Add capture pipeline rate + latency metrics to the Video panel
The FPS readout only measured the host's own render rate, hiding capture stutter. The Video panel now shows a "Pipeline rates" section: - Tool render (host FPS / frametime, as before); - hooked source: Game present (/s, from VideoShare.present_calls deltas), Hook publish (/s, generation deltas), and capture->display latency avg/min/max ms; - WGC source: WGC capture (/s) from a new WindowCapture frame-arrival counter (game present + latency are n/a, since WGC frames aren't game-timestamped). Latency uses a system-wide clock: protocol v11->v12 adds VideoShare.present_qpc, stamped by the hook at publish (publish_video_frame); the host measures now_qpc - present_qpc per newly published frame, windowed to min/avg/max each second. Verified: present_hook_test (x64 + x86) now asserts present_qpc is stamped; full build x64 + x86 clean; ctest x64 9/9, x86 3/3. The live rate/latency numbers need a real game mirroring to read meaningfully; wiring validated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -76,14 +76,6 @@ is removed from this list once done — so the top item is always next. The
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self-verifiable tooling / UI / input items come first; the game-pipeline items that
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need a real game (and Remote Play) to fully validate come last.
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- **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` present
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deltas), **capture rate** (generation deltas / WGC arrivals), and **tool render
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rate** — plus a **capture→display latency** stat: stamp each published frame with
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a `QueryPerformanceCounter` value in `VideoShare`, and the host reports
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`host-present QPC − game-present QPC` (min/avg/max ms) for the matched frame. QPC
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is system-wide, so the two processes' timestamps compare directly.
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- **DX12 hooked capture (Spider-Man: Miles Morales).** Miles Morales is D3D12, so
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the Present hook fires but `GetBuffer(0)` as `ID3D11Texture2D` fails (the
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backbuffer is an `ID3D12Resource`) and the hook idles; WGC works but stutters. Add
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