M2(OpenGL): GL mock backend (no loader) + mock-backed capture coverage
Add render_gl.cpp (selectable as `gl`): renders the animated pattern with scissored clears (glClear + glScissor -- GL 1.1, exported straight from opengl32) and presents with SwapBuffers. No glad/submodule needed: a legacy wglCreateContext + <GL/gl.h> suffices, so the planned loader dependency was dropped. GL is bottom-left origin and the capture flips top-down, so the frame-counter block is drawn at the GL top to land top-left in the captured image. Window class gains CS_OWNDC for a stable GL DC; best-effort vsync via a runtime wglSwapIntervalEXT lookup. The GL SwapBuffers/wglSwapBuffers hook now bumps the shared present counter (it's the GL present), so present_calls works for GL games too. mock_game_test decodes GL frames through the existing glReadPixels capture path; 15/15 ctest. Roadmap: OpenGL milestone done and removed (Vulkan renumbered to M2); architecture/lessons/test docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
24
README.md
24
README.md
@@ -137,21 +137,10 @@ Conventions for every milestone below:
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panel so it fits (content can be moved between columns / rows — the most detailed case
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should still fit). Land an automated harness check (drive-to-max → screenshot → assert no
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overflow) so later milestones that add UI keep it green. *Independent of the backend work;
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every milestone below must preserve this test* (M3's red banner and Vulkan-layer checkbox
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every milestone below must preserve this test* (M2's red banner and Vulkan-layer checkbox
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in particular).
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- **M2 — OpenGL (mock → capture coverage).**
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1. **Mock backend** (`render_gl.cpp`). Raw WGL context (`wglCreateContextAttribsARB`) with the
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**glad** loader (new submodule, `Dav1dde/glad`). Background via `glClearColor`/`glClear`;
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bar + block via `glScissor` + clear (shader-free GL 1.x). GL's framebuffer is
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**bottom-left** origin, so the counter block is placed flipped so the captured (top-left)
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pixel still decodes — matching the existing `glReadPixels` capture flip. Adds the
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`.gitmodules` entry + the `coop_require_submodule()` check.
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2. **Capture coverage.** The GL `SwapBuffers`/`wglSwapBuffers` + `glReadPixels` path already
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ships; add a mock-backed regression that decodes the mock's frames through it (upgrading the
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synthetic `opengl_hook_test` to a real animated game). Small.
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- **M3 — Vulkan (mock → capture).** The largest.
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- **M2 — Vulkan (mock → capture).** The largest.
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1. **Mock backend** (`render_vk.cpp`). New submodules **Vulkan-Headers**
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(`KhronosGroup/Vulkan-Headers`, official) + **volk** (`zeux/volk`); raw
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`vkCreateWin32SurfaceKHR`, swap chain, per-frame acquire → clear → present. Background via
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@@ -296,7 +285,7 @@ ctest --test-dir build -C Debug --output-on-failure
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endpoint format). Skips cleanly if the machine has no audio endpoint.
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- **`mock_game_test`** — comprehensive capture/audio/hook stress test against
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**`coop_mock_game`** (an animated, frame-numbered A/V test game under
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[`tools/mock_game`](tools/mock_game) with selectable **DX9 / DX9Ex / DX10 / DX11 / DX12** backends and a
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[`tools/mock_game`](tools/mock_game) with selectable **DX9 / DX9Ex / DX10 / DX11 / DX12 / OpenGL** backends and a
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configurable WASAPI tone). It launches the game, injects `coop_hook.dll`, opens the
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hook's shared video texture, and **decodes the frame number out of the captured pixels**
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to assert the mirror sees a *monotonic, advancing* sequence for each backend (the bar
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@@ -457,6 +446,13 @@ Non-obvious things that cost time and constrain the design:
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so **one path serves both** — the GPU shared-surface fast path the plan sketched for D3D9Ex
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wasn't worth it (D3D9 games are light enough that the read-back cost is fine, and it dodges the
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cross-device keyed-mutex-less sync of a legacy shared surface).
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- **The OpenGL mock needs no GL loader.** Drawing the animated pattern with scissored clears
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(`glClear` + `glScissor`) only touches **GL 1.1**, which `opengl32` exports directly — so the
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planned **glad** submodule wasn't needed (a legacy `wglCreateContext` + `<GL/gl.h>` suffices).
