# Dev harness: validate the injected Vulkan capture backend against a REAL game (Sphere Spectacle).
# Drives both early-presence methods (implicit layer / suspended-inject), asserts capture works +
# the image is sane, saves a BMP screenshot for visual confirmation, and measures the present rate
# while capturing. Reuses the shipping shared-texture reader.
add_executable(coop_vk_validate
	main.cpp
	${CMAKE_SOURCE_DIR}/host/src/capture/shared_texture.cpp)

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

target_link_libraries(coop_vk_validate PRIVATE coop_common d3d11 dxgi advapi32 shell32)

# Needs coop_hook.dll (inject method) + coop_vk_layer.dll/.json (layer method) at the deployable root.
add_dependencies(coop_vk_validate coop_hook coop_vk_layer)

coop_output_subdir(tools coop_vk_validate) # dev tool -> bin/<config>/tools/
