# 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)

# In-process self-test for the DirectInput forwarding path: reuses mkb_hook.cpp, installs the MKB
# hooks (which vtable-swap IDirectInputDevice8::GetDeviceState), forwards a synthetic key + mouse
# button through the ring, then creates a real DI keyboard + mouse device and asserts GetDeviceState
# returns the forwarded input. Skips cleanly if DirectInput can't acquire a device.
add_executable(dinput_hook_test
	dinput_hook_test.cpp
	${CMAKE_SOURCE_DIR}/hook/src/mkb_hook.cpp
	${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
target_include_directories(dinput_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
target_link_libraries(dinput_hook_test PRIVATE
	coop_common
	safetyhook::safetyhook
	user32
	dinput8
	dxguid
	ole32)
add_test(NAME dinput_hook_test COMMAND dinput_hook_test)

# 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 DetourGate safe-unhook coordinator (hook/src/hook_guard.hpp): drain() must block
# while a detour Guard is in flight and return promptly otherwise. Fast/deterministic complement to
# the mock_game_test hook/unhook storm. Header-only (just needs the hook include dir + threads).
add_executable(detour_gate_test detour_gate_test.cpp)
target_include_directories(detour_gate_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
add_test(NAME detour_gate_test COMMAND detour_gate_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 audio mixer math (decode/sum/soft-clip/encode). Header-only.
add_executable(audio_mix_test audio_mix_test.cpp)
target_include_directories(audio_mix_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
add_test(NAME audio_mix_test COMMAND audio_mix_test)

# Unit test for the robust sample-rate estimator (consensus / reject-non-standard /
# low-confidence). Pure header logic fed synthetic adversarial cadences. No device.
add_executable(rate_estimator_test rate_estimator_test.cpp)
target_include_directories(rate_estimator_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
add_test(NAME rate_estimator_test COMMAND rate_estimator_test)

# Unit test for the audio fidelity analyzer (pitch error in cents, SNR/THD, click +
# dropout detection) and the WAV reader/writer. Synthesizes adversarial signals (clean /
# wrong-rate pitch shift / injected clicks / silence gaps) and asserts the metrics. Pure
# header logic, no device. Underpins the coop_audio_validate diagnostic tool.
add_executable(tone_analysis_test tone_analysis_test.cpp)
target_link_libraries(tone_analysis_test PRIVATE coop_common)
add_test(NAME tone_analysis_test COMMAND tone_analysis_test)

# Unit test for the two-path audio-format correlator (common/include/coop/audio_correlate.hpp).
# Synthesizes one continuous signal sampled at two rates (the hook's true rate + the device rate,
# with capture skew + noise) and asserts correlate_rate() recovers the true rate -- including the
# 44100-vs-48000 case the cadence method can misread. Pure header logic, no device.
add_executable(audio_correlation_test audio_correlation_test.cpp)
target_link_libraries(audio_correlation_test PRIVATE coop_common)
add_test(NAME audio_correlation_test COMMAND audio_correlation_test)

# Unit test for the audio-mirror render pacing policy (host/src/audio/render_pacer.hpp).
# Simulates a producer/consumer device timeline and asserts the shipping RenderPacer rides
# through producer jitter that makes the old re-prime-on-partial-fill policy glitch
# repeatedly (the under-run / "metallic" bug coop_audio_validate found). Header-only, no device.
add_executable(render_pacer_test render_pacer_test.cpp)
target_include_directories(render_pacer_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
add_test(NAME render_pacer_test COMMAND render_pacer_test)

# Unit test for the per-game audio override store (persist/reload, case-insensitive
# lookup, differing-overwrite detection). Reuses the shipping source. No device.
add_executable(audio_overrides_test
	audio_overrides_test.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio/audio_overrides.cpp)
target_include_directories(audio_overrides_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
target_link_libraries(audio_overrides_test PRIVATE coop_common)
add_test(NAME audio_overrides_test COMMAND audio_overrides_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
	${CMAKE_SOURCE_DIR}/tools/audio_tone) # shared configurable ToneSource (also used by coop_tone)

# 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 D3D12 path of the Present hook: drives a real D3D12
# swapchain through the (shared) IDXGISwapChain::Present vtable and verifies the
# D3D11On12 bridge copies the D3D12 backbuffer into the shared texture. Skips on a
# machine without a D3D12 device.
add_executable(dx12_present_hook_test
	dx12_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(dx12_present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)

target_link_libraries(dx12_present_hook_test PRIVATE
	coop_common
	safetyhook::safetyhook
	d3d11
	d3d12
	dxgi)

add_test(NAME dx12_present_hook_test COMMAND dx12_present_hook_test)

