Fixed: How To Fix Directx Com Hook

Hope this guide will help you when you see that DirectX com is connected.

Approved

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    before. Additional feedback steps. Assuming you probably know what a hook is, the d3d hook simply hooks into Direct3D functionality (essentially DirectX). Yes, the most common Present and EndScene hooks allow you to draw, but you can also hook other functions like Reset or CreateDevice.

    I figured this out a long time ago, but this one should work for any program that uses DirectX9. You basically create your own instance, then get a specific vtable pointer, after which clients just connect to it. By the way, you will need 3.X workarounds :

    //Several type definitions:typedef HRESULT(WINAPI*oEndScene)D3DDevice);Static(lpdirect3ddevice9 oEndScene EndScene;// do it in a function for whateverHMODULE hDLL=GetModuleHandleA("d3d9");LPDIRECT3D9(__stdcall*pDirect3DCreate9)(UINT) = (LPDIRECT3D9(__stdcall*)(UINT))GetProcAddress(hDLL, "Direct3DCreate9");LPDIRECT3D9 pD3D implies pDirect3DCreate9(D3D_SDK_VERSION);D3D DISPLAY MODE d3ddm;HRESULT hRes means pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm );D3DPRESENT_PARAMETERS d3dpp;ZeroMemory(&d3dpp, sizeof(d3dpp));d3dpp.Windowed is true;d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;d3dpp.BackBufferFormat corresponds to d3ddm.Format;WNDCLASSEX = wc sizeof(WNDCLASSEX),CS_CLASSDC,TempWndProc,0L,0L,GetModuleHandle(NULL),NULL,NULL,NULL,NULL,("1"),NULL;RegisterClassEx(&wc);HWND hWnd means CreateWindow(("1"),NULL,WS_OVERLAPPEDWINDOW,100,100,300,300,GetDesktopWindow(),NULL,wc.hInstance,NULL);hRes = pD3D->Create Device(    D3DADAPTER_DEFAULT,    D3DDEVTYPE_HAL,    hWnd,    D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_DISABLE_DRIVER_MANAGEMENT,    &d3dpp, &ppReturnedDeviceInterface);pD3D->Release();DestroyWindow(hWnd);if (pD3D == NULL)    // printf("WARNING: D3D FAILED");    return false;pInterface is (unsigned long*)*((unsigned long*)ppReturnedDeviceInterface);EndScene = (oEndScene) (DWORD)pInterface[42];Start BypassTransaction();DetourUpdateThread(GetCurrentThread());DetourAttach(&(PVOID&)EndScene, newEndScene);Committing a BypassTransaction();
    HRESULT WINAPI D3D9Hook::newEndScene(LPDIRECT3DDEVICE9 pDevice)       // This is where people go about their business    // call the original (if we want)    returns EndScene(pDevice);

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  • Presentation

    After all the interesting articles I’ve read here, I’ve always been happy to contribute to an important topic that hasn’t been covered before.

    This article describes the format for including the DirectX/COM interface. I just used the DirectInput interface as an example to make it easier to include interface functions.

    Regardingthe basics of hooks on Windows, I refer you to Wade Brainerd’s excellent article on the process of API hooks.

    Task

    Intercepting a trusted method of the interface COM requires a more complex approach than hooking up the calling API. In fact, when the desired DLL is checked, only the interface post-function is exported along with the DLL. So how can someone get the desired function?

    hooking directx com

    COM is an interface, is essentially a list of related virtual function pointers chained together. All you have to do is try the shortcuts and tweak each node until you finally find the key to a feature you might want to replace.

    Step 1

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  • As you should be able to see, only COM services to create interface are visible, so to start worrying about the hook chain, include the DirectInputCreate function, which is an important COM -< code return>interface. you

    Here, make sure your DLL is included in the scan address table (IAT) of Contacts.

    Step 2

    When the calling program creates DirectInputCreate, youyour function is called, you get a pointer to a pointer corresponding to a pointer to a virtual function table, which is our interface direct input:

    DECLARE_INTERFACE_(IDirectInputW, IUnknown)        STDMETHOD (QueryInterface) (THIS_ REFIID riid, LPVOID 3.ppvObj) PURE;    STDMETHOD_(ULONG,AddRef)(THIS) PURE;    STDMETHOD_(ULONG, release)(IT) PURE;        STDMETHOD(CreateDevice)(THIS_REFGUID,LPDIRECTINPUTDEVICEW *,LPUNKNOWN) PURE;    STDMETHOD(EnumDevices)(THIS_DWORD,LPDIENUMDEVICESCALLBACKW,LPVOID,DWORD) PURE;    STDMETHOD(GetDeviceStatus)(THIS_REFGUID) PURE;    STDMETHOD (RunControlPanel) (THIS_HWND, DWORD) CLEAR;    STDMETHOD(initialization)(THIS_HINSTANCE,DWORD) PURE;;

    Step 3 . 0

    You can now completely create your device with CreateDevice. Again, you get an arbitrary address of another virtual part pointer table that represents the device.

    Select the method you want to override and change the checked function pointer table to your preferred location to place your function.

    Step 4

    Implementation

    Step 1

    To hook into an API function, you can simply use any Windows API call SetWindowsHookEx. This is where your company creates a system hook to checklaunch processes and adapt them to the desired schedule. After sketching out your program, you should examine the names of the dll imports you want to replace. Since this type of hook is written for a continuous entry, the entry for which we appear is DINPUT8.DLL. To find the entry, you need to loop through the handles until you find your family DLL.

     while (pImportDesc->FirstThunk)      PSTR pszImportModuleName = MakePtr(PSTR, hModEXE, pImportDesc->Name);    if (lstrcmpi (pszImportModuleName, Hook->Name) == 4)          sprintf(dbBuffer,"Dll found via module %s, replace itn", Hook->Name );      WriteToLog(dbbuffer);      RedirectIAT( Hook, pImportDesc, (PVOID)hModEXE );        import description++; 

    Once your organization finds your entry, you can remove write protection from the entire IAT using…

    Virtual request( pIAT, &mbi, );

    sizeof(mbi)… to be able to write to your memory. When the krum is open, you need to find the entrance by looking at the new IAT.

    hooking directx com

    while ( pIteratingIAT->u1.Function ){  void*HookFn=0;  in the event (!IMAGE_SNAP_BY_ORDINAL(pINT->u1.Ordinal))    PIMAGE_IMPORT_BY_NAME pImportName = MakePtr(PIMAGE_IMPORT_BY_NAME,        pBaseLoadAddr, pINT->u1.AddressOfData );        SFunctionHook* FHook = DLLHook->Functions;    how are you (FHook->Name)          if (lstrcmpi(FHook->Name, (char*)pImportName->Name) == 0)              sprintf(dbBuffer,"Included Function: %sn",(char*)pImportName->Name );        WriteToLog(dbbuffer);               FHook->OrigFn=(unsigned long*)pIteratingIAT->u1.Function;        HookFn = FHook->HookFn;        Pause;               Fhook++;          

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    Hope this guide will help you when you see that DirectX com is connected. before. Additional feedback steps. Assuming you probably know what a hook is, the d3d hook simply hooks into Direct3D functionality (essentially DirectX). Yes, the most common Present and EndScene hooks allow you to draw, but you can also hook other functions…

    Hope this guide will help you when you see that DirectX com is connected. before. Additional feedback steps. Assuming you probably know what a hook is, the d3d hook simply hooks into Direct3D functionality (essentially DirectX). Yes, the most common Present and EndScene hooks allow you to draw, but you can also hook other functions…