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GL's framebuffer is **bottom-left** origin and the capture flips it top-down, so the mock draws
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the frame-counter block at the GL *top* (`y = h - block`) to land at the captured image's
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top-left. The GL `SwapBuffers` hook now also bumps the shared present counter (it's the GL
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present), so the Video panel's present rate works for GL games too.
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- **A render client that predates our injection has no knowable format — measure it.**
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We inject into already-running games, so we usually never see the game's
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`IAudioClient::Initialize`; the render-hook then assumes the device mix format for that
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@@ -240,6 +240,10 @@ BOOL WINAPI hk_SwapBuffers(HDC hdc)
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if (outer)
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{
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t_in_swap = true;
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if (g_ipc != nullptr)
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{
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g_ipc->note_present(); // SwapBuffers is the GL present (counts toward video.present_calls)
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}
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capture_gl(hdc);
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}
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const BOOL r = g_hk_swapbuffers.stdcall<BOOL>(hdc); // __stdcall: call() is __cdecl on x86 -> crash
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@@ -258,6 +262,10 @@ BOOL WINAPI hk_wglSwapBuffers(HDC hdc)
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if (outer)
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{
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t_in_swap = true;
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if (g_ipc != nullptr)
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{
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g_ipc->note_present(); // wglSwapBuffers is the GL present
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}
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capture_gl(hdc);
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}
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const BOOL r = g_hk_wglswap.stdcall<BOOL>(hdc); // __stdcall: call() is __cdecl on x86 -> crash
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@@ -522,6 +522,7 @@ int main()
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return 0;
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}
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test_video_capture("gl", device);
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test_video_capture("dx9ex", device);
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test_video_capture("dx9", device);
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test_video_capture("dx10", device);
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@@ -6,12 +6,13 @@ add_executable(coop_mock_game
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render_dx11.cpp
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render_dx12.cpp
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render_dx10.cpp
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render_dx09.cpp)
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render_dx09.cpp
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render_gl.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 d3d10 d3d9 dxgi ole32)
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target_link_libraries(coop_mock_game PRIVATE d3d11 d3d12 d3d10 d3d9 dxgi ole32 opengl32 gdi32)
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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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@@ -1,6 +1,6 @@
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// CoopMockGame -- a tiny test "game" used to exercise the capture + audio + hook paths.
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//
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// coop_mock_game.exe [dx9|dx9ex|dx10|dx11|dx12] [seconds] [rate] [channels] [bits] [pcm|float]
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// coop_mock_game.exe [dx9|dx9ex|dx10|dx11|dx12|gl] [seconds] [rate] [channels] [bits] [pcm|float]
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//
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// It opens a normal visible window and renders an animated, frame-numbered pattern (see
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// render_backend.hpp): a moving bar + per-frame background colour make motion obvious, and
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@@ -78,6 +78,7 @@ int main(int argc, char** argv)
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const HINSTANCE inst = GetModuleHandleW(nullptr);
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WNDCLASSEXW wc = {};
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wc.cbSize = sizeof(wc);
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wc.style = CS_OWNDC; // a stable private DC, so the OpenGL backend can keep one GL context
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wc.lpfnWndProc = wnd_proc;
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wc.hInstance = inst;
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wc.hCursor = LoadCursorW(nullptr, IDC_ARROW);
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@@ -25,6 +25,10 @@ std::unique_ptr<RenderBackend> RenderBackend::create(const std::string& name)
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{
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return create_dx9_backend(/*ex=*/false);
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}
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if (name == "gl" || name == "opengl")
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{
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return create_gl_backend();
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}
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return nullptr;
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}
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@@ -62,5 +62,6 @@ std::unique_ptr<RenderBackend> create_dx11_backend();
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std::unique_ptr<RenderBackend> create_dx12_backend();
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std::unique_ptr<RenderBackend> create_dx10_backend();
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std::unique_ptr<RenderBackend> create_dx9_backend(bool ex); // ex: D3D9Ex vs plain D3D9
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std::unique_ptr<RenderBackend> create_gl_backend();
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} // namespace coop::mock
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125
tools/mock_game/render_gl.cpp
Normal file
125
tools/mock_game/render_gl.cpp
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@@ -0,0 +1,125 @@
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// OpenGL backend for the mock game. Renders the animated pattern with scissored clears
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// (glClear + glScissor -- all GL 1.1, exported straight from opengl32, so **no loader /
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// submodule** is needed) and presents with SwapBuffers, so the OpenGL capture hook
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// (SwapBuffers / wglSwapBuffers + glReadPixels) sees a genuine GL present.
