显卡驱动入手的构造D3DHook的方法

本文介绍了一种通过显卡驱动构造D3DHook的方法,适用于DX9至DX11,无需重启进程。以DX9为例,详细展示了如何Hook OpenAdapter获取pfnCreateDevice,并进一步Hook pfnPresent实现在呈现前自定义绘图。

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转载https://bbs.pediy.com/thread-195759.htm
本文要点:
介绍一种从显卡驱动入手的构造D3DHook的方法,DX9,DX9EX,DX10,DX11均试用,无需重启进程,注入即可使用。

以DX9为例。

前置知识:
1. API Hook的基础知识
2. DX绘图知识
3. 关于DX Hook 有很多种方法,传统的方法请自行查找资料。
4. Windows Display Driver 的基础知识

首先Vender驱动导出了一个叫做OpenAdapter的函数。
原型
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typedef HRESULT APIENTRY _OpenAdapter(D3DDDIARG_OPENADAPTER
*pAdapterData);
通过观察这个函数的参数可以发现这两个结构体
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typedef struct _D3DDDIARG_OPENADAPTER
{
    HANDLE                         hAdapter;           // in/out:  Runtime handle/out: Driver handle
    UINT                           Interface;          // in:  Interface version
    UINT                           Version;            // in:  Runtime version
    CONST D3DDDI_ADAPTERCALLBACKS* pAdapterCallbacks;  // in:  Pointer to runtime callbacks
    D3DDDI_ADAPTERFUNCS*           pAdapterFuncs;      // out: Driver function table
    UINT                           DriverVersion;      // out: D3D UMD interface version the
                                                       //      driver was compiled with. Use
                                                       //      D3D_UMD_INTERFACE_VERSION.
} D3DDDIARG_OPENADAPTER;
typedef struct _D3DDDI_ADAPTERFUNCS
{
    PFND3DDDI_GETCAPS                       pfnGetCaps;
    PFND3DDDI_CREATEDEVICE                  pfnCreateDevice;
    PFND3DDDI_CLOSEADAPTER                  pfnCloseAdapter;
} D3DDDI_ADAPTERFUNCS;

HookOpenAdapter代码
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BOOL DetourOpenAdapter()
{
OpenAdapter = (_OpenAdapter *)GetProcAddress(GetModuleHandleA("nvd3dum.dll"), "OpenAdapter");
if (OpenAdapter == NULL)
{
OpenAdapter = (_OpenAdapter *)GetProcAddress(GetModuleHandleA("aticfx32.dll"), "OpenAdapter");
}
 
if (OpenAdapter)
{
DetourRestoreAfterWith();
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
DetourAttach((void **)&OpenAdapter, WarpOpenAdapter);
DetourTransactionCommit();
}
 
