dxgi.dll funny
Source: Dev.to

Requirements
- Download ReShade from the official repository (GitHub)
- Visual Studio 2022+
- D3D9 SDK
1. Open the ReShade solution
- Download
reshade-masterand open the solution in Visual Studio (usuallyreshade.sln).
2. Add the ESP files
You need six files for the ESP implementation:
esp.hpptypes.hclass.hfunctions.hppxor_func.hppxor_string.hpp
(The files are too large to paste here; add them to the project manually.)
3. Hook the ESP into ReShade
Modify runtime_gui.cpp
- Include the ESP header at the top:
#include "esp.hpp"
- Locate the
init_guifunction and add the ESP initialization afterImGui::CreateContext():
void reshade::runtime::init_gui()
{
_imgui_context = ImGui::CreateContext();
init(); // add init here
ImGui::SetCurrentContext(nullptr);
}
- Find the
draw_guifunction, locate the call toImGui::NewFrame();and invoke the ESP tick function right after it:
ImGui::NewFrame();
tickkkk(); // call ESP each frame
Add a toggle button
- Open
runtime.hppand declare a boolean to control the ESP:
bool _esp_bool = false;
It can be placed near the other overlay settings, e.g.:
#pragma endregion
#pragma region Overlay Add-ons
char _addons_filter[32] = {};
#pragma endregion
bool _esp_bool = false;
#pragma region Overlay Settings
int _font_size = 13;
- In
runtime_gui.cpp, finddraw_gui_homeand add a button to toggle the ESP:
if (ImGui::Button("ESP")) {
_esp_bool = !_esp_bool;
}
4. Build the project
Compile the solution using Release x64 configuration. If you encounter compilation errors, search online for fixes.
5. Deploy
Copy the resulting dxgi.dll into your FiveM folder just like a normal ReShade installation.
Notes
- The provided code works on GPU model 2060 only; you’ll need to adjust jump offsets for other versions using an offset dumper.
- Repository with the full source: