Fix Proxy Directx Dll

You may have encountered an error message that says Directx DLL Proxy. There are several different ways to deal with this problem, so we’ll discuss them shortly.

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    Presentation

    Have you always wanted the best way to draw the owner of your graphics (or text) in a DirectX application (for products, to display TeamSpeak information, or to display a full custom map in the game)?

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    How does direct3d8 to direct3d9 proxy project work?

    The Direct3D8 to Direct3D9 proxy project is a true intermediate DLL that interprets the Direct3D8 messages or calls that Final Fantasy XI uses to exit the game and redirects them to Direct3D9 calls instead. As a result, the game actually runs in Direct3D9 as if it was originally programmed for use.

    In this case, the following solution may help. Using a “proxy DLL” DirectX calls can be intercepted, data can be modified, and creative objects can even be created and offered in another application (that is, the core code of the element of this application does not really need to be available).

    directx dll proxy

    The discussions in this article cover creating a fairly simple proxy DLL for 3D DirectX8 / 9 calls (d3d8 / d3d9.dll) that contains the complete source code. Based on your imagination, you can actually improve this for your specific goals and needs. Next

    The image shows an example of an application that adds graphics to a game. Test application: Krakout-Arkanoid (http://www.wegroup.org/Games/Arkanoid-games/Krakout-RE-Arkanoid.html). This was done with a very DirectX8 proxy DLL. The yellow square in the upper left corner and the cube in the middle are not part of the original andgras; They were created and added to the proxy DLL.

    Concept

    To get DirectX functionality, you need to load some critical link libraries (DLLs); for example d3d9.dll. The “proxy name DLL” chooses exactly one DLL and skin in question to load from the application form instead of the “real and original” ones. Once loaded, the proxy is loaded as a “real” DLL and forwards all calls to it to the application.

    Thus, between the application and its duplication, a “filter” is inserted into the regular DLL functions. Obviously, some new functions are likely to be added now if certain calls to specific functions are intercepted or modified.

    Normal configuration: Application <-> d3d9.dll (system)
    Proxy configuration: Application <-> d3d9.dll (proxy) <-> d3d9.dll Das (system)

    Incidentally, this concept is very similar to that of the Microsoft DirectX programming program known as D3DSpy. Quote from D3DSpy Boost file:

    “D3DSpy works with a proxy DLL that connects the app.live and treats it like a real D3D9.DLL. Intercepts all calls and collects various information accordingly before making each real D3D call. “

    directx dll proxy

    The proxy approach does not work for all applications for several reasons. It must be very thoroughly tested and tested in use (games) before it is made available to a wider group of users.

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  • There are all other approaches to rendering your own elements in a DirectX job (eg, “injecting runtime code” or even passing code from an exe file). If looking at proxy DLLs doesn’t work, you can look up related ones (not covered here).

    Implementation

    Here I will focus on the 3D Direct8 / 9 calls. Now that this is discussed, you need to create d3d8 / d3d9.dll, which is called a courtesy of the application, not the “real” library (supplied by the system).

    Note. Test the proxy DLL, among others I used Krakout-Arkanoid (DX8) and Flatspace Demo (DX9). Both of these games can be a good gamemi, and then they were useful. For debugging purposes, DebugView is a handy tool. Ah, and take a look at Dependency Jogger to learn about DLLs.

    First, take a look at an application that makes frequent DirectX 3D calls. It activates D3D support by loading its d3d8 / d3d9.dll, then IDirect3D8 / 9 receives urinary incontinence information via Direct3DCreate8 / 9 and creates IDirect3DDevice8 / 9 using CreateDevice.

    If you can handle it, you can ask the new application to load your d3d8 / d3d9.dll, redirect the Direct3DCreate8 / 9 call to your code so you can create an idea for yourself. ‘IDirect3D8 / 9 interface. It’s the same with the IDirect3DDevice8 / 9 interface. Then they definitely provide all the functionality, such as various interfaces for the caller HTML code (in fact, redirecting each one takes you to the IDirect3D / IDirect3D device you secretly typed). This gives you the ability to edit records and / or add new things.

    Typically, an application that looks for a DLL in it first looks in the working directory and then looks for the system path. Applications are likely to prevent this directly from happeningWhile most directory systems (this is especially true for online games; they may view proxy DLLs as the latest “hacking program”). And you cannot just replace the whole system with d3d8 / d3d9.dll because you need all the functions described above

    In this case, I strongly discourage removing the original system DLL. They might just ruin your DirectX installation. In addition, this application can implement its own new Texures handler (or even use undocumented calls). Since you (obviously) cannot handle such calls, most proxy library applications might not work.

    • selected the d3d8 / d3d9.dll file, which is usually placed in the application’s working directory (and hopefully loaded by the application).
    • a function called “Direct3DCreate8 / 9” that is provided by this DLL.
    • is an interface provided by a DLL that looks exactly like the “real” IDirect3D interface.
    • is an interface that is provided only by the DLL and looks exactly as you see it, just like the “real” IDirect3DDevice interface.

    Fortunately, someSome header files developed with the DX SDK specify which calls should be processed according to their stub interfaces.

    Project

    • Global demo applications for managing DLLs (enter one dot, system load d3d8 / d3d9.dll, etc.)
    • an object named myIDirect3D8 / 9, derived from Direct3D8 / 9, which provides some additional functionality.
    • an object named myIDirect3DDevice8 / 9, derived from IDirect3DDevice8 / 9, which provides about 100 functions.

    Basically, all parameters in “my” objects pass information to the original system DLL and provide the ability to modify or add data. However, some procedures require special attention.

    :: Share (both objects)

    When an app releases software (and links run out), people destroy your own element as well.

    :: QueryInterface (both objects)

    Which is better DirectX9 or d912pxy API proxy?

    Profiling shows that the API overhead for d912pxy is 86% (r255, custom config) less than plain old DirectX9. Actual performance will differ depending on the scene and material. Test results for i7-7700 / GTX960: (with Mistlock Sanctuary with consumption configuration)

    Of course, when an application requests certain interfaces, you are passing in the address of your own procedure, not the response from a program DLL. This

    myidirect3d9 :: Create Device

    Once it is called, create your own (internal) D3DDevice, as you will need it to handle the application calls. Then reply by sending the address of your other property.

    For testing purposes myIDirect3DDevice8 / 9 :: ShowWeAreHere the batch has been added to the power demo code. Says it is in myIDirect3DDevice8 / 9 :: Present and just creates a stunning yellow rectangle in the top left screen. This might give you a good idea of ​​how to add your own content.

    This is a compilation of my work at http://www.proxy.mikoweb.de
    rev1.1: added DX8 source, typo fixed

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