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>
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README.md
81
README.md
@@ -108,27 +108,18 @@ default** and covers anything the hooked path doesn't.
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## Roadmap
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### Current tasks
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- **The inline-hook (suspended-inject) Vulkan path must work, or be proven a true limitation.**
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Sphere Spectacle does *not* require Steam — the exe can be launched directly (and suspended, with
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`coop_hook.dll` injected before it runs any code). Either make the early inline `vk_hook` capture
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this game, or determine and document the genuine reason it cannot (Steam is not the reason).
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Final verification of both paths must be with the game launched **through Steam**
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(`steam://rungameid/1123040`).
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### Done
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The earlier tracked tasks are complete: injection hardening (the cross-backend safe-unhook drain),
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The near-term tracked tasks are complete: injection hardening (the cross-backend safe-unhook drain),
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two-path audio-format correlation (rate + channels/bit-depth recovery), mouse + keyboard forwarding
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for DirectInput and Raw Input games, real-game Vulkan validation (`coop_vk_validate` against Sphere
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Spectacle), and the **Vulkan capture performance fix** — the read-back that dropped a 144 FPS game
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to ~3 FPS now runs off the present thread (shared `coop::hook::VkCapture`), so the game keeps its
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frame rate while mirroring (guarded by `vk_capture_perf_test`; every GPU backend's hook test also
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asserts a present-thread overhead bound). See **Lessons learned** and the test suite for each. Open
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directions: per-game profiles, multi-guest
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virtual-pad mapping, and continuous raw-mouse *movement* forwarding (the MKB event stream is
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position-based today).
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Spectacle), the **Vulkan capture performance fix** — the read-back that dropped a 144 FPS game to ~3
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FPS now runs off the present thread (shared `coop::hook::VkCapture`), so the game keeps its frame
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rate while mirroring (guarded by `vk_capture_perf_test`; every GPU backend's hook test also asserts a
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present-thread overhead bound) — and the **inline-hook (suspended-inject) Vulkan path**, which now
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captures Sphere Spectacle correctly once the harness launches the exe with the right working
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directory and `vk_hook` intercepts present/swapchain resolved via `vkGetInstanceProcAddr` (not just
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`vkGetDeviceProcAddr`). Both Vulkan paths are verified on the real game. See **Lessons learned** and
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the test suite for each. Open directions: per-game profiles, multi-guest virtual-pad mapping, and
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continuous raw-mouse *movement* forwarding (the MKB event stream is position-based today).
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## Building
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@@ -334,12 +325,16 @@ Present-hook crash was isolated.
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validates the **Vulkan capture backend against a real game** (defaults to Sphere Spectacle). It
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drives both early-presence methods — the implicit **layer** (registers `coop_vk_layer` scoped to the
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game, launches via Steam, also late-injects `coop_hook.dll` for focus-spoofing so the game renders
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unfocused) and **inject** (suspended-launch the exe + early-inject before `vkCreateInstance`) — and
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asserts frames reach the shared texture and advance, the captured resolution/colors are sane, saves
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a BMP screenshot for visual confirmation, and reports the present rate while capturing. Confirmed:
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the layer path mirrors Sphere Spectacle correctly (1920×1080, right colors, no swizzle/darkening);
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the suspended-inject path is **not applicable** to titles that must launch through Steam (their exe
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renders nothing when launched directly) — the layer is the method there.
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unfocused) and **inject** (suspended-launch the exe *with the game's own folder as the working
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directory* + early-inject before `vkCreateInstance`) — and asserts frames reach the shared texture
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and advance, the captured resolution/colors are sane, saves a BMP screenshot for visual
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confirmation, and **gates on the game keeping a healthy present rate while capturing** (so a
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present-thread stall fails the tool, not just gets reported). Confirmed against Sphere Spectacle:
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**both** paths mirror it correctly (1920×1080, right colors, no swizzle/darkening) at the game's full
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present rate. The suspended-inject path needs the correct working directory (the game loads
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`steam_api64.dll` / `resources/` relative to cwd) and only applies to titles that actually run when
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launched directly; a title that refuses to run outside Steam produces no presents, and the tool
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SKIPs inject for it (use the layer).
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Both auto-detect a 32-bit (WOW64) target and inject via `coop_inject_x86.exe` +
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`coop_hook_x86.dll`, exactly like the host. The probes build into
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@@ -507,19 +502,29 @@ Non-obvious things that cost time and constrain the design:
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app, so it self-scopes: capture only when the process image matches the host-written target file,
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else pure pass-through. Register it per-user (HKCU `…\Vulkan\ImplicitLayers`, no admin) and
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unregister on untick / host exit.
