8 Commits

Author SHA1 Message Date
30eccf749d Apply clang-format across the whole tree
Run clang-format (the repo's .clang-format: LLVM base, 120 cols, tabs,
Allman functions) over every source file so the tree is formatter-clean.
Whitespace only -- no behavior change; full x64 + x86 suites pass.

Also set SortIncludes: false in .clang-format. Windows include order is
load-bearing (windows.h must precede tlhelp32.h / mmreg.h / xinput.h /
dinput.h; winsock2.h must precede windows.h), and the default
alphabetical sort reorders tlhelp32.h ahead of windows.h -- a build
break. Leaving order alone keeps the manual, correct grouping.
2026-07-12 11:52:53 +02:00
0e58902438 Mock game: drive input/focus/MKB hooks + window title; add DetourGate test
- poll_input() each frame (XInputGetState / GetAsyncKeyState / GetKeyboardState /
  GetForegroundWindow), like a real game, so mock_game_test's hook/unhook storm
  actually exercises removing the input/focus/MKB hooks while their detours are in
  flight -- the coverage gap that let those removal races go untested.
- Window title shows the backend + a once-per-second-smoothed fps.
- A vectored-exception crash logger prints the faulting module+offset (named the
  storm's intermittent crashes during this work; inert otherwise).
- detour_gate_test: fast, deterministic guard for DetourGate -- drain() must block
  while a Guard is in flight and return promptly otherwise, plus a concurrency
  stress that asserts no body runs against freed state. (A synthetic install-race
  unit test was tried but flaked on SafetyHook's own enable/disable atomicity under
  ~30M calls/s, unrelated to our code, so the storm is the install/remove guard.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 11:17:34 +02:00
dd976979a1 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>
2026-06-22 12:39:07 +02:00
49daa1d81f M2(Vulkan): Vulkan mock-game backend + volk/Vulkan-Headers submodules
Add render_vk.cpp (selectable as `vk`): brings up a real Vulkan
instance/device/swap chain via volk (which dlopens vulkan-1.dll -- the
loader-bypass case the capture hook must handle) and clears the swap-chain image
to the frame-counter colour each frame with vkCmdClearColorImage (no pipeline,
no shaders, no SPIR-V) and presents. The whole image encodes the frame number,
so it animates and stale frames are detectable.

Adds the official Khronos Vulkan-Headers + zeux/volk submodules and a
coop_require_submodule() CMake helper that fails with a clear "git submodule
update --init --recursive" message rather than auto-cloning. volk is pinned to
the project's dynamic CRT (no LNK4098).

mock_game_test gets a vk liveness check (its present pointer is cached at init,
so late injection can't hook it -- the capture path needs the early-load path,
to come). 16/16 ctest, skips cleanly without a Vulkan driver.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 12:12:55 +02:00
e996188aec 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>
2026-06-22 12:03:43 +02:00
5bccfd8b86 M2(DX9): dual-mode DX9 mock-game render backend
Add render_dx09.cpp (selectable as `dx9ex` / `dx9`): renders the animated
pattern with Clear + ColorFill (D3D9's built-in rect fill -- no shaders) and
presents through a real D3D9 / D3D9Ex device. Two modes so the two D3D9 capture
paths each have a matching game. Smoke-verified: both present frames and exit
cleanly. The capture hook + frame-decode test land next.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 11:46:13 +02:00
a8de75b2f6 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>
2026-06-22 11:19:38 +02:00
549b91a9ce Add coop_mock_game: animated, frame-numbered A/V test game (DX11 + DX12)
A tiny test "game" for exercising the capture/audio/hook paths. Opens a normal
window and renders an animated pattern -- moving bar + per-frame background so
motion (and dropped frames) are obvious -- with a top-left block whose RGB
encodes the exact frame number, so a capture test can decode it and detect
dropped / duplicated / stale frames. Selectable backend (dx11 / dx12 today),
behind a RenderBackend interface so OpenGL/Vulkan can be added. With audio args
it also plays a configurable WASAPI tone (shared ToneSource), so it's a full A/V
source with a window (unlike coop_tone).

  coop_mock_game.exe [dx11|dx12] [seconds] [rate] [channels] [bits] [pcm|float]

Milestone 1 of the mock-game roadmap item (the stress-test suite follows).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 02:09:41 +02:00