================================================
@@ -574,59 +621,32 @@ fn restoreVtableEntry(vtable_ptr: [*]usize, idx: usize, old_fn: usize) void {
}
// =============================================================================
// D3D9 vtable discovery via dummy device
// D3D9 vtable discovery from game's existing device
// =============================================================================
// Reads the device pointer from WoW's GxDevice global instead of creating a
// dummy device. Creating a dummy device through the d3d9 proxy on the main
// thread corrupts the proxy's internal state and causes model rendering to
// stutter at ~10fps. Reading the existing device avoids this entirely.
//
// Source: UnitXP_SP3 — vanilla1121_gxDevice() / vanilla1121_d3dDevice()
// gxDevice = *(uint32_t*)0xC0ED38
// d3dDevice = *(void**)(gxDevice + 0x38A8)
const GX_DEVICE_PTR: usize = 0xC0ED38;
const GX_DEVICE_D3D_OFFSET: usize = 0x38A8;
fn getD3D9VTable() ?[*]usize {
const d3d9_mod = LoadLibraryA("d3d9.dll") orelse return null;
const create9_raw = GetProcAddress(d3d9_mod, "Direct3DCreate9") orelse return null;
const gx_device = hook.readMem(u32, GX_DEVICE_PTR);
if (gx_device == 0) return null;
// Direct3DCreate9(D3D_SDK_VERSION=32) → IDirect3D9*
const Direct3DCreate9: *const fn (u32) callconv(sc) ?*anyopaque = @ptrCast(create9_raw);
const pD3D = Direct3DCreate9(32) orelse return null;
const d3d_device = hook.readMem(u32, gx_device + GX_DEVICE_D3D_OFFSET);
if (d3d_device == 0) return null;
// Register dummy window class
const inst = GetModuleHandleA(null);
var wc = types.WNDCLASSEXA{};
wc.lpfnWndProc = &DefWindowProcA;
wc.hInstance = inst;
wc.lpszClassName = "WU_DummyD3D9";
_ = RegisterClassExA(&wc);
// First dword of the COM object is the vtable pointer
const vtable_addr = hook.readMem(u32, d3d_device);
if (vtable_addr == 0) return null;
const hwnd = CreateWindowExA(0, "WU_DummyD3D9", "D", 0, 0, 0, 100, 100, null, null, inst, null) orelse {
comRelease(pD3D);
return null;
};
// IDirect3D9::CreateDevice — vtable[16]
// (self, Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPP, ppDevice)
var pp = types.D3DPRESENT_PARAMETERS{};
pp.Windowed = 1;
pp.SwapEffect = 1; // D3DSWAPEFFECT_DISCARD
pp.hDeviceWindow = @intFromPtr(hwnd);
var pDevice: ?*anyopaque = null;
const createDev: *const fn (*anyopaque, u32, u32, *anyopaque, u32, *types.D3DPRESENT_PARAMETERS, *?*anyopaque) callconv(sc) i32 =
@ptrFromInt(vt(pD3D)[16]);
const hr = createDev(pD3D, 0, 1, hwnd, 0x20, &pp, &pDevice); // HAL, SOFTWARE_VERTEXPROCESSING
if (hr < 0 or pDevice == null) {
comRelease(pD3D);
_ = DestroyWindow(hwnd);
_ = UnregisterClassA("WU_DummyD3D9", inst);
return null;
}
// Read vtable — shared across all IDirect3DDevice9 instances
const vtable_ptr: [*]usize = @ptrFromInt(hook.readMem(u32, @intFromPtr(pDevice.?)));
// Cleanup dummy objects
comRelease(pDevice.?);
comRelease(pD3D);
_ = DestroyWindow(hwnd);
_ = UnregisterClassA("WU_DummyD3D9", inst);
return vtable_ptr;
return @ptrFromInt(vtable_addr);
}
// =============================================================================
+75 -29
View File
@@ -4,13 +4,28 @@
//! - CM2SceneRenderDraw — reorders batches so outline targets render first.
//! - CM2Model_ManageRenderListNode — classifies models on render-list add.
