Fix 32-bit game crash: call hooked __stdcall functions with stdcall()
SafetyHook's InlineHook::call() invokes the trampoline through a __cdecl pointer (the compiler default on x86). The functions we hook are __stdcall (IDXGISwapChain::Present/Present1, the WASAPI render interfaces, and the WINAPI SwapBuffers/wglSwapBuffers), so on 32-bit both sides cleaned the stack -> ESP imbalance -> Run-Time Check Failure #0 and an instant crash. On x64 every convention collapses to one, so it only bit 32-bit games: Slaps and Beans (Unity/Rewired, 32-bit D3D11) froze the moment the Present hook ran. The user's "crashes as soon as a button is pressed" was the Present, not the button. Switch every __stdcall trampoline call to SafetyHook's stdcall() (a no-op on x64). The XInput/focus hooks were unaffected because they never call the trampoline -- they return synthesized data. Reproduction + regression coverage: - tools/input_probe (coop_input_probe): injects, reports a connected pad, toggles a button, and takes a disable_mask to bisect which subsystem affects a game. Isolated the freeze to the video subsystem live. - hook_selftest_x86 + present_hook_test_x86: the x86 sub-build now builds and runs these (the x64 present_hook_test can't see a one-convention bug). present_hook_test_x86 drives a real swapchain through the trampoline -- it would hit RTC #0 before this fix. - hook_selftest strengthened to exercise every loaded xinput DLL's full export set (GetState, ordinal-100 GetStateEx, GetCapabilities, rumble SetState) and to dump the SharedBlock layout. - protocol.hpp: static_asserts lock the cross-bitness front-of-block offsets (verified byte-identical on x86 and x64). README roadmap trimmed (this milestone done) and a lessons-learned note added on the call()/stdcall() convention trap. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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README.md
276
README.md
@@ -15,17 +15,30 @@ window that is a live copy of the game's video + audio, and forwards the guests'
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input back into the real game. Steam's RPT captures the mirror window — so any
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XInput game becomes Remote-Play-Together-able.
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The end-to-end path is working: launched under a donor appid, the host streams a
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live video + audio mirror of a separately-running game over Remote Play Together
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and forwards guest controllers back into it.
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## Architecture
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| Concern | Mechanism | Component | Status |
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| --- | --- | --- | --- |
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| Receive guest input | XInput (RPT delivers guest pads to the focused window); optional, opt-in Steam Input when built with the Steamworks SDK | `coop_host.exe` | done |
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| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` | done |
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| Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | `coop_hook.dll` | done |
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| Mirror video | Windows Graphics Capture of the game window, letterboxed into the host window | `coop_host.exe` | done |
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| Mirror video (alt) | Injected Present-hook copies the DXGI backbuffer into a shared keyed-mutex texture the host samples (lower latency, no capture border) | `coop_hook.dll` + `coop_host.exe` | done |
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| Mirror audio | Injected render-hook copies the game's WASAPI frames into a shared ring and silences the game locally (no echo); WASAPI process loopback is the automatic fallback | `coop_hook.dll` + `coop_host.exe` | done |
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| Host ↔ hook IPC | Named shared memory (seqlock for input, status back-channel) | `common/` | done |
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| Concern | Mechanism | Component |
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| --- | --- | --- |
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| Receive guest input | XInput (RPT delivers guest pads to the focused window); optional, opt-in Steam Input when built with the Steamworks SDK | `coop_host.exe` |
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| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` |
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| Keep game running unfocused | Hook spoofs focus so the game polls while the host holds OS focus | `coop_hook.dll` |
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| Mirror video (default) | Windows Graphics Capture of the game window, letterboxed into the host window | `coop_host.exe` |
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| Mirror video (hooked) | Injected Present / OpenGL hook copies the backbuffer into a shared keyed-mutex texture the host samples (lower latency, no capture border) | `coop_hook.dll` + `coop_host.exe` |
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| Mirror audio | Injected render-hook copies the game's WASAPI frames into a shared ring and silences the game locally (no echo); WASAPI process loopback is the automatic fallback | `coop_hook.dll` + `coop_host.exe` |
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| Host ↔ hook IPC | Named shared memory (seqlock for input, status back-channel, video/audio/log shares) | `common/` |
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The hooked video path has two producers: **Direct3D (DXGI)** hooks
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`IDXGISwapChain::Present` / `Present1` and copies the backbuffer (D3D10/11 games
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whose backbuffer is an `ID3D11Texture2D`); **OpenGL** hooks
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`SwapBuffers` / `wglSwapBuffers` and reads the backbuffer with `glReadPixels` (for
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games that never touch DXGI, e.g. Phantom Brave). The host samples the copy as
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plain UNORM (`srgb_to_unorm`) so `*_SRGB`-backbuffer games mirror at correct
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brightness. **WGC remains the default** and covers anything the hooked path
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doesn't (Vulkan, D3D9, DX12 — see Roadmap).
