M2(Vulkan): capture hook via GPA interception + vkCmdCopyImageToBuffer read-back
New vk_hook.cpp inline-hooks the vulkan-1.dll vkGetInstanceProcAddr export and hands back our wrappers for vkCreateInstance / vkCreateDevice / vkGetDeviceProcAddr / vkCreateSwapchainKHR / vkQueuePresentKHR, so a volk-using (loader-bypass) app resolves our hooks. On present it reads the swap-chain image back with vkCmdCopyImageToBuffer into a host-visible buffer (same read-back model as D3D10/D3D9/OpenGL), swizzles BGRA->RGBA, and uploads it into the shared keyed-mutex texture on a hook-owned D3D11 device. The read-back submit re-chains the present's wait semaphores (consume the originals, signal our own that the real present waits on) so capture orders after rendering without double-waiting. Wired into the video subsystem with a lazy retry (vulkan-1.dll loads late). Hook links the official Vulkan-Headers (headers only, VK_NO_PROTOTYPES) via the include dir so the x86 sub-build builds too. Because Vulkan caches its present pointer at init, late injection can't hook it: mock_game_test launches the mock **suspended**, injects, resumes, and under COOP_MOCK_VK_EARLY the mock loads Vulkan and waits so the hook arms first -- then decodes frames through the hook like the other backends. 15/15 ctest (x64 + x86); skips cleanly without a Vulkan driver. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -96,6 +96,15 @@ int main(int argc, char** argv)
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return 1;
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}
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// Test hook (early-load): Vulkan caches its present pointer at init, so the capture hook must
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// be in place before vkCreateInstance. Under COOP_MOCK_VK_EARLY the mock loads vulkan-1.dll
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// now and waits, giving an already-injected hook time to hook vkGetInstanceProcAddr first.
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if (backend_name == "vk" && GetEnvironmentVariableW(L"COOP_MOCK_VK_EARLY", nullptr, 0) != 0)
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{
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LoadLibraryW(L"vulkan-1.dll");
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Sleep(1500);
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}
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auto backend = coop::mock::RenderBackend::create(backend_name);
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if (!backend || !backend->init(hwnd, kW, kH))
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{
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