# Self-contained verification of the forwarding core (IPC + XInput hook).
# Reuses the hook's xinput_hook.cpp directly so it exercises the shipping code.
add_executable(hook_selftest
	hook_selftest.cpp
	${CMAKE_SOURCE_DIR}/hook/src/xinput_hook.cpp
	${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)

target_include_directories(hook_selftest PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)

target_link_libraries(hook_selftest PRIVATE
	coop_common
	safetyhook::safetyhook
	xinput)

add_test(NAME hook_selftest COMMAND hook_selftest)

# Unit test for the shared audio ring (lock-free SPSC push/pop, wrap-around,
# format handshake, overrun policy). Header-only, no hook or audio device.
add_executable(audio_ring_test audio_ring_test.cpp)
target_link_libraries(audio_ring_test PRIVATE coop_common)
add_test(NAME audio_ring_test COMMAND audio_ring_test)

# Unit test for the MKB event ring (SPSC push/pop, wrap-around, full/empty).
add_executable(mkb_ring_test mkb_ring_test.cpp)
target_link_libraries(mkb_ring_test PRIVATE coop_common)
add_test(NAME mkb_ring_test COMMAND mkb_ring_test)

# Unit test for the host->game mouse coordinate mapping (letterbox inverse +
# decorated-window client offset). Header-only, no device.
add_executable(mkb_map_test mkb_map_test.cpp)
target_include_directories(mkb_map_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
add_test(NAME mkb_map_test COMMAND mkb_map_test)

# Integration test for WASAPI process-loopback capture. Reuses the shipping
# capture code and captures from coop_tone (a known sine-wave render process).
add_executable(audio_loopback_test
	audio_loopback_test.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp)

target_include_directories(audio_loopback_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)

# Process loopback needs the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
target_compile_definitions(audio_loopback_test PRIVATE NTDDI_VERSION=0x0A00000B)

target_link_libraries(audio_loopback_test PRIVATE mmdevapi ole32)

add_dependencies(audio_loopback_test coop_tone)
add_test(NAME audio_loopback_test COMMAND audio_loopback_test)

# In-process self-test for the WASAPI render-hook. Reuses the shipping
# audio_hook.cpp and drives a real WASAPI render path in the same process, so it
# exercises COM vtable discovery + GetBuffer/ReleaseBuffer interception with no
# game and no second Steam account (the audio analogue of hook_selftest).
add_executable(audio_hook_test
	audio_hook_test.cpp
	${CMAKE_SOURCE_DIR}/hook/src/audio_hook.cpp
	${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
	${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)

target_include_directories(audio_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)

# IAudioClient3 / process-audio APIs want the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
target_compile_definitions(audio_hook_test PRIVATE NTDDI_VERSION=0x0A00000B)

target_link_libraries(audio_hook_test PRIVATE
	coop_common
	safetyhook::safetyhook
	ole32
	mmdevapi)

add_test(NAME audio_hook_test COMMAND audio_hook_test)

# Unit test for the sRGB->UNORM format mapping the hooked video path uses to avoid
# darkening *_SRGB-backbuffer games. Header-only, no device.
add_executable(srgb_format_test srgb_format_test.cpp)
target_include_directories(srgb_format_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
add_test(NAME srgb_format_test COMMAND srgb_format_test)

# In-process self-test for the Present-hook video path. Reuses the shipping
# present_hook.cpp and drives a real D3D11 swapchain in the same process, so it
# exercises the IDXGISwapChain::Present inline hook, the shared keyed-mutex
# texture, and the open-by-name / readback contract (the video analogue of
# audio_hook_test). Skips on a machine without a D3D11 device.
add_executable(present_hook_test
	present_hook_test.cpp
	${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp
	${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
	${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)

target_include_directories(present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)

target_link_libraries(present_hook_test PRIVATE
	coop_common
	safetyhook::safetyhook
	d3d11
	dxgi)

add_test(NAME present_hook_test COMMAND present_hook_test)

# In-process self-test for the OpenGL capture path. Reuses the shipping
# opengl_hook.cpp and drives a real OpenGL context in the same process, so it
# exercises the SwapBuffers hook, the glReadPixels readback, and the upload into
# the shared texture (opened by name + read back). Skips without GL / D3D11.
add_executable(opengl_hook_test
	opengl_hook_test.cpp
	${CMAKE_SOURCE_DIR}/hook/src/opengl_hook.cpp
	${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
	${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)

target_include_directories(opengl_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)

target_link_libraries(opengl_hook_test PRIVATE
	coop_common
	safetyhook::safetyhook
	d3d11
	dxgi
	opengl32
	gdi32)

add_test(NAME opengl_hook_test COMMAND opengl_hook_test)

# Keep the bin/<config>/ root deployable: stage every test exe under tests/. coop_tone
# (the audio_loopback_test fixture) is staged there too, next to its consumer, so the
# test's "coop_tone.exe alongside me" lookup keeps working.
coop_output_subdir(tests
	hook_selftest
	audio_ring_test
	mkb_ring_test
	mkb_map_test
	audio_loopback_test
	audio_hook_test
	srgb_format_test
	present_hook_test
	opengl_hook_test)