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## Limitations
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@@ -43,150 +56,72 @@ XInput game becomes Remote-Play-Together-able.
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detects it (`IsWow64Process2`) and shells out to the helper to load the x86 DLL
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(a 64-bit process can't cleanly inject a 32-bit one). The shared-memory IPC is
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fixed-width / bitness-stable, so the x64 host and x86 hook interoperate.
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- **Local audio echo (fixed via the hook; falls back otherwise):** when the
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render-hook is active it silences the game's local playback while mirroring it,
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so there is no echo. If the hook can't attach or the game uses an
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unhooked/exotic render path, the host automatically falls back to
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process-loopback capture, which does *not* mute the game — so on the fallback
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path the local machine still hears the audio twice (guests hear it once). The
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Audio panel shows which path is active.
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- **Debug-oriented UI:** the ImGui overlay is always visible and laid out for
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diagnosing the pipeline, not for end use. It can't yet be toggled off.
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## Status
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All phases below are implemented and verified.
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- **Phase 0 — donor spike. ✅** Confirmed Steam RPT streams an arbitrary
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borderless window under a donor appid and routes guest gamepads into it as
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XInput (correct slot assignment). This is the premise the whole tool rests on.
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- **Phase 1a — input forwarding + focus spoofing. ✅** The host injects
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`coop_hook.dll`; the DLL hooks XInput (SafetyHook) so the game reads the
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forwarded pad state and *only* that state, and spoofs focus so the game keeps
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running while the host holds the real OS focus. A hook→host status
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back-channel reports attach state and poll rate.
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- **Phase 1b — video mirror (WGC). ✅** The host captures the injected game's
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window with Windows Graphics Capture and draws it letterboxed as its
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background, so RPT streams a live mirror.
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- **Phase 2 — audio mirror. ✅** The host captures the game's audio by PID via
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WASAPI process loopback and re-renders it on the default endpoint, so RPT
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carries game audio to guests.
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- **Audio render-hook (echo fix). ✅ (capture proven on a real game; full RPT
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pass pending)** The injected hook intercepts the game's WASAPI render path
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(`IAudioRenderClient`), copies the frames into a shared audio ring for the host
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to re-render, and releases the game's buffer silenced — so the operator no
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longer hears the audio twice. It hooks the render vtables *proactively* so a
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game that's already playing when injected is still captured. The host owns an
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enable flag and re-renders the game's format via `AUTOCONVERTPCM`; if the hook
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doesn't publish a format in time it reverts to process loopback. The Audio panel
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shows the active source and a render-stream-count debug table. Validated
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in-process by `audio_hook_test` and against a real already-playing game
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(Phantom Brave) with `coop_audio_probe`: the pre-existing render client is
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detected and real, non-silent audio reaches the ring with zero overruns.
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### Remaining verification
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The full-app capture path now works: the hook publishes the captured format to the
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ring whenever the host attaches it, so toggling **Mirror game audio** switches to
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**Source: Hooked (no echo)** instead of falling back to loopback (verified with
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`coop_audio_probe` reproducing the app's inject-then-create-ring ordering against
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Phantom Brave). These still need a human / full setup to confirm:
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- **Hooked audio over RPT, end-to-end.** Run the host, inject, tick **Mirror game
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audio**, and confirm **Source: Hooked (no echo)**, the game goes locally silent,
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and a guest on Remote Play Together still hears it.
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- **Format guess for non-mix-format games.** For a stream that already exists at
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injection time the hook can't see the game's `Initialize`, so it assumes the
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device **mix format**. Phantom Brave matched it exactly (48 kHz/2ch/float). A
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game that initialized shared mode with a different format would come out
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wrong-pitched/garbled and needs per-stream format detection — not yet handled.
