Commentary:
Choose which type of texture forwarding is better: return in procedure, load directly in memory or store as resource;
Exp: Add configuration to compile (multiple) textures +/-/or effects to a single binary, so it can be used by ReShade further, with better perfomance than source FX file.
Discussion: better format (standart library or custom with direct loading in memory)
Step 1: Figure out how to detect classes and properties inside the game, using existing hooks or WinAPI
Important: ignore user32.dll hook
Step 2: Add API routines
Discussion: how to properly detect such an events for non-DirectX games, which type of events is missing
Event syntaxis:
&EventName:Type
Types:
Before - will be enabled until certain event
While - will be enabled during event/condition
After - will be enabled after the event (suitable for level change)
Discussion: Code block in order to unify preset styles and fasten the development process, instead of separate ini properties
Unable to use unwanted functions while in usage/ready mode instead of WIP:
Cut out FX preprocessor and use compiled ones instead, cut out excessive logging, remove preset preprocessor with APIs, remove GUI and etc.