Make the inline-hook (suspended-inject) Vulkan path work on Sphere Spectacle
The earlier validation concluded suspended-inject was "not applicable -- the title requires launching through Steam." That was wrong; it was two bugs: 1. coop_vk_validate's inject mode launched the exe with CreateProcessW and a null working directory, so the game couldn't load steam_api64.dll / resources/ (loaded relative to cwd) and never rendered -> no presents. Launch with the game's own folder as cwd and it runs fine directly, no Steam needed. 2. The game resolves vkQueuePresentKHR / vkCreateSwapchainKHR via vkGetInstanceProcAddr (volk's volkLoadInstance does this), but vk_hook only substituted our detours when they were resolved via vkGetDeviceProcAddr -- so the present bypassed the hook. Intercept those names in hk_vkGetInstanceProcAddr too (our detours already gate on g_capture_enabled/g_device, so handing them out before the device exists is safe). With both fixed, inject mode captures Sphere Spectacle correctly: 1920x1080, correct colors/orientation (screenshot), ~480 fps present while mirroring at the ~150 Hz throttle -- no present-thread impact (the VkCapture fix is shared). Also makes the validator ASSERT a present-rate floor while capturing (it used to report the rate and rationalize it, which is exactly what hid the 144->3 FPS stall), and reports the true mirror rate from video.generation. Division of labor is about who launches the game: layer for Steam-launched (can't suspend), inject when we control the launch. README lessons-learned corrected accordingly. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -278,8 +278,13 @@ int main(int argc, char** argv)
|
||||
STARTUPINFOW si{};
|
||||
si.cb = sizeof(si);
|
||||
std::wstring cmd = exe;
|
||||
// Launch with the game's own folder as the working directory -- the game loads steam_api64.dll
|
||||
// and resources/ relative to cwd, so launching with our cwd makes it fail to initialize (and
|
||||
// produce no presents), which earlier looked like "requires Steam". It does not.
|
||||
const std::size_t slash = exe.find_last_of(L"\\/");
|
||||
const std::wstring workdir = slash != std::wstring::npos ? exe.substr(0, slash) : std::wstring();
|
||||
if (!CreateProcessW(exe.c_str(), cmd.data(), nullptr, nullptr, FALSE, CREATE_SUSPENDED, nullptr,
|
||||
nullptr, &si, &pi))
|
||||
workdir.empty() ? nullptr : workdir.c_str(), &si, &pi))
|
||||
{
|
||||
check(false, "suspended-launch the game exe directly");
|
||||
return 1;
|
||||
@@ -378,16 +383,19 @@ int main(int argc, char** argv)
|
||||
static_cast<unsigned long long>(presents), first_gen, last_gen,
|
||||
static_cast<unsigned long long>(nonblack_frames));
|
||||
|
||||
// Not-applicable skip: a Steam title that requires launching through Steam renders nothing when
|
||||
// its exe is suspended-launched directly, so the inject method can't reach it (the layer can).
|
||||
// Not-applicable skip: some titles produce no Vulkan presents when their exe is suspended-launched
|
||||
// directly (e.g. they refuse to run without a real Steam launch). For those the inject method
|
||||
// can't reach the game and the layer method should be used. (Sphere Spectacle does NOT need this:
|
||||
// it runs fine launched directly with its own folder as the working directory -- see the inject
|
||||
// launch above -- so this branch should not trigger for it.)
|
||||
if (!layer_mode && presents == 0 && src.frames_copied() == 0)
|
||||
{
|
||||
std::printf(" the directly-launched exe produced no Vulkan presents -- this title requires launching\n"
|
||||
" through Steam, so the suspended-inject (Auto-attach) method isn't applicable to it; use\n"
|
||||
" the layer method. (The early-inject mechanism itself is covered by mock_game_test.)\n");
|
||||
std::printf(" the directly-launched exe produced no Vulkan presents -- it may require a real Steam\n"
|
||||
" launch (or failed to initialize), so the suspended-inject method can't reach it here;\n"
|
||||
" use the layer method. (The early-inject mechanism itself is covered by mock_game_test.)\n");
|
||||
kill_pid(pid);
|
||||
device->Release();
|
||||
std::printf("SKIP vk_validate (inject not applicable to this title)\n");
|
||||
std::printf("SKIP vk_validate (inject produced no presents for this title)\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -412,22 +420,26 @@ int main(int argc, char** argv)
|
||||
check(false, "grabbed a screenshot frame");
|
||||
}
|
||||
|
||||
// Performance: the layer captured every present (copied ~= present_calls, no drops), so capture
|
||||
// keeps up with whatever rate the game emits and the read-back stays off the critical path (own
|
||||
// queue + present-semaphore re-chain). The present *rate* itself reflects the GAME's own render
|
||||
// cadence -- an event-driven game idling on a static scene presents at only a few fps -- so it's
|
||||
// reported, not gated (a definitive FPS-impact check needs active gameplay; validate by playing).
|
||||
// Performance gate (this is the check the earlier version refused to make -- it reported the rate
|
||||
// and rationalized it, which hid the 144->3 FPS stall). The capture runs off the present thread,
|
||||
// so the game must keep a healthy present rate while we mirror. present_calls counts EVERY present
|
||||
// (not throttled); the mirror is intentionally throttled to ~150 Hz, so copied < present is normal
|
||||
// and not a drop. A present rate that collapses (the bug was ~3/s) fails here.
|
||||
if (alive && find_pid(L"sphere.exe") == pid)
|
||||
{
|
||||
const std::uint64_t p0 = block->video.present_calls;
|
||||
const std::uint32_t g0 = block->video.generation.load(std::memory_order_acquire);
|
||||
Sleep(3000);
|
||||
const std::uint64_t p1 = block->video.present_calls;
|
||||
const std::uint32_t g1 = block->video.generation.load(std::memory_order_acquire);
|
||||
const double fps = static_cast<double>(p1 - p0) / 3.0;
|
||||
const std::uint64_t copied0 = src.frames_copied();
|
||||
std::printf(" present rate while capturing = %.1f /s (the game's own cadence; capture copied every "
|
||||
"present, no drops -> off the critical path)\n",
|
||||
fps);
|
||||
(void)copied0;
|
||||
// The hook bumps video.generation on every mirrored frame (independent of the host reading),
|
||||
// so its delta is the true mirror rate even while we're just sleeping here.
|
||||
const double mirror = static_cast<double>(g1 - g0) / 3.0;
|
||||
std::printf(" present rate while capturing = %.1f /s; mirror rate = %.1f /s (capture is off the "
|
||||
"present thread + throttled)\n",
|
||||
fps, mirror);
|
||||
check(fps > 30.0, "game keeps a healthy present rate while capturing (no present-thread stall)");
|
||||
}
|
||||
|
||||
kill_pid(pid);
|
||||
|
||||
Reference in New Issue
Block a user