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- **Multi-stream games.** v1 captures only the first ("primary") render stream;
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confirm the Audio panel's render-stream table makes a multi-stream game obvious
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(secondary streams stay local until per-stream mixing is added).
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- **Local audio echo on the fallback path:** when the render-hook is active it
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silences the game's local playback while mirroring it, so there is no echo. If
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the hook can't attach or the game uses an unhooked render path, the host falls
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back to process-loopback capture, which does *not* mute the game — so the local
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machine hears the audio twice (guests hear it once). The Audio panel shows which
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path is active.
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- **Debug-oriented UI:** the ImGui overlay is laid out for diagnosing the
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pipeline, not for end use. F1 hides it entirely so the window is a clean mirror
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for RPT.
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## Roadmap
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Done:
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### Planned (next up)
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- **Usable overlay. ✅** F1 hides the whole overlay so the window is a clean
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mirror for Remote Play Together; a fading hint shows the way back. The
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pipelines keep running while hidden.
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- **Generalized UI. ✅** A top menu bar carries a consolidated FPS / frame-time
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(with jitter) readout and a **View** menu that toggles each panel and a global
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**Debug details** switch. Panels default to general-purpose status (attached,
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forwarding, controller polling rate, mirror resolution, audio source + buffered
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ms) and reveal the verbose diagnostics (per-slot poll table, focus-API counts,
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input-path detection, per-render-stream table) only when Debug details is on.
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- **Installed-hooks list. ✅** The DLL keeps a registry of every individual hook
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it installs (XInput, focus, audio), with a running call counter per hook,
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reported over IPC. The Injection panel shows it grouped by subsystem
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(input / focus / audio) so you can see exactly what's hooked and how busy each
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hook is. `coop_audio_probe` prints the same table headless.
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- **Per-subsystem hook control. ✅** The three injectable subsystems — input
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forwarding (XInput), focus spoof, and the audio render-hook — are independently
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controllable. The Injection panel has a checkbox per subsystem that
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installs/removes its hooks at runtime over a host→hook control channel; the hook
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reconciles each tick. Dependent features are guarded: the synthetic-input
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control is disabled when input forwarding is off, and the Audio panel notes when
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the render-hook is off (mirroring then uses loopback). Defaults to all-on so
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behavior is unchanged unless you toggle something.
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- **In-app Log window. ✅** The injected DLL streams its log lines to the host
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over a shared log ring (`coop_log_<pid>`, a lossy multi-producer ring), and the
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host shows them in a **Log** window with auto-scroll, a text filter, and clear.
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Replaces tailing `%TEMP%\coop_hook.log` (which stays as an opt-in file mirror).
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`coop_audio_probe` drains and prints the same stream headless.
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The current focus is making specific games work end-to-end. Each item is a
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milestone with its own tests and commit.
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- **Hooked video path (Present + OpenGL). ✅** The injected DLL captures the
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game's frames into a shared keyed-mutex texture (`coop_video_<pid>`) that the
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host opens by name and samples — a lower-latency, border-free alternative to WGC.
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It's an opt-in subsystem (the **Video Present-hook** checkbox in the Injection
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panel, or just pick **Source: Hooked (Present)** in the Video mirror panel, which
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installs it). Two producers cover the common graphics APIs:
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- **Direct3D (DXGI):** hooks `IDXGISwapChain::Present` / `Present1` and copies
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the backbuffer. Catches D3D10/11/12 games whose backbuffer is an
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`ID3D11Texture2D` (the common D3D11 case). Validated by `present_hook_test`
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and against Slaps and Beans (32-bit D3D11) and Life is Strange: Before the
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Storm. The host samples the copy as plain UNORM (see `srgb_to_unorm`) so games
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with an `*_SRGB` backbuffer (Life is Strange is `R8G8B8A8_UNORM_SRGB`) mirror
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with correct brightness instead of being darkened by an sRGB→linear decode.
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- **OpenGL:** hooks `SwapBuffers` / `wglSwapBuffers`, reads the backbuffer with
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`glReadPixels`, and uploads it into the shared texture. Catches OpenGL games
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that never touch DXGI (e.g. **Phantom Brave**, which is OpenGL — that's why
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the Present hook alone showed no image). Validated by `opengl_hook_test` and
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against Phantom Brave. `glReadPixels` forces a per-frame GPU→CPU readback, so
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it's heavier than the D3D copy, but fine for the typically-2D OpenGL titles.
