Phase 1b: video mirror via Windows Graphics Capture

Mirror the injected game's window into the host's borderless window so Steam
RPT streams a live copy of the game. No injection needed for video.

- capture/window_capture: WGC capture of a target HWND. Wraps our D3D11 device
  as an IDirect3DDevice, creates a free-threaded frame pool + capture session,
  hides the cursor and (best-effort) the capture border. Frames arrive on a WGC
  thread and are handed to the render thread, which copies the newest into a
  shader-resource texture and draws it -- keeping all D3D11 context use on one
  thread. Handles window resize via frame-pool Recreate.
- capture/frame_renderer: fullscreen-triangle shader that blits the captured
  texture letterboxed (aspect-preserved) into the window.
- capture_panel: "Mirror game window" toggle + lifecycle; target HWND comes
  from the hook's reported game window.
- main: winrt apartment init; mirrored frame drawn as background, ImGui on top.
- CMake: link windowsapp + d3dcompiler.

Verified: builds clean; host starts (apartment init + shader compile succeed).
Visual capture quality/latency to be judged on a real game.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-19 01:03:59 +02:00
parent a0a12d69fe
commit e38df6cf88
10 changed files with 615 additions and 12 deletions

View File

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// Owns the video-mirror pipeline (WGC capture + frame renderer) and its UI.
// The target window comes from the injected hook's reported game HWND.
#pragma once
#include <cstdint>
#include <d3d11.h>
#include <windows.h>
#include "capture/frame_renderer.hpp"
#include "capture/window_capture.hpp"
namespace coop
{
class CapturePanel
{
public:
bool init(ID3D11Device* device);
// The window to mirror (0 if none yet); typically the injected game's HWND.
void set_target(HWND target)
{
target_ = target;
}
void draw_ui();
// Render thread: draw the mirrored frame as the window background.
void render(ID3D11DeviceContext* ctx, std::uint32_t dst_w, std::uint32_t dst_h);
private:
ID3D11Device* device_ = nullptr;
FrameRenderer renderer_;
WindowCapture capture_;
HWND target_ = nullptr;
bool enabled_ = false;
};
} // namespace coop