//! - CM2Scene_DrawBatchProjected — flags the DIP hook for outline rendering.
//!
//! Calling conventions:
//! - RenderDraw & ManageRender use callconv(.x86_thiscall) — direct native detours.
//! - DrawBatchProj uses a callconv(.naked) entry point because Zig 0.15 has a
//! codegen bug with callconv(.x86_fastcall) that generates wrong ret instructions
//! for functions with ≤2 register params. The naked wrapper bridges to a cdecl
//! implementation function.
const std = @import("std");
const hook = @import("hook");
const api = @import("api.zig");
const o = @import("offsets.zig");
const types = @import("types.zig");
const tracker = @import("tracker.zig");
const wow = @import("wow.zig");
// =============================================================================
// Calling convention constants
// =============================================================================
const THISCALL = std.builtin.CallingConvention{ .x86_thiscall = .{} };
// =============================================================================
// Hook state
// =============================================================================
@@ -19,6 +34,10 @@ var render_draw_hook: hook.Hook = .{};
var manage_render_hook: hook.Hook = .{};
var draw_batch_hook: hook.Hook = .{};
/// D3D9 hooks are deferred until the first model hook fires, because creating
/// a dummy D3D9 device during engine init corrupts the proxy's state.
var d3d9_deferred_pending: bool = true;
// =============================================================================
// Volatile flags shared with d3d9_hook (read by DIP hook)
// =============================================================================
@@ -47,10 +66,14 @@ var reordered_indices: [MAX_REORDER]i32 = undefined;
// CM2SceneRenderDraw hook
// =============================================================================
// __thiscall(this, viewMatrix, batchData, batchIndices, batchCount)
// Thunked to __cdecl(ecx_this, edx_unused, viewMatrix, batchData, batchIndices, batchCount)
// Native thiscall detour — no thunk needed.
fn renderDrawDetour(this: u32, _edx: u32, view_matrix: u32, batch_data: u32, batch_indices: u32, batch_count: u32) callconv(.c) void {
_ = _edx;
fn renderDrawDetour(this: u32, view_matrix: u32, batch_data: u32, batch_indices: u32, batch_count: u32) callconv(THISCALL) void {
// One-time: install D3D9 hooks now that the game is actively rendering.
if (d3d9_deferred_pending) {
d3d9_deferred_pending = false;
api.initD3D9Deferred();
}
// If outlines disabled or nothing tracked, fast-path to original
if (!tracker.enabled or !tracker.hasTargets() or batch_count == 0 or
@@ -125,11 +148,9 @@ fn callOrigRenderDraw(this: u32, view_matrix: u32, batch_data: u32, batch_indice
// CM2Model_ManageRenderListNode hook
// =============================================================================
// __thiscall(model_ECX, addToList_stack)
// Thunked to __cdecl(ecx_model, edx_unused, addToList)
fn manageRenderDetour(model: u32, _edx: u32, add_to_list: u32) callconv(.c) void {
_ = _edx;
// Native thiscall detour — no thunk needed.
fn manageRenderDetour(model: u32, add_to_list: u32) callconv(THISCALL) void {
// Classify the model when it's being ADDED to the render list
if (add_to_list == 1 and model != 0 and tracker.enabled and tracker.hasTargets()) {
tracker.classifyModel(model);
@@ -151,11 +172,34 @@ fn manageRenderDetour(model: u32, _edx: u32, add_to_list: u32) callconv(.c) void
// CM2Scene_DrawBatchProjected hook
// =============================================================================
// __fastcall(renderContext_ECX)
// Thunked to __cdecl(ecx_ctx, edx_unused)
//
// Uses a naked entry point because Zig 0.15's x86_fastcall codegen generates
// wrong ret instructions for functions with ≤2 register params. The naked
// function bridges fastcall → cdecl and calls the implementation function.
fn drawBatchProjDetour(ctx: u32, _edx: u32) callconv(.c) void {
fn drawBatchProjEntry() callconv(.naked) void {
// __fastcall(ECX): ECX = render context, 0 stack args.