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1. **Release the mouse cursor for cursor-clipping games.** Games that confine the
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cursor while focused (e.g. Trails through Daybreak via `ClipCursor` /
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per-frame `SetCursorPos` re-centering) trap the operator's mouse permanently,
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because the focus spoof makes the game believe it's always focused — so the
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operator can't reach the ImGui overlay. Add a cursor-release capability to the
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Focus subsystem: hook `ClipCursor` (force `ClipCursor(NULL)` and swallow the
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game's clip) and the re-centering `SetCursorPos`, gated by a new host→hook flag
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driven by a host toggle + hotkey. Defaults to released (the guest plays via the
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pad, so the game's own cursor clip is operator-only), with the option to
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re-enable clipping per game.
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**Vulkan** games (present via `vkQueuePresentKHR`) aren't hooked yet — that needs
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a Vulkan layer / device-dispatch hook plus a `vkCmdCopyImage` to a readable
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image, a larger effort. **Use WGC** (the default Video source) for Vulkan, D3D9,
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or anything the hooked path doesn't capture — WGC works for any window.
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2. **Real capture metrics + latency stats.** The current FPS readout only measures
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how fast the host renders its own window, which hides capture stutter. Add a
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three-line frametime/FPS graph — **game present rate** (from `VideoShare`
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present deltas), **capture rate** (generation deltas / WGC arrivals), and
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**tool render rate** — plus a **capture→display latency** stat: stamp each
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published frame with a `QueryPerformanceCounter` value in `VideoShare`, and the
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host reports `host-present QPC − game-present QPC` (min/avg/max ms) for the
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matched frame. QPC is system-wide, so the two processes' timestamps compare
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directly.
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- **x86 (32-bit) game support. ✅** A nested Win32 sub-build (CMake
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`ExternalProject`, driven from the normal x64 build) produces `coop_hook_x86.dll`
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and a 32-bit `coop_inject_x86.exe`, staged next to the x64 binaries. The host
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detects a WOW64 target with `IsWow64Process2` and spawns the helper to inject
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the x86 DLL. Validated end-to-end against Slaps and Beans (a 32-bit D3D11 game):
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all subsystems hooked, and the IPC channels (status, audio ring, video share,
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log) all flow across the x64↔x86 boundary.
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3. **DX12 hooked capture.** Marvel's Spider-Man is D3D12, so the Present hook fires
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but `GetBuffer(0)` as `ID3D11Texture2D` fails (the backbuffer is an
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`ID3D12Resource`) and the hook idles; WGC works but stutters. Add a D3D12 path
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via a **D3D11On12 bridge**: capture the game's D3D12 command queue (hook
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`ID3D12CommandQueue::ExecuteCommandLists`), create an `ID3D11On12Device`,
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`CreateWrappedResource` around the backbuffer, and `CopyResource` into the
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*existing* D3D11 shared keyed-mutex texture — so the host side is unchanged.
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- **Steam Input (opt-in). ✅** When the host is built with the Steamworks SDK
|
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(auto-detected under `third_party/steamworks_sdk/`), a **Use Steam Input**
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checkbox in the Controllers panel switches the input backend to the Steam Input
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API (action-based) at runtime; it loads a bundled action manifest
|
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(`steam_input_actions.vdf`) via `SetInputActionManifestFilePath`, so it needs no
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partner-backend config. **It's off by default and XInput is the primary path**:
|
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merely initializing Steam Input activates Steam's in-process XInput interception,
|
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which *hides* controllers from XInput unless they're bound to our action set for
|
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the running appid — so defaulting to it silently broke input forwarding. Enabling
|
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it is only useful once a controller is bound to Steam Input for the donor appid;
|
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otherwise leave it off and the proven XInput path carries the guest input.
|
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Verified to initialize and enumerate controllers against the live Steam client
|
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(`coop_steam_input_probe`), and that toggling it off restores XInput.
|
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4. **Multi-stream audio capture + mixing.** Games with several concurrent WASAPI
|
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render streams (e.g. Spider-Man) only get their first ("primary") stream
|
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mirrored today; the rest keep playing locally and never reach the guest. Capture
|
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every tracked render stream into its own shared ring, silence each, and add a
|
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host-side mixer that resamples each ring to the render format and sums them
|
||||
(with soft-clip).