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- **On a real Steam Vulkan game, the layer is the *only* usable early-presence method.** Validating
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against Sphere Spectacle (`coop_vk_validate`) confirmed the layer path mirrors it correctly, but
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also that the suspended-launch "Auto-attach" (the early-inject path the mock uses) **doesn't apply
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to a Steam title**: launching its `.exe` directly — even with Steam running — renders nothing
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under our injected process (the title requires launching *through* Steam, which we can't suspend),
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so there's no Vulkan present to catch. The implicit layer sidesteps this entirely (it's in the
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loader chain however Steam launches the game), which is why it's the productized path. Two more
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real-game lessons: (1) **the layer does video, but the game still needs `coop_hook.dll` co-injected
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for focus-spoofing** — without it an unfocused game throttles *itself* to a few fps (an
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event-driven title presents only on change), which looks like a capture slowdown but isn't; (2)
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the layer captures **every** present (copied ≈ present_calls, no drops), so the read-back stays off
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the critical path — a present-*rate* number alone can't prove "no FPS impact" because it's the
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game's own cadence, so a hard FPS gate there is meaningless; validate feel by playing.
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- **Both Vulkan early-presence paths work on a real game — the "only the layer works" belief was two
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bugs in disguise.** Against Sphere Spectacle (`coop_vk_validate`), the inline **inject** path
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(suspended-launch + early-inject before `vkCreateInstance`) initially captured nothing, which was
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wrongly written off as "the title requires launching through Steam." It does not. Two real causes:
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(1) the harness launched the exe with **our** working directory, so the game couldn't load
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`steam_api64.dll` / `resources/` and never rendered — launch it with the game's own folder as cwd
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and it runs fine directly; and (2) the game (volk-style) resolves `vkQueuePresentKHR` /
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`vkCreateSwapchainKHR` via **`vkGetInstanceProcAddr`**, but `vk_hook` only substituted those when
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resolved via `vkGetDeviceProcAddr` — so the present bypassed us. Intercepting them in the
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instance-level resolver too fixed it. The division of labor is about *who launches the game*, not
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capability: for a game launched **through Steam** we can't suspend the launch, so the implicit
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**layer** (always in the loader chain) is the path; when **we** launch the exe, suspended-inject
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works (and is how you'd debug). When the layer runs, the game still needs `coop_hook.dll`
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co-injected for **focus-spoofing** so an unfocused window doesn't throttle itself.
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- **A Vulkan present-rate *is* a valid no-FPS-impact gate — once the read-back is off the present
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thread.** The earlier validator reported the present rate and rationalized it ("the game's own
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cadence; a hard FPS gate is meaningless"), which hid a real **144→3 FPS** stall: the read-back ran
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on the present thread and spent ~370 ms/frame doing a CPU read of write-combined staging memory.
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After moving the read-back to a reaper thread (`coop::hook::VkCapture`), `present_calls` (counted
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every present, independent of the throttled mirror) reflects the game's true rate, so the tool now
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**asserts** it stays healthy while capturing. The mirror is deliberately throttled to ~150 Hz, so
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`copied < present_calls` is expected, not a drop. Lesson: a perf check must assert a bound — if you
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find yourself explaining why a number is fine, make the test prove it.
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- **A render client that predates our injection has no knowable format — measure it.**
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We inject into already-running games, so we usually never see the game's
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`IAudioClient::Initialize`; the render-hook then assumes the device mix format for that
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@@ -271,6 +271,20 @@ VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL hk_vkGetInstanceProcAddr(VkInstance ins
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{
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return reinterpret_cast<PFN_vkVoidFunction>(&hk_vkGetDeviceProcAddr);
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}
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// vkGetInstanceProcAddr can also resolve device-level functions (the loader returns a
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// dispatch trampoline). A game -- or volk's volkLoadInstance -- that resolves the present /
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// swapchain entry points this way (rather than via vkGetDeviceProcAddr) would otherwise get
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// the real loader pointer and bypass our capture. Sphere Spectacle does exactly this, so
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// intercept them here too. (Our detours gate on g_capture_enabled / g_device, so handing them
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// out before the device exists is safe.)
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if (std::strcmp(name, "vkQueuePresentKHR") == 0)
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{
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return reinterpret_cast<PFN_vkVoidFunction>(&hk_vkQueuePresentKHR);
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}
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if (std::strcmp(name, "vkCreateSwapchainKHR") == 0)
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{
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return reinterpret_cast<PFN_vkVoidFunction>(&hk_vkCreateSwapchainKHR);
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}
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}
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return real_gipa(instance, name);
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}
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@@ -278,8 +278,13 @@ int main(int argc, char** argv)
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STARTUPINFOW si{};
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si.cb = sizeof(si);
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std::wstring cmd = exe;
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// Launch with the game's own folder as the working directory -- the game loads steam_api64.dll
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// and resources/ relative to cwd, so launching with our cwd makes it fail to initialize (and
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// produce no presents), which earlier looked like "requires Steam". It does not.