// Bridge to cdecl: push edx + ecx as args, call impl, cleanup, ret.
asm volatile (
\\push %%edx
\\push %%ecx
\\call *%%eax
\\add $8, %%esp
\\ret
:
: [_] "{eax}" (@intFromPtr(&drawBatchProjImpl))
);
}
fn drawBatchProjImpl(ctx: u32, _edx: u32) callconv(.c) void {
_ = _edx;
// Fast path: no tracking enabled or nothing tracked → just call original
if (!tracker.enabled or !tracker.hasTargets()) {
callOrigDrawBatch(ctx);
return;
}
const model_ptr = if (wow.isValidPtr(ctx +% @as(u32, @intCast(o.RENDER_CONTEXT_MODEL_OFFSET))))
hook.readMem(u32, ctx + o.RENDER_CONTEXT_MODEL_OFFSET)
else
@@ -181,7 +225,7 @@ fn drawBatchProjDetour(ctx: u32, _edx: u32) callconv(.c) void {
current_model = 0;
rendering_unit = false;
if (tracker.hasTargets() and model_ptr != 0) {
if (model_ptr != 0) {
rendering_unit = tracker.isUnitModel(model_ptr);
}
@@ -205,28 +249,30 @@ fn callOrigDrawBatch(ctx: u32) void {
// =============================================================================
pub fn installHooks() bool {
// CM2SceneRenderDraw — __thiscall, 4 stack args → cdecl thunk
// CM2SceneRenderDraw — native thiscall detour, no thunk needed.
// Prologue is 9 bytes: PUSH EBP (1) + MOV EBP,ESP (2) + SUB ESP,0x80 (6).
// 6 bytes would cut SUB ESP,0x80 mid-instruction.
if (render_draw_hook.prepare(o.FN_CM2SCENE_RENDER_DRAW, 9, &.{})) {
const thunk = render_draw_hook.mem.? + 32;
_ = hook.buildFastcallToCdeclThunk(thunk, @intFromPtr(&renderDrawDetour), 4);
render_draw_hook.activate(@intFromPtr(thunk));
} else return false;
if (!render_draw_hook.install(
o.FN_CM2SCENE_RENDER_DRAW,
9,
@intFromPtr(&renderDrawDetour),
&.{},
)) return false;
// ManageRenderListNode — __thiscall, 1 stack arg → cdecl thunk
if (manage_render_hook.prepare(o.FN_CM2MODEL_MANAGE_RENDER_LIST, 6, &.{})) {
const thunk = manage_render_hook.mem.? + 32;
_ = hook.buildFastcallToCdeclThunk(thunk, @intFromPtr(&manageRenderDetour), 1);
manage_render_hook.activate(@intFromPtr(thunk));
} else return false;
// ManageRenderListNode — native thiscall detour, no thunk needed.
if (!manage_render_hook.install(
o.FN_CM2MODEL_MANAGE_RENDER_LIST,
6,
@intFromPtr(&manageRenderDetour),
&.{},
)) return false;
// DrawBatchProj — __fastcall, 0 stack args → cdecl thunk
if (draw_batch_hook.prepare(o.FN_DRAW_BATCH_PROJ, 6, &.{})) {
const thunk = draw_batch_hook.mem.? + 32;
_ = hook.buildFastcallToCdeclThunk(thunk, @intFromPtr(&drawBatchProjDetour), 0);
draw_batch_hook.activate(@intFromPtr(thunk));
} else return false;
// DrawBatchProj — naked entry bridges fastcall → cdecl, no thunk needed.
if (!draw_batch_hook.install(
o.FN_DRAW_BATCH_PROJ,
6,
@intFromPtr(&drawBatchProjEntry),
&.{},
)) return false;
return true;
}
+1 -1
View File
@@ -36,7 +36,7 @@ const TrackedObj = struct {
};
var tracked_objs: [MAX_TRACKED_OBJS]TrackedObj = undefined;
var tracked_obj_count: usize = 0;
pub var tracked_obj_count: usize = 0;
// All unit/player object pointers for stencil occlusion detection.
var unit_obj_ptrs: [MAX_UNIT_OBJS]u32 = .{0} ** MAX_UNIT_OBJS;