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>
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@@ -6,6 +6,8 @@
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#include <string>
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#include <vector>
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#include <windows.h>
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#include "coop/protocol.hpp"
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#include "imgui.h"
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#include "inject/process_list.hpp"
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@@ -25,6 +27,12 @@ public:
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// test-input mode is on, a synthetic pattern is sent instead of `pads`.
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void publish(const std::array<PadInfo, kMaxPads>& pads);
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// The injected game's main window, as reported by the hook (null if none).
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[[nodiscard]] HWND game_hwnd() const
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{
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return reinterpret_cast<HWND>(server_.hook_status().game_hwnd);
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}
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private:
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void refresh_processes();
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void inject_selected();
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