# Comprehensive capture/audio/hook stress test against coop_mock_game: launches the
# animated, frame-numbered A/V game, injects coop_hook.dll, decodes captured frame
# numbers (DX11 + DX12) to assert a monotonic/advancing mirror, checks audio capture, and
# stresses hook/unhook cycles. Reuses the shipping shared-texture reader. Skips without D3D11.
add_executable(mock_game_test
	mock_game_test.cpp
	${CMAKE_SOURCE_DIR}/host/src/capture/shared_texture.cpp)
target_include_directories(mock_game_test PRIVATE
	${CMAKE_SOURCE_DIR}/host/src
	${CMAKE_SOURCE_DIR}/tools/mock_game)
target_link_libraries(mock_game_test PRIVATE coop_common d3d11 dxgi)
add_dependencies(mock_game_test coop_mock_game coop_hook)
add_test(NAME mock_game_test COMMAND mock_game_test)

# Integration test for the two-path audio-format verifier: launches coop_mock_game rendering a
# NON-device rate (44100 on a 48000 endpoint), injects coop_hook.dll late (guessed stream), and
# runs the real verify_stream_format() -- co-capturing the hook (pre-mix) + a parallel loopback
# (post-mix) and correlating to recover the true rate. Skips cleanly without an audio endpoint.
add_executable(audio_verify_test
	audio_verify_test.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio/audio_format_verifier.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp)
target_include_directories(audio_verify_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
target_compile_definitions(audio_verify_test PRIVATE NTDDI_VERSION=0x0A00000B)
target_link_libraries(audio_verify_test PRIVATE coop_common ole32 mmdevapi)
add_dependencies(audio_verify_test coop_mock_game coop_hook)
add_test(NAME audio_verify_test COMMAND audio_verify_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)

# Reproducer + regression guard for the Vulkan capture performance collapse (the ~370 ms/frame
# present-thread stall that dropped a 144 FPS game to ~3 FPS). Reuses the shipping VkCapture; builds
# a known image on a real device and asserts the fixed present-thread cost is a small fraction of a
# synchronous read-back (and the captured image is byte-correct). `--sync` re-demonstrates the
# regression (the assertion fails on the synchronous design). Skips without a Vulkan ICD.
add_executable(vk_capture_perf_test
	vk_capture_perf_test.cpp
	${CMAKE_SOURCE_DIR}/hook/src/vk_capture.cpp)
target_include_directories(vk_capture_perf_test PRIVATE
	${CMAKE_SOURCE_DIR}/hook/src
	${CMAKE_SOURCE_DIR}/third_party/Vulkan-Headers/include)
target_link_libraries(vk_capture_perf_test PRIVATE coop_common d3d11 dxgi)
add_test(NAME vk_capture_perf_test COMMAND vk_capture_perf_test)

# Headless UI-fit check (M1): drives the real Controllers + Audio panels at reference
# resolutions with Debug details on and the richest content, and asserts no panel overflows
# its assigned size. Pure ImGui layout (no GPU / window). The Audio panel renders in its
# demo mode so the full content path shows without a live audio device.
add_executable(ui_fit_test
	ui_fit_test.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio_panel.cpp
	${CMAKE_SOURCE_DIR}/host/src/controllers_panel.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio/audio_loopback.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio/audio_format_verifier.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp
	${CMAKE_SOURCE_DIR}/host/src/audio/audio_overrides.cpp
	${CMAKE_SOURCE_DIR}/host/src/ui/app_chrome.cpp)

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

# process_loopback_capture (pulled in via AudioMirror) needs the Win10 20H1 headers.
target_compile_definitions(ui_fit_test PRIVATE NTDDI_VERSION=0x0A00000B)

target_link_libraries(ui_fit_test PRIVATE coop_common imgui ole32 mmdevapi)

add_test(NAME ui_fit_test COMMAND ui_fit_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
	dinput_hook_test
	audio_ring_test
	detour_gate_test
	mkb_ring_test
	mkb_map_test
	audio_mix_test
	tone_analysis_test
	audio_correlation_test
	render_pacer_test
	rate_estimator_test
	audio_overrides_test
	audio_loopback_test
	audio_hook_test
	srgb_format_test
	present_hook_test
	dx12_present_hook_test
	opengl_hook_test
	mock_game_test
	audio_verify_test
	vk_capture_perf_test
	ui_fit_test)