|
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|
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All planned phases are now implemented. Possible later work: per-stream audio
|
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mixing for multi-stream games, per-stream format detection for the audio hook, and
|
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hooking the remaining present paths for the video hook (Vulkan `vkQueuePresentKHR`,
|
||||
D3D9, pure-D3D12) — WGC already covers those today.
|
||||
### Future work
|
||||
|
||||
- **Vulkan video hook.** Vulkan games present via `vkQueuePresentKHR`; hooking
|
||||
them needs a Vulkan layer / device-dispatch hook plus a `vkCmdCopyImage` to a
|
||||
readable image. Use WGC in the meantime.
|
||||
- **D3D9 hooked path.** Covered by WGC today; a dedicated `IDirect3DDevice9::Present`
|
||||
hook would be the lower-latency upgrade.
|
||||
- **Per-stream audio format detection.** A render stream that already exists when
|
||||
we inject is never seen at `Initialize`, so the hook assumes the device **mix
|
||||
format**. A stream initialized in shared mode at a different format would come
|
||||
out wrong-pitched. Detecting the real per-stream format would remove that guess.
|
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- **Rumble / haptics forwarding.** `XInputSetState` is currently swallowed; routing
|
||||
it back to the guest is a later phase.
|
||||
|
||||
## Building
|
||||
|
||||
@@ -217,6 +152,12 @@ it's absent the host builds XInput-only (no other features depend on it). When
|
||||
present, the build links `steam_api64.lib`, stages `steam_api64.dll` and the
|
||||
action manifest next to the host, and also builds `coop_steam_input_probe`.
|
||||
|
||||
Steam Input is **off by default and XInput is the primary path**: merely
|
||||
initializing Steam Input activates Steam's in-process XInput interception, which
|
||||
hides controllers from XInput unless they're bound to our action set for the
|
||||
running appid. Enable it (Controllers panel → **Use Steam Input**) only once a
|
||||
controller is bound to Steam Input for the donor appid.
|
||||
|
||||
### clangd / IDE setup
|
||||
|
||||
The Visual Studio CMake generator does **not** emit `compile_commands.json`, so
|
||||
@@ -239,8 +180,8 @@ ctest --test-dir build -C Debug --output-on-failure
|
||||
- **`audio_hook_test`** — in-process self-test of the WASAPI render-hook: installs
|
||||
the hooks, renders a tone through WASAPI in the same process, and asserts the
|
||||
COM vtables were discovered, the frames reached the ring (non-silent), the
|
||||
primary stream was silenced, and exactly one render stream was counted. Skips
|
||||
cleanly if the machine has no audio endpoint.
|
||||
primary stream was silenced, and the render stream was counted. Skips cleanly if
|
||||
the machine has no audio endpoint.
|
||||
- **`srgb_format_test`** — unit test of the `srgb_to_unorm` mapping the hooked
|
||||
video path uses so `*_SRGB`-backbuffer games aren't darkened. No device.
|
||||
- **`opengl_hook_test`** — in-process self-test of the OpenGL capture path:
|
||||
@@ -259,16 +200,27 @@ ctest --test-dir build -C Debug --output-on-failure
|
||||
shipping process-loopback capture (the fallback path) receives its audio by
|
||||
PID. Skips cleanly if the machine has no audio endpoint.
|
||||
|
||||
### Debugging the render-hook against a real game
|
||||
### Debugging the hooks against a real game
|
||||
|
||||
[`tools/audio_probe`](tools/audio_probe) (`coop_audio_probe.exe <pid> [seconds]`)
|
||||
brings up the audio render-hook without Steam / RPT / the host UI: it creates the
|
||||
IPC block + audio ring the hook expects, injects `coop_hook.dll` into the target
|
||||
game, then drains the ring and prints per-stream format, captured-frame counts,
|
||||
peak amplitude (proves the audio is real, not silence), and overruns. It enables
|
||||
the hook's file trace (`%TEMP%\coop_hook.log`) for the run. Run it from
|
||||
`bin/<config>/`. **Kill the game between runs** — the loaded DLL locks
|
||||
`coop_hook.dll` against the next rebuild.
|
||||
the hook's file trace (`%TEMP%\coop_hook.log`) for the run.