return OpenAdapter != NULL;
}

通过Hook OpenAdapter 可以得到pfnCreateDevice;
代码如下
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HRESULT APIENTRY WarpOpenAdapter(D3DDDIARG_OPENADAPTER *pAdapterData)
{
    HRESULT ret = OpenAdapter(pAdapterData);
    if (ret == S_OK && pAdapterData->pAdapterFuncs->pfnCreateDevice)
    {
        DdiCreateDevice = pAdapterData->pAdapterFuncs->pfnCreateDevice;
        pAdapterData->pAdapterFuncs->pfnCreateDevice = WarpDdiCreateDevice;
    }
    return ret;
}
pfnCreateDevice是Vender驱动上报给runtime的createDevice API.当APP调用CreateDevice最后会到厂商驱动的pfnCreateDevice; 替换厂商驱动上报给runtime的pfnCreateDevice函数指针,就可以实现Hook pfnCreateDevice。这样下次APP调用CreateDevice就会先进入我们的WarpDdiCreateDevice;
代码如下
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HRESULT APIENTRY WarpDdiCreateDevice(
    HANDLE hAdapter,
    D3DDDIARG_CREATEDEVICE *pDeviceData)
{
    // DdiCreateDevice must not be NULL if this path hit
    HRESULT ret = DdiCreateDevice(hAdapter, pDeviceData);
    if (pDeviceData->pDeviceFuncs->pfnPresent && gDetourFuncTable.DdiPresent.isAttatched == FALSE)
    {
        DdiPresent = pDeviceData->pDeviceFuncs->pfnPresent;
        ULONG_PTR realTramponLine = DetourDDiPresent();
        gDetourFuncTable.DdiPresent.isAttatched = TRUE;
        gDetourFuncTable.DdiPresent.preFuncPtr = DdiPresent;
        gDetourFuncTable.DdiPresent.TrampoLinePtr = (PFND3DDDI_PRESENT)realTramponLine;
        gDetourFuncTable.DdiPresent.warpFuncPtr = WarpDdiPresent;
    }
    if (pDeviceData->pDeviceFuncs->pfnPresent1 && gDetourFuncTable.DdiPresent1.isAttatched == FALSE)
    {
        DdiPresent1 = pDeviceData->pDeviceFuncs->pfnPresent1;
        ULONG_PTR realTramponLine = DetourDDiPresent1();
        gDetourFuncTable.DdiPresent1.isAttatched = TRUE;
        gDetourFuncTable.DdiPresent1.preFuncPtr = DdiPresent1;
        gDetourFuncTable.DdiPresent1.TrampoLinePtr = (PFND3DDDI_PRESENT1)realTramponLine;
        gDetourFuncTable.DdiPresent1.warpFuncPtr = WarpDdiPresent1;
    }
    DdiLock = pDeviceData->pDeviceFuncs->pfnLock;
    DdiCreateResource = pDeviceData->pDeviceFuncs->pfnCreateResource;
    DdiCreateResource2 = pDeviceData->pDeviceFuncs->pfnCreateResource2;
    DdiUnlock = pDeviceData->pDeviceFuncs->pfnUnlock;
    DdiBlt = pDeviceData->pDeviceFuncs->pfnBlt;
 
    return ret;
}
 
typedef struct _D3DDDIARG_CREATEDEVICE
{
    HANDLE                          hDevice;                // in:  Runtime handle/out: Driver handle
    UINT                            Interface;              // in:  Interface version
    UINT                            Version;                // in:  Runtime Version
    CONST D3DDDI_DEVICECALLBACKS*   pCallbacks;             // in:  Pointer to runtime callbacks
    VOID*                           pCommandBuffer;         // in:  Pointer to the first command buffer to use.
    UINT                            CommandBufferSize;      // in:  Size of the first command buffer to use.
    D3DDDI_ALLOCATIONLIST*          pAllocationList;        // out: Pointer to the first allocation list to use.
    UINT                            AllocationListSize;     // in:  Size of the allocation list that will be available
                                                            //      when the first command buffer is submitted.
    D3DDDI_PATCHLOCATIONLIST*       pPatchLocationList;     // out: Pointer to the first patch location list to use.
    UINT                            PatchLocationListSize;  // in:  Size of the patch location list that will be available
                                                            //      when the first command buffer is submitted.
    D3DDDI_DEVICEFUNCS*             pDeviceFuncs;           // out: Driver function table
    D3DDDI_CREATEDEVICEFLAGS        Flags;                  // in:  Flags
#if (D3D_UMD_INTERFACE_VERSION >= D3D_UMD_INTERFACE_VERSION_WIN7)
    D3DGPU_VIRTUAL_ADDRESS          CommandBuffer;          // out: GPU Virtual address to the command buffer to use. _ADVSCH_
#endif // D3D_UMD_INTERFACE_VERSION
} D3DDDIARG_CREATEDEVICE;
观察参数D3DDDIARG_CREATEDEVICE *pDeviceData不难发现 pDeviceFuncs中有我们需要的一切绘图API,这里用到的函数如下:
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PFND3DDDI_CREATEDEVICE DdiCreateDevice = NULL;
PFND3DDDI_PRESENT DdiPresent = NULL;
PFND3DDDI_PRESENT1 DdiPresent1= NULL;
PFND3DDDI_LOCK DdiLock = NULL;
PFND3DDDI_CREATERESOURCE DdiCreateResource = NULL;
PFND3DDDI_CREATERESOURCE2 DdiCreateResource2 = NULL;
PFND3DDDI_UNLOCK DdiUnlock = NULL;
PFND3DDDI_BLT DdiBlt = NULL;
代码如下
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HRESULT APIENTRY WarpDdiCreateDevice(
    HANDLE hAdapter,
    D3DDDIARG_CREATEDEVICE *pDeviceData)
{
    // DdiCreateDevice must not be NULL if this path hit
    HRESULT ret = DdiCreateDevice(hAdapter, pDeviceData);
    if (pDeviceData->pDeviceFuncs->pfnPresent && gDetourFuncTable.DdiPresent.isAttatched == FALSE)
    {
        DdiPresent = pDeviceData->pDeviceFuncs->pfnPresent;
        ULONG_PTR realTramponLine = DetourDDiPresent();
        gDetourFuncTable.DdiPresent.isAttatched = TRUE;
        gDetourFuncTable.DdiPresent.preFuncPtr = DdiPresent;
        gDetourFuncTable.DdiPresent.TrampoLinePtr = (PFND3DDDI_PRESENT)realTramponLine;
        gDetourFuncTable.DdiPresent.warpFuncPtr = WarpDdiPresent;
    }
    if (pDeviceData->pDeviceFuncs->pfnPresent1 && gDetourFuncTable.DdiPresent1.isAttatched == FALSE)
    {
        DdiPresent1 = pDeviceData->pDeviceFuncs->pfnPresent1;
        ULONG_PTR realTramponLine = DetourDDiPresent1();
        gDetourFuncTable.DdiPresent1.isAttatched = TRUE;
        gDetourFuncTable.DdiPresent1.preFuncPtr = DdiPresent1;
        gDetourFuncTable.DdiPresent1.TrampoLinePtr = (PFND3DDDI_PRESENT1)realTramponLine;
        gDetourFuncTable.DdiPresent1.warpFuncPtr = WarpDdiPresent1;
    }
    DdiLock = pDeviceData->pDeviceFuncs->pfnLock;
    DdiCreateResource = pDeviceData->pDeviceFuncs->pfnCreateResource;
    DdiCreateResource2 = pDeviceData->pDeviceFuncs->pfnCreateResource2;
    DdiUnlock = pDeviceData->pDeviceFuncs->pfnUnlock;
    DdiBlt = pDeviceData->pDeviceFuncs->pfnBlt;
 