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const std::size_t slash = exe.find_last_of(L"\\/");
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const std::wstring workdir = slash != std::wstring::npos ? exe.substr(0, slash) : std::wstring();
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if (!CreateProcessW(exe.c_str(), cmd.data(), nullptr, nullptr, FALSE, CREATE_SUSPENDED, nullptr,
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nullptr, &si, &pi))
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workdir.empty() ? nullptr : workdir.c_str(), &si, &pi))
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{
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check(false, "suspended-launch the game exe directly");
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return 1;
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@@ -378,16 +383,19 @@ int main(int argc, char** argv)
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static_cast<unsigned long long>(presents), first_gen, last_gen,
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static_cast<unsigned long long>(nonblack_frames));
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// Not-applicable skip: a Steam title that requires launching through Steam renders nothing when
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// its exe is suspended-launched directly, so the inject method can't reach it (the layer can).
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// Not-applicable skip: some titles produce no Vulkan presents when their exe is suspended-launched
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// directly (e.g. they refuse to run without a real Steam launch). For those the inject method
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// can't reach the game and the layer method should be used. (Sphere Spectacle does NOT need this:
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// it runs fine launched directly with its own folder as the working directory -- see the inject
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// launch above -- so this branch should not trigger for it.)
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if (!layer_mode && presents == 0 && src.frames_copied() == 0)
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{
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std::printf(" the directly-launched exe produced no Vulkan presents -- this title requires launching\n"
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" through Steam, so the suspended-inject (Auto-attach) method isn't applicable to it; use\n"
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" the layer method. (The early-inject mechanism itself is covered by mock_game_test.)\n");
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std::printf(" the directly-launched exe produced no Vulkan presents -- it may require a real Steam\n"
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" launch (or failed to initialize), so the suspended-inject method can't reach it here;\n"
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" use the layer method. (The early-inject mechanism itself is covered by mock_game_test.)\n");
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kill_pid(pid);
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device->Release();
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std::printf("SKIP vk_validate (inject not applicable to this title)\n");
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std::printf("SKIP vk_validate (inject produced no presents for this title)\n");
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return 0;
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}
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@@ -412,22 +420,26 @@ int main(int argc, char** argv)
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check(false, "grabbed a screenshot frame");
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}
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// Performance: the layer captured every present (copied ~= present_calls, no drops), so capture
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// keeps up with whatever rate the game emits and the read-back stays off the critical path (own
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// queue + present-semaphore re-chain). The present *rate* itself reflects the GAME's own render
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// cadence -- an event-driven game idling on a static scene presents at only a few fps -- so it's
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// reported, not gated (a definitive FPS-impact check needs active gameplay; validate by playing).
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// Performance gate (this is the check the earlier version refused to make -- it reported the rate
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// and rationalized it, which hid the 144->3 FPS stall). The capture runs off the present thread,
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// so the game must keep a healthy present rate while we mirror. present_calls counts EVERY present
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// (not throttled); the mirror is intentionally throttled to ~150 Hz, so copied < present is normal
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// and not a drop. A present rate that collapses (the bug was ~3/s) fails here.
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if (alive && find_pid(L"sphere.exe") == pid)
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{
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const std::uint64_t p0 = block->video.present_calls;
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const std::uint32_t g0 = block->video.generation.load(std::memory_order_acquire);
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Sleep(3000);
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const std::uint64_t p1 = block->video.present_calls;
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const std::uint32_t g1 = block->video.generation.load(std::memory_order_acquire);
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const double fps = static_cast<double>(p1 - p0) / 3.0;
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const std::uint64_t copied0 = src.frames_copied();
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std::printf(" present rate while capturing = %.1f /s (the game's own cadence; capture copied every "
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"present, no drops -> off the critical path)\n",
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fps);
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(void)copied0;
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// The hook bumps video.generation on every mirrored frame (independent of the host reading),
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// so its delta is the true mirror rate even while we're just sleeping here.
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const double mirror = static_cast<double>(g1 - g0) / 3.0;
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std::printf(" present rate while capturing = %.1f /s; mirror rate = %.1f /s (capture is off the "
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"present thread + throttled)\n",
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fps, mirror);
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check(fps > 30.0, "game keeps a healthy present rate while capturing (no present-thread stall)");
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}
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kill_pid(pid);
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