gmh5225

graphics-api-hooking

2,672
368
# Install this skill:
npx skills add gmh5225/awesome-game-security --skill "graphics-api-hooking"

Install specific skill from multi-skill repository

# Description

Guide for graphics API hooking and rendering techniques for DirectX, OpenGL, and Vulkan. Use this skill when working with graphics hooks, overlay rendering, shader manipulation, or game rendering pipeline analysis.

# SKILL.md


name: graphics-api-hooking
description: Guide for graphics API hooking and rendering techniques for DirectX, OpenGL, and Vulkan. Use this skill when working with graphics hooks, overlay rendering, shader manipulation, or game rendering pipeline analysis.


Graphics API Hooking & Rendering

Overview

This skill covers graphics API resources from the awesome-game-security collection, including DirectX, OpenGL, and Vulkan hooking techniques, overlay rendering, and graphics debugging.

DirectX

DirectX 9

// Key functions to hook
IDirect3DDevice9::EndScene
IDirect3DDevice9::Reset
IDirect3DDevice9::Present

DirectX 11

// Key functions to hook
IDXGISwapChain::Present
ID3D11DeviceContext::DrawIndexed
ID3D11DeviceContext::Draw

DirectX 12

// Key functions to hook
IDXGISwapChain::Present
ID3D12CommandQueue::ExecuteCommandLists

VTable Hooking

// DX11 Example
typedef HRESULT(__stdcall* Present)(IDXGISwapChain*, UINT, UINT);
Present oPresent;

HRESULT __stdcall hkPresent(IDXGISwapChain* swapChain, UINT syncInterval, UINT flags) {
    // Render overlay here
    return oPresent(swapChain, syncInterval, flags);
}

// Hook via vtable
void* swapChainVtable = *(void**)swapChain;
oPresent = (Present)swapChainVtable[8];  // Present is index 8

OpenGL

Key Functions

wglSwapBuffers
glDrawElements
glDrawArrays
glBegin/glEnd (legacy)

Hook Example

typedef BOOL(WINAPI* wglSwapBuffers_t)(HDC);
wglSwapBuffers_t owglSwapBuffers;

BOOL WINAPI hkwglSwapBuffers(HDC hdc) {
    // Render overlay
    return owglSwapBuffers(hdc);
}

Vulkan

Key Functions

vkQueuePresentKHR
vkCreateSwapchainKHR
vkCmdDraw
vkCmdDrawIndexed

Instance/Device Layers

  • Use validation layers for debugging
  • Custom layers for interception
  • Layer manifest configuration

Universal Hook Libraries

Kiero

  • Cross-API hook library
  • Supports DX9/10/11/12, OpenGL, Vulkan
  • Automatic method detection

Universal ImGui Hook

  • Pre-built ImGui integration
  • Multiple API support
  • Easy deployment

ImGui Integration

Setup (DX11)

// In Present hook
ImGui_ImplDX11_Init(device, context);
ImGui_ImplWin32_Init(hwnd);

// Render
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();

// Your rendering code
ImGui::Begin("Overlay");
// ...
ImGui::End();

ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());

Window Procedure Hook

// Required for ImGui input
LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
        return true;
    return CallWindowProc(oWndProc, hWnd, msg, wParam, lParam);
}

Overlay Techniques

External Overlay

1. Create transparent window
2. Set WS_EX_LAYERED | WS_EX_TRANSPARENT
3. Use SetLayeredWindowAttributes
4. Render with GDI+/D2D
5. Position over game window

DWM Overlay

- Hook Desktop Window Manager
- Render in DWM composition
- Higher privilege requirements
- Better anti-detection

Steam Overlay Hijack

- Hook Steam's overlay functions
- Use existing overlay infrastructure
- Requires Steam running

NVIDIA Overlay Hijack

- Hook GeForce Experience overlay
- Native-looking overlay
- May require specific drivers

Shader Manipulation

Wallhack Implementation

// Disable depth testing
OMSetDepthStencilState(depthDisabledState, 0);

// Or in pixel shader
float4 PSMain(VS_OUTPUT input) : SV_Target {
    // Always pass depth test
    return float4(1, 0, 0, 0.5);  // Red transparent
}

Chams (Character Highlighting)

// Replace model shader
float4 PSChams(VS_OUTPUT input) : SV_Target {
    if (isEnemy) {
        return float4(1, 0, 0, 1);  // Red
    }
    return float4(0, 1, 0, 1);      // Green
}

Rendering Concepts

World-to-Screen

D3DXVECTOR3 WorldToScreen(D3DXVECTOR3 pos, D3DXMATRIX viewProjection) {
    D3DXVECTOR4 clipCoords;
    D3DXVec3Transform(&clipCoords, &pos, &viewProjection);

    if (clipCoords.w < 0.1f) return invalid;

    D3DXVECTOR3 NDC;
    NDC.x = clipCoords.x / clipCoords.w;
    NDC.y = clipCoords.y / clipCoords.w;

    D3DXVECTOR3 screen;
    screen.x = (viewport.Width / 2) * (NDC.x + 1);
    screen.y = (viewport.Height / 2) * (1 - NDC.y);

    return screen;
}

View Matrix Extraction

- From device constants
- Pattern scanning
- Engine-specific locations
- Reverse engineered addresses

Debugging Tools

PIX for Windows

  • Frame capture and analysis
  • GPU profiling
  • Shader debugging

RenderDoc

  • Open-source frame debugger
  • Multi-API support
  • Resource inspection

NVIDIA Nsight

  • Performance analysis
  • Shader debugging
  • Frame profiling

Anti-Detection Considerations

Present Hook Detection

- VTable integrity checks
- Code section verification
- Call stack analysis

Evasion Techniques

- Trampoline hooks
- Hardware breakpoints
- Timing obfuscation

Performance Optimization

Best Practices

1. Minimize state changes
2. Batch draw calls
3. Use instancing
4. Cache resources
5. Profile regularly

Common Issues

- Flickering: Double buffer sync
- Artifacts: Clear state properly
- Performance: Reduce overdraw

Resource Organization

The README contains:
- DirectX 9/11/12 hook implementations
- OpenGL hook libraries
- Vulkan interception tools
- ImGui integration examples
- Overlay frameworks
- Shader modification tools


Data Source

Important: This skill provides conceptual guidance and overview information. For detailed information including:
- Specific GitHub repository links
- Complete project lists with descriptions
- Up-to-date tools and resources
- Code examples and implementations

Please fetch the complete data from the main repository:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/README.md

The main README contains thousands of curated links organized by category. When users ask for specific tools, projects, or implementations, retrieve and reference the appropriate sections from this source.

# Supported AI Coding Agents

This skill is compatible with the SKILL.md standard and works with all major AI coding agents:

Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.