    return ret;
}
到这里我们已经顺利拿到厂商的pfnPresent函数了,是不是有点兴奋呢?因为我们要做的任何绘图工作需要在pfnPresent之前完成。这样present才会把我们画的东西拷贝到屏幕上。
或许你会有一个疑问,APP已经在运行了,不会再调用CreateDevice了,这样我们的Hook不就无效了吗?
答案是这样的,既然APP调用CreateDevice,那我们就自己调用。我们来构造这样一个CreateDevice的条件,创建出来的d3dDevice还能在后面用来作为我们绘图的设备(OnRenderFrame).
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BOOL TryInitD3D(HWND hWnd)
{
 
    D3DPRESENT_PARAMETERS d3dpp;
    HRESULT hResult = D3DERR_INVALIDCALL;
 
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
 
    pd3dInternal = Direct3DCreate9(D3D_SDK_VERSION);
    if (pd3dInternal != NULL)
    {
        hResult = pd3dInternal->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
            D3DCREATE_SOFTWARE_VERTEXPROCESSING,
            &d3dpp, &pd3dDevInternal);
    }
 
    return hResult == S_OK && pd3dDevInternal != NULL && InitDx();
}
拿到pfnPresent之后做inlineHook
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ULONG_PTR DetourDDiPresent1()
{
    ULONG_PTR realTrampoLine = NULL;
 
    DetourRestoreAfterWith();
    DetourTransactionBegin();
    DetourUpdateThread(GetCurrentThread());
    if (DdiPresent1)
    {
        DetourAttachEx((void **)&DdiPresent1, WarpDdiPresent1, (PDETOUR_TRAMPOLINE *)&realTrampoLine, NULL, NULL);
    }
    DetourTransactionCommit();
    return realTrampoLine;
}
然后在pfnPrsent的代理函数中做我们自己的绘图操作。里面涉及的函数下面会有解释
我实现了一个简单的pfnPresent1代理函数,在里面调用真正的pfnPresent1之前做我们的绘图(我是的WIN 8.1,WDDM1.3 所以就对pfnPresent1动手了)
代理函数如下
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HRESULT APIENTRY WarpDdiPresent1(
    HANDLE hDevice,
    CONST D3DDDIARG_PRESENT1 *pPresent1)
{
    static HANDLE wrapDevice = NULL;
    static HANDLE hDestSurf = NULL;
    static UINT cachedWidth = 0;
    static UINT cachedHeight = 0;
    RECT rc = { 0 };
    RECT destRC = { 0 };
    RECT srcRC = { 0 };
    IDirect3DSurface9 * pSrcSurf = NULL;
    HRESULT hRet = S_OK;
 
