M2(DX9): D3D9 capture via Present read-back (covers plain D3D9 + D3D9Ex)
New d3d9_hook.cpp (own file like opengl_hook): inline-hooks IDirect3DDevice9::Present (vtable index 17, discovered from a throwaway device; clean prologue so inline is safe, stdcall() on x86) and read-backs the backbuffer with GetRenderTargetData into a D3DPOOL_SYSTEMMEM surface, swizzles BGRA->RGBA, and uploads it into the shared keyed-mutex texture on a hook-owned D3D11 device (a D3D9 surface isn't D3D11-shareable). Both plain D3D9 and D3D9Ex call this same Present, so one read-back path serves both -- the GPU shared-surface fast path the plan sketched for D3D9Ex wasn't worth it. Wired into the video subsystem (install/remove in dllmain); hook links d3d9. mock_game_test decodes DX9 + DX9Ex frames through the hook; 15/15 ctest (incl. the x86 sub-build). Roadmap: DX9 milestone done and removed (remaining renumbered); architecture + lessons updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -5,6 +5,7 @@ add_library(coop_hook SHARED
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src/audio_hook.cpp
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src/present_hook.cpp
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src/opengl_hook.cpp
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src/d3d9_hook.cpp
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src/mkb_hook.cpp
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src/debug_log.cpp
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src/hook_registry.cpp)
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@@ -22,6 +23,7 @@ target_link_libraries(coop_hook PRIVATE
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ole32
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mmdevapi
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d3d11
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d3d9
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dxgi)
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# The x86 sub-build (COOP_X86_HELPER_BUILD) stages alongside the x64 DLL in the
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