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d3d10_1.dll DLL proxying
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#pragma comment(linker,"/export:D3D10CompileEffectFromMemory=d3d10_1_orig.D3D10CompileEffectFromMemory,@1") | |
#pragma comment(linker,"/export:D3D10CompileShader=d3d10_1_orig.D3D10CompileShader,@2") | |
#pragma comment(linker,"/export:D3D10CreateBlob=d3d10_1_orig.D3D10CreateBlob,@3") | |
#pragma comment(linker,"/export:D3D10CreateDevice1=d3d10_1_orig.D3D10CreateDevice1,@4") | |
#pragma comment(linker,"/export:D3D10CreateDeviceAndSwapChain1=d3d10_1_orig.D3D10CreateDeviceAndSwapChain1,@5") | |
#pragma comment(linker,"/export:D3D10CreateEffectFromMemory=d3d10_1_orig.D3D10CreateEffectFromMemory,@6") | |
#pragma comment(linker,"/export:D3D10CreateEffectPoolFromMemory=d3d10_1_orig.D3D10CreateEffectPoolFromMemory,@7") | |
#pragma comment(linker,"/export:D3D10CreateStateBlock=d3d10_1_orig.D3D10CreateStateBlock,@8") | |
#pragma comment(linker,"/export:D3D10DisassembleEffect=d3d10_1_orig.D3D10DisassembleEffect,@9") | |
#pragma comment(linker,"/export:D3D10DisassembleShader=d3d10_1_orig.D3D10DisassembleShader,@10") | |
#pragma comment(linker,"/export:D3D10GetGeometryShaderProfile=d3d10_1_orig.D3D10GetGeometryShaderProfile,@11") | |
#pragma comment(linker,"/export:D3D10GetInputAndOutputSignatureBlob=d3d10_1_orig.D3D10GetInputAndOutputSignatureBlob,@12") | |
#pragma comment(linker,"/export:D3D10GetInputSignatureBlob=d3d10_1_orig.D3D10GetInputSignatureBlob,@13") | |
#pragma comment(linker,"/export:D3D10GetOutputSignatureBlob=d3d10_1_orig.D3D10GetOutputSignatureBlob,@14") | |
#pragma comment(linker,"/export:D3D10GetPixelShaderProfile=d3d10_1_orig.D3D10GetPixelShaderProfile,@15") | |
#pragma comment(linker,"/export:D3D10GetShaderDebugInfo=d3d10_1_orig.D3D10GetShaderDebugInfo,@16") | |
#pragma comment(linker,"/export:D3D10GetVersion=d3d10_1_orig.D3D10GetVersion,@17") | |
#pragma comment(linker,"/export:D3D10GetVertexShaderProfile=d3d10_1_orig.D3D10GetVertexShaderProfile,@18") | |
#pragma comment(linker,"/export:D3D10PreprocessShader=d3d10_1_orig.D3D10PreprocessShader,@19") | |
#pragma comment(linker,"/export:D3D10ReflectShader=d3d10_1_orig.D3D10ReflectShader,@20") | |
#pragma comment(linker,"/export:D3D10RegisterLayers=d3d10_1_orig.D3D10RegisterLayers,@21") | |
#pragma comment(linker,"/export:D3D10StateBlockMaskDifference=d3d10_1_orig.D3D10StateBlockMaskDifference,@22") | |
#pragma comment(linker,"/export:D3D10StateBlockMaskDisableAll=d3d10_1_orig.D3D10StateBlockMaskDisableAll,@23") | |
#pragma comment(linker,"/export:D3D10StateBlockMaskDisableCapture=d3d10_1_orig.D3D10StateBlockMaskDisableCapture,@24") | |
#pragma comment(linker,"/export:D3D10StateBlockMaskEnableAll=d3d10_1_orig.D3D10StateBlockMaskEnableAll,@25") | |
#pragma comment(linker,"/export:D3D10StateBlockMaskEnableCapture=d3d10_1_orig.D3D10StateBlockMaskEnableCapture,@26") | |
#pragma comment(linker,"/export:D3D10StateBlockMaskGetSetting=d3d10_1_orig.D3D10StateBlockMaskGetSetting,@27") | |
#pragma comment(linker,"/export:D3D10StateBlockMaskIntersect=d3d10_1_orig.D3D10StateBlockMaskIntersect,@28") | |
#pragma comment(linker,"/export:D3D10StateBlockMaskUnion=d3d10_1_orig.D3D10StateBlockMaskUnion,@29") | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <Windows.h> | |
#include <WinUser.h> | |
using namespace std; | |
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved) | |
{ | |
switch (fdwReason) | |
{ | |
case DLL_PROCESS_ATTACH: | |
MessageBoxA(NULL, "Proxy_Hijacking", NULL, NULL); | |
break; | |
case DLL_THREAD_ATTACH: | |
break; | |
case DLL_THREAD_DETACH: | |
break; | |
case DLL_PROCESS_DETACH: | |
break; | |
} | |
return TRUE; | |
} |
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