        //如果是运行中的app画图,就进入下面的流程进行我们的画图
        //反之是我们的画图操作,直接放过,避免重入
    if (hDevice == wrapDevice || wrapDevice == NULL)
    {
        wrapDevice = hDevice;
        if (S_OK == onRenderFrame(&pSrcSurf, &rc))
        {
            if (rc.right - rc.left != cachedWidth ||
                rc.bottom - rc.top != cachedHeight)
            {
                cachedWidth = rc.right - rc.left;
                cachedHeight = rc.bottom - rc.top;
 
                //TODO: destroy hDestSurf
                hDestSurf = CreateSurfaceforWDDM1_3(hDevice, cachedWidth, cachedHeight);
            }
 
            if (hDestSurf != NULL)
            {
                destRC = srcRC = rc;
                hRet = SurfaceBltInternal(hDevice, hDestSurf, destRC, pSrcSurf, srcRC);
            }
 
            if (hRet == S_OK)
            {
                BltToRTWDDM1_3(hDevice, hDestSurf, pPresent1,rc);
            }
        }
 
    }
    hRet = gDetourFuncTable.DdiPresent1.TrampoLinePtr(hDevice, pPresent1);
    return hRet;
}
HRESULT APIENTRY onRenderFrame(__out IDirect3DSurface9 ** pOutSurf, RECT * pOutRC)是我们的绘图函数,在这里实现我们要的东西,画到RenderTarget上,然后输出RenderTarget和它的大小。

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HRESULT APIENTRY onRenderFrame(__out IDirect3DSurface9 ** pOutSurf, RECT * pOutRC)
{
    HRESULT hr;
    RECT rc;
 
    pd3dDev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 0), 1.0f, 0);
    if (S_OK == pd3dDev->BeginScene())
    {
        hr = pd3dDev->SetRenderTarget(NULL, pRTSurf);
        //在这里画你需要的任何东西,没错 就是这么任性。
        pd3dDev->EndScene();
    }
 
    if (hr == S_OK)
    {
        *pOutSurf = pRTSurf;
        *pOutRC = rc;
    }
    else
    {
        *pOutSurf = NULL;
        pOutRC->top = 0;
        pOutRC->left = 0;
        pOutRC->bottom = 0;
        pOutRC->right = 0;
    }
 
    return hr;
}
当在WarpDdiPresent1得到我们的绘图结果(RenderTarget和大小)之后,我们就能把画好的结果拿出来,然后通过调用厂商提供的pfnBlt函数 贴到present的SrcSurf上。

//用上面拿到的pfnCreateResource2 创建一张surface 用来保存我们的绘图结果。
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HANDLE CreateSurfaceforWDDM1_3(HANDLE hDevice, UINT width, UINT height)
{
    D3DDDIARG_CREATERESOURCE2 createResourceData2;
    D3DDDI_SURFACEINFO surfList[1];
 
    memset(surfList, 0, sizeof(surfList));
    memset(&createResourceData2, 0, sizeof(createResourceData2));
 
    surfList[0].Height = width;
    surfList[0].Width = height;
    surfList[0].Depth = 1;
    surfList[0].pSysMem = NULL;
    surfList[0].SysMemPitch = 0;
    surfList[0].SysMemSlicePitch = 0;
 
    createResourceData2.Format = D3DDDIFMT_A8R8G8B8;
    createResourceData2.Pool = D3DDDIPOOL_NONLOCALVIDMEM;
    createResourceData2.MultisampleType = D3DDDIMULTISAMPLE_NONE;
    createResourceData2.MultisampleQuality = 0;
    createResourceData2.pSurfList = surfList;
    createResourceData2.SurfCount = 1;
    createResourceData2.MipLevels = 0;
    createResourceData2.Fvf = 0;
    createResourceData2.VidPnSourceId = 0;
    createResourceData2.RefreshRate.Denominator = 0;
    createResourceData2.RefreshRate.Numerator = 0;
    // use a particular handle that runtime do not use
    createResourceData2.hResource = (HANDLE)0xfff00000;
    createResourceData2.Flags.Value = 0;
    createResourceData2.Rotation = D3DDDI_ROTATION_IDENTITY;
 