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//
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// GL's framebuffer is bottom-left origin and the capture flips it vertically to top-down, so
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// the frame-counter block is drawn at the GL *top* (y = h-block) to land at the captured
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// image's top-left where the test samples it.
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#include "render_backend.hpp"
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#include <windows.h>
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#include <GL/gl.h>
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namespace coop::mock
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{
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namespace
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{
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class GlBackend : public RenderBackend
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{
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public:
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bool init(HWND hwnd, std::uint32_t width, std::uint32_t height) override
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{
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width_ = width;
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height_ = height;
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hwnd_ = hwnd;
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hdc_ = GetDC(hwnd);
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if (hdc_ == nullptr)
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{
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return false;
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}
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PIXELFORMATDESCRIPTOR pfd = {};
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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pfd.cAlphaBits = 8;
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pfd.iLayerType = PFD_MAIN_PLANE;
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const int pf = ChoosePixelFormat(hdc_, &pfd);
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if (pf == 0 || !SetPixelFormat(hdc_, pf, &pfd))
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{
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return false;
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}
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hglrc_ = wglCreateContext(hdc_); // legacy context is enough for GL 1.1 clears
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if (hglrc_ == nullptr || !wglMakeCurrent(hdc_, hglrc_))
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{
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return false;
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}
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// vsync if available (a game-like cadence; avoids spinning uncapped). Runtime extension
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// lookup -- no loader/submodule needed.
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using PFN_wglSwapIntervalEXT = BOOL(WINAPI*)(int);
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if (auto swap_interval = reinterpret_cast<PFN_wglSwapIntervalEXT>(wglGetProcAddress("wglSwapIntervalEXT")))
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{
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swap_interval(1);
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}
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return true;
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}
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void render_and_present(std::uint32_t frame) override
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{
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const GLsizei w = static_cast<GLsizei>(width_);
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const GLsizei h = static_cast<GLsizei>(height_);
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glViewport(0, 0, w, h);
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// Animated background (whole framebuffer).
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glDisable(GL_SCISSOR_TEST);
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glClearColor(static_cast<float>((frame * 2) % 256) / 255.0f, static_cast<float>((frame * 3) % 256) / 255.0f,
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static_cast<float>((frame * 5) % 256) / 255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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// Moving vertical bar (full height).
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const std::uint32_t span = width_ > 24 ? width_ - 24 : 1;
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const GLint bx = static_cast<GLint>((frame * 4) % span);
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glScissor(bx, 0, 24, h);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Frame-counter block at the GL top-left (y = h - block) so it lands top-left after the
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// capture's vertical flip.
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std::uint8_t r = 0, g = 0, b = 0;
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frame_to_rgb(frame, r, g, b);
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glScissor(0, h - static_cast<GLint>(kFrameBlock), static_cast<GLsizei>(kFrameBlock),
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static_cast<GLsizei>(kFrameBlock));
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glClearColor(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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SwapBuffers(hdc_); // the capture hook intercepts this
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}
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[[nodiscard]] const char* name() const override
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{
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return "gl";
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}
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~GlBackend() override
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{
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wglMakeCurrent(nullptr, nullptr);
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if (hglrc_ != nullptr)
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{
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wglDeleteContext(hglrc_);
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}
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if (hdc_ != nullptr && hwnd_ != nullptr)
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{
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ReleaseDC(hwnd_, hdc_);
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}
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}
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private:
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std::uint32_t width_ = 0;
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std::uint32_t height_ = 0;
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HWND hwnd_ = nullptr;
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HDC hdc_ = nullptr;
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HGLRC hglrc_ = nullptr;
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};
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} // namespace
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std::unique_ptr<RenderBackend> create_gl_backend()
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{
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return std::make_unique<GlBackend>();
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}
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} // namespace coop::mock
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