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Agent Skill · 开发

graphics-api-hooking(graphics API hooking 文档)

用于辅助 API 设计、接口文档、请求响应结构和服务集成说明。它适合让 Agent 梳理 endpoint、生成 OpenAPI 草稿、检查字段命名、整理错误码或辅助前后端联调。使用时需要确认真实业务语义、鉴权方式、分页和错误处理规则;涉及生成接口文档时,应避免凭空补字段,最好从现有代码、schema 或接口样例中提取事实。

graphics-api-hooking 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证为 MIT,第三方扫描有提醒项,按安装量在开发类的 21,746 个 Skill 里排第 11,762。

总安装 1,597周安装 64GitHub Stars 2,811下载 517核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:graphics-api-hooking(graphics API hooking 文档)
来源仓库:https://github.com/gmh5225/awesome-game-security
仓库路径:skills/graphics-api-hooking
安装命令:
npx skills add https://github.com/gmh5225/awesome-game-security --skill graphics-api-hooking
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/gmh5225/awesome-game-security --skill graphics-api-hooking

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

用于辅助 API 设计、接口文档和前后端联调,适合梳理 endpoint 和生成 OpenAPI 草稿。适用于 API 开发、服务集成说明和错误码整理的场景。使用时需确认真实业务语义、鉴权方式和错误处理规则,避免凭空补字段。

通过 GitHub 安装,支持 Codex、Claude、Cursor 和 Gemini CLI 等宿主环境。建议从现有代码、schema 或接口样例中提取事实,确保接口文档准确性。

来源仓库内路径:skills/graphics-api-hooking

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/gmh5225/awesome-game-security --skill graphics…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

graphics-api-hooking 怎么安装?

在终端执行 npx skills add https://github.com/gmh5225/awesome-game-security --skill graphics-api-hooki…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

graphics-api-hooking 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

graphics-api-hooking 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

graphics-api-hooking 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

graphics-api-hooking 用的人多吗?

公开数据是累计安装 1,597 次,近一周安装 64 次,下载 517 次,GitHub 2,811 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

graphics-api-hooking 安全吗?

第三方扫描有提醒项,说明存在需要人工确认的行为。安装前请打开源码看清它读了什么、联网到哪里。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 来源仓库有 2,811 星,维护活跃度相对可查。

先想清楚的地方

  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
graphics-api-hooking

graphics API hooking 文档 · 本页

1,5972,811需要联网MIT有提醒

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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.

README Coverage

  • DirectX > Guide
  • DirectX > Hook
  • DirectX > Tools
  • DirectX > Emulation
  • DirectX > Compatibility
  • DirectX > Overlay
  • OpenGL > Guide
  • OpenGL > Source
  • OpenGL > Hook
  • Vulkan > Guide
  • Vulkan > API
  • Vulkan > Hook
  • Cheat > Overlay
  • Cheat > Render/Draw
  • Cheat > Anti Screenshot
  • Anti Cheat > Screenshot
  • Anti Cheat > Detection:Overlay

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-Screenshot Techniques

How Anti-Cheat Captures Screenshots

- BitBlt from game window DC: captures visible content including overlays
- DXGI Desktop Duplication API: captures composited desktop output
- IDXGISwapChain::Present interception: grab backbuffer before present
- PrintWindow: capture specific window contents
- DirectX/Vulkan frame readback: copy render target to CPU-readable buffer
- Scheduled captures: random intervals to catch intermittent overlays

Overlay Evasion Against Screenshot

- Disable overlay rendering during screenshot frame:
  - Detect screenshot by hooking BitBlt/PrintWindow in AC module
  - Suppress ImGui rendering for captured frame
- DWM composition tricks:
  - Render to a separate window that DWM excludes from capture
  - Use WDA_EXCLUDEFROMCAPTURE (SetWindowDisplayAffinity) on overlay window
- Hardware overlay planes:
  - Use IDXGIOutput::FindClosestMatchingMode + hardware overlay
  - Content on hardware overlay plane may not appear in software capture
- External rendering:
  - Render on secondary display or capture card output
  - OBS virtual camera trick: render to virtual camera feed

Cheat-Side Anti-Screenshot (README > Anti Screenshot)

- Projects that detect and evade AC screenshot capture
- Techniques: hook Present to suppress overlay on screenshot frames
- DWM-based overlays that survive PrintWindow but not BitBlt
- Kernel-level: suppress screenshot by blocking DC access

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 use the following sources:

1. Project Overview & Resource Index

Fetch the main README for the full curated list of repositories, tools, and descriptions:

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.

2. Repository Code Details (Archive)

For detailed repository information (file structure, source code, implementation details), the project maintains a local archive. If a repository has been archived, always prefer fetching from the archive over cloning or browsing GitHub directly.

Archive URL format:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/{owner}/{repo}.txt

Examples:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/ufrisk/pcileech.txt
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/000-aki-000/GameDebugMenu.txt

How to use:

  1. Identify the GitHub repository the user is asking about (owner and repo name from the URL).
  2. Construct the archive URL: replace {owner} with the GitHub username/org and {repo} with the repository name (no .git suffix).
  3. Fetch the archive file — it contains a full code snapshot with file trees and source code generated by code2prompt.
  4. If the fetch returns a 404, the repository has not been archived yet; fall back to the README or direct GitHub browsing.

3. Repository Descriptions

For a concise English summary of what a repository does, the project maintains auto-generated description files.

Description URL format:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/{owner}/{repo}/description_en.txt

Examples:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/00christian00/UnityDecompiled/description_en.txt
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/ufrisk/pcileech/description_en.txt

How to use:

  1. Identify the GitHub repository the user is asking about (owner and repo name from the URL).
  2. Construct the description URL: replace {owner} with the GitHub username/org and {repo} with the repository name.
  3. Fetch the description file — it contains a short, human-readable summary of the repository's purpose and contents.
  4. If the fetch returns a 404, the description has not been generated yet; fall back to the README entry or the archive.

Priority order when answering questions about a specific repository:

  1. Description (quick summary) — fetch first for concise context
  2. Archive (full code snapshot) — fetch when deeper implementation details are needed
  3. README entry — fallback when neither description nor archive is available

平台分布

Claude Code

28.31%
按下载量换算146

Antigravity

26.67%
按下载量换算138

Gemini CLI

16.92%
按下载量换算87

OpenCode

13.56%
按下载量换算70

Cursor

7.39%
按下载量换算38

windsurf

3.78%
按下载量换算20

安全审计

Gen Agent Trust Hub

通过

Socket

可疑

Snyk

可疑

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。

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