    DdiCreateResource2(hDevice, &createResourceData2);
 
    return createResourceData2.hResource;
}
//把OnRenderFrame输出的RenderTarget的内容拷贝到创建的Surface
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HRESULT SurfaceBltInternal(HANDLE hDevice, HANDLE hDestSurf, RECT destSurfRC, IDirect3DSurface9 * pSrcSurf, RECT srcSurfRC)
{
    D3DDDIARG_LOCK lockdata;
    D3DDDIARG_UNLOCK unlockData;
    D3DLOCKED_RECT lockedRC;
    HRESULT hr;
 
    if (destSurfRC.right - destSurfRC.left < srcSurfRC.right - srcSurfRC.left ||
        destSurfRC.bottom - destSurfRC.top < srcSurfRC.bottom - srcSurfRC.top)
    {
        hr = S_FALSE;
    }
    else
    {
        memset(&lockdata, 0, sizeof(lockdata));
        memset(&unlockData, 0, sizeof(unlockData));
 
        lockdata.hResource = hDestSurf;
        lockdata.SubResourceIndex = 0;
        lockdata.Area.left = 0;
        lockdata.Area.right = destSurfRC.right - destSurfRC.left;
        lockdata.Area.top = 0;
        lockdata.Area.bottom = destSurfRC.bottom - destSurfRC.top;
 
        hr = DdiLock(hDevice, &lockdata);
        if (hr == S_OK)
        {
            hr = pSrcSurf->LockRect(&lockedRC, &srcSurfRC, NULL);
            if (S_OK == hr)
            {
                CHAR *pDest = (CHAR*)lockdata.pSurfData;
                CHAR *pSrc = (CHAR*)lockedRC.pBits;
                for (UINT i = 0; i < destSurfRC.bottom - destSurfRC.top; i++)
                {
 
                    CopyMemory(pDest, pSrc, lockedRC.Pitch < lockdata.Pitch ? lockedRC.Pitch : lockdata.Pitch);
                    pDest += lockdata.Pitch;
                    pSrc += lockedRC.Pitch;
                }
 
            }
            pSrcSurf->UnlockRect();
            memset(&unlockData, 0, sizeof(unlockData));
            unlockData.hResource = hDestSurf;
            unlockData.SubResourceIndex = 0;
            DdiUnlock(hDevice, &unlockData);
        }
    }
    return hr;
}
//调用厂商提供的pfnBLT把surafce上保存的图画 搬到 present的SrcSurf中,这样 present的时候 我们画的东西就展现出来了。
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HRESULT BltToRTWDDM1_1(HANDLE hDevice, HANDLE hRes, CONST D3DDDIARG_PRESENT *pPresent)
{
    D3DDDIARG_BLT bltData;
    RECT srcRC;
    RECT destRC;
 
    memset(&bltData, 0, sizeof(bltData));
    memset(&srcRC, 0, sizeof(srcRC));
    memset(&destRC, 0, sizeof(destRC));
     
    srcRC.left = 0;
    srcRC.top = 0;
    srcRC.right = 200;
    srcRC.bottom = 200;
 
    destRC.left = 0;
    destRC.top = 0;
    destRC.right = 200;
    destRC.bottom = 200;
 
    bltData.hDstResource = pPresent->hSrcResource;
    bltData.DstSubResourceIndex = pPresent->SrcSubResourceIndex;
    bltData.hSrcResource = hRes;
    bltData.SrcSubResourceIndex = 0;
    bltData.SrcRect = srcRC;
    bltData.DstRect = destRC;
 
    return DdiBlt(hDevice, &bltData);
}
如有错误之处,还请各位指正。欢迎各位大牛小牛牛牛拍砖了。
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