CI / build (push) Failing after 0s
The full view is now the default. While the renderer process covers the whole view (Channel::covering, set after each frame it presents), the adapter skips the client's renderer's clears and draws, decided per frame; the client's renderer still gets state and resources, and draws again as soon as the renderer process stops covering the view. The client's window no longer gets WS_CLIPCHILDREN: the client draws when its window gets WM_PAINT, which a window entirely covered by clipped children never gets (it fell to about one frame a second). The flip model swap chain shows above the client's drawing anyway. Co-Authored-By: Claude Opus 5.5 <[email protected]>
77 lines
3.1 KiB
C++
77 lines
3.1 KiB
C++
// The renderer plugin's entry points, which SceneWindow.dll's createDLLRenderer looks up by name (exported
|
|
// undecorated by plugin.def). The engine is the adapter's (engine.hpp): IMVU's Direct3D engine draws, and the
|
|
// renderer process draws over part of it.
|
|
|
|
#include <windows.h>
|
|
|
|
#include <exception>
|
|
#include <string_view>
|
|
|
|
#include "log.hpp"
|
|
#include "engine.hpp"
|
|
#include "recorder.hpp"
|
|
#include "renderer_process.hpp"
|
|
#include "t5de/imvu/render_engine.hpp"
|
|
|
|
namespace {
|
|
|
|
using namespace t5de;
|
|
|
|
// IMVU's Direct3D 9 engine, made by SceneWindow.dll (already loaded: it's what loads this plugin). Direct3D
|
|
// rather than IMVU's OpenGL engine, which needs a real graphics driver: Direct3D also works on Windows' basic
|
|
// display driver (virtual machines), and it's what most players use.
|
|
imvu::SharedPtr<imvu::PiRenderEngine> create_imvu_engine(imvu::SharedPtr<imvu::INativeWindow> window)
|
|
{
|
|
HMODULE scene_window = GetModuleHandleW(L"SceneWindow.dll");
|
|
auto create = scene_window == nullptr
|
|
? nullptr
|
|
: reinterpret_cast<imvu::CreateRenderer>(GetProcAddress(scene_window, imvu::createRendererName));
|
|
if (create == nullptr) {
|
|
log::info("SceneWindow.dll's createRenderer not found");
|
|
return {};
|
|
}
|
|
return create(std::move(window), imvu::RendererType::Direct3D);
|
|
}
|
|
|
|
// What the renderer process draws: T5DE_RENDERER_VIEW=off, split (the right half), full (the default) or compare.
|
|
// (The renderer process can also be switched while it runs: renderer/main.cpp.)
|
|
protocol::View view()
|
|
{
|
|
wchar_t value[16] = {};
|
|
GetEnvironmentVariableW(L"T5DE_RENDERER_VIEW", value, 16);
|
|
const std::wstring_view setting = value;
|
|
return setting == L"off" ? protocol::View::Off
|
|
: setting == L"split" ? protocol::View::Split
|
|
: setting == L"compare" ? protocol::View::Compare
|
|
: protocol::View::Full;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
extern "C" int __cdecl isRenderEngineSupported() { return 1; }
|
|
|
|
// Returns a C++ object from a C-linkage function: fine here, the caller is C++ built for the same ABI.
|
|
#pragma warning(suppress : 4190)
|
|
extern "C" imvu::SharedPtr<imvu::PiRenderEngine> __cdecl createRenderEngine(imvu::SharedPtr<imvu::INativeWindow> window)
|
|
{
|
|
try {
|
|
log::info("createRenderEngine: window {}", static_cast<void*>(window.get()));
|
|
HWND hwnd = window ? window->getPlatformWindow() : nullptr;
|
|
auto inner = create_imvu_engine(std::move(window));
|
|
if (!inner) {
|
|
return {};
|
|
}
|
|
const protocol::View shown = view();
|
|
auto renderer = hwnd != nullptr && shown != protocol::View::Off ? RendererProcess::start(hwnd, shown) : nullptr;
|
|
return imvu::SharedPtr<imvu::PiRenderEngine>(std::make_unique<Engine>(
|
|
std::move(inner), std::make_shared<Recorder>(std::move(renderer))));
|
|
} catch (const std::exception& e) {
|
|
// Exceptions mustn't cross into IMVU's code (a different C++ runtime).
|
|
log::info("createRenderEngine failed: {}", e.what());
|
|
return {};
|
|
} catch (...) {
|
|
log::info("createRenderEngine failed");
|
|
return {};
|
|
}
|
|
}
|