|
||||
|
||||
[`tools/input_probe`](tools/input_probe)
|
||||
(`coop_input_probe.exe <pid> [seconds] [disable_mask]`) does the same for input: it
|
||||
injects, reports one connected pad, and toggles a button each second so the game's
|
||||
input layer sees a real state change. `disable_mask` (hex bits `0x1`=input
|
||||
`0x2`=focus `0x4`=audio `0x8`=video) skips installing a subsystem, so you can
|
||||
**bisect which injected subsystem affects a game** — this is how the 32-bit
|
||||
Present-hook crash was isolated.
|
||||
|
||||
Both auto-detect a 32-bit (WOW64) target and inject via `coop_inject_x86.exe` +
|
||||
`coop_hook_x86.dll`, exactly like the host. Run them from `bin/<config>/`.
|
||||
**Kill the game between runs** — the loaded DLL locks `coop_hook.dll` against the
|
||||
next rebuild.
|
||||
|
||||
## Running the tool (manual, end-to-end)
|
||||
|
||||
@@ -294,16 +246,16 @@ person/account to receive the stream.
|
||||
3. **Mirror video:** in the **Video mirror** panel, tick **Mirror game window** —
|
||||
the host window now shows a live, letterboxed copy of the game. **Source**
|
||||
picks how the frames are grabbed: **WGC** (default, Windows Graphics Capture —
|
||||
works for any window) or **Hooked (Present)** (the injected Present-hook's
|
||||
shared texture — lower latency and no capture border, but only for DXGI /
|
||||
D3D11 games; selecting it installs the video subsystem in the game).
|
||||
works for any window) or **Hooked (Present)** (the injected hook's shared
|
||||
texture — lower latency and no capture border, for DXGI / D3D11 and OpenGL
|
||||
games; selecting it installs the video subsystem in the game).
|
||||
|
||||
4. **Mirror audio:** in the **Audio mirror** panel, tick **Mirror game audio**.
|
||||
With the hook injected, **Source** shows **Hooked (no echo)** and the game's
|
||||
local playback goes silent while guests still hear it. If it shows **Loopback
|
||||
(echo)** the hook's render path wasn't caught and you'll hear the game twice
|
||||
locally (guests still hear it once). The **Render streams** table shows how
|
||||
many WASAPI streams the game emits (v1 mirrors the first/primary).
|
||||
many WASAPI streams the game emits.
|
||||
|
||||
5. **Start Remote Play Together** from Steam and invite a guest. Verify the guest
|
||||
sees the mirrored video, hears the audio, and that their controller drives the
|
||||
@@ -349,3 +301,19 @@ Non-obvious things that cost time and constrain the design:
|
||||
not 13 — `SetEventHandle` (13) sits between `Reset` and `GetService`. Count the
|
||||
full interface (including every inherited `IUnknown`/base method) when adding a
|
||||
new COM hook.
|
||||
- **SafetyHook's `call()` is `__cdecl` on x86 — use `stdcall()` for `__stdcall`
|
||||
targets.** `InlineHook::call()` invokes the trampoline through a pointer with the
|
||||
compiler's default convention, which is `__cdecl` on 32-bit. Most things we hook
|
||||
are `__stdcall` (COM methods like `IDXGISwapChain::Present` and the WASAPI render
|
||||
interfaces, plus `WINAPI` `SwapBuffers`). On x64 every convention collapses to one,
|
||||
so `call()` is fine; on x86 it double-cleans the stack → ESP imbalance → an
|
||||
instant crash (Debug builds surface it as **Run-Time Check Failure #0**). This
|
||||
froze 32-bit games (Slaps and Beans) the moment the Present hook ran. Always call
|
||||
trampolines with the matching convention — `stdcall()` for these — which is a
|
||||
no-op on x64. The XInput/focus hooks dodged it only because they never call the
|
||||
trampoline (they return synthesized data).
|
||||
- **Steam Input init suppresses XInput.** Initializing the Steam Input API turns on
|
||||
Steam's in-process XInput interception, which hides controllers from
|
||||
`XInputGetState` unless they're bound to the running appid's action set —
|
||||
defaulting to it silently broke input forwarding. XInput is the primary path;
|
||||
Steam Input is opt-in.
|
||||
|
||||
Reference in New Issue
Block a user