M2: DX10 mock-game render backend
Add render_dx10.cpp (selectable as `dx10`): composes the animated pattern (background + moving bar + top-left frame-counter block) on the CPU each frame and CopyResource's it into a real D3D10 DXGI swap-chain back buffer (DX10 has no rect-clear; no shaders). Smoke-verified: `coop_mock_game dx10 2` presents frames and exits cleanly. The frame-accurate decode-through-the-hook assertion lands with the DX10 capture commit next. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# CoopMockGame -- a tiny test "game" with an animated, frame-numbered render (DX11/DX12)
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# CoopMockGame -- a tiny test "game" with an animated, frame-numbered render (DX10/DX11/DX12)
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# and a configurable WASAPI tone, used by the capture/audio/hook stress tests. Not shipped.
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add_executable(coop_mock_game
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main.cpp
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render_backend.cpp
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render_dx11.cpp
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render_dx12.cpp)
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render_dx12.cpp
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render_dx10.cpp)
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# Reuses the shared ToneSource (also used by coop_tone + the audio hook self-test).
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target_include_directories(coop_mock_game PRIVATE ${CMAKE_SOURCE_DIR}/tools/audio_tone)
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target_link_libraries(coop_mock_game PRIVATE d3d11 d3d12 dxgi ole32)
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target_link_libraries(coop_mock_game PRIVATE d3d11 d3d12 d3d10 dxgi ole32)
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set_target_properties(coop_mock_game PROPERTIES OUTPUT_NAME "coop_mock_game")
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# Test fixture -> stage next to the tests (alongside coop_tone), not in the deployable root.
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