Against Sphere Spectacle (144 FPS, runs without Steam) the implicit-layer
capture dropped the game to ~3 FPS. Measured cause (per-stage trace in the
layer): the read-back ran on the game's PRESENT THREAD and spent ~370 ms per
1080p frame -- not the GPU copy (~2 ms) but the CPU swizzle, because the staging
buffer was a plain HOST_VISIBLE|HOST_COHERENT type (write-combined / uncached on
a discrete GPU), where a scattered CPU read runs at PCIe latency. 3 captures/s =
the 3 FPS the user saw.
Test-first: tests/vk_capture_perf_test reproduces the stall as a deterministic
unit test (372 ms/present, ratio 1.0 -> FAIL via `--sync`), then proves the fix
(0.02 ms/present, byte-correct BGRA->RGBA, ratio ~0 -> PASS).
Fix: extract the near-identical read-back from vk_hook.cpp and coop_vk_layer.cpp
into one shared coop::hook::VkCapture that:
* has the present thread only record + submit the copy (sub-ms) and return;
* runs a dedicated reaper thread for the fence wait + swizzle + D3D upload, off
the critical path, with a ring of in-flight slots (game never waits);
* allocates HOST_CACHED staging (fast CPU read), invalidating when non-coherent;
* throttles capture to ~150 Hz (a guest stream is <= the host refresh; no point
mirroring an uncapped 400+ FPS game and burning reaper CPU).
Real-game A/B: present rate now matches the no-capture baseline (605->470 vs
593->405 over the same ramp) with the mirror at ~130 fps -- no measurable impact.
Also adds present-thread overhead guards to the other GPU backends' hook tests
(present_overhead.hpp): DX11 0.05 ms, DX12 0.34 ms, OpenGL 0.09 ms overhead, all
asserted < one 60 Hz frame, so any future synchronous-stall regression fails.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Real-game testing of Sphere Spectacle (144 FPS, no focus throttle, runs without
Steam) surfaced two genuine defects the earlier "validation" missed:
1. The implicit-layer capture drops the game to ~3 FPS -- it stalls the present
thread on a full GPU readback every frame. Vulkan support is meaningless until
capture is (near-)free.
2. The inline-hook (suspended-inject) path must actually work on this title, or
be proven a true limitation -- Steam is not the reason it currently doesn't.
Final verification of both paths is to be done with the game launched through
Steam. Tracked as Current tasks; will move to Done as each lands.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds coop_vk_validate, a harness that drives the Vulkan capture path end-to-end
against a shipping title (default Sphere Spectacle, a pure-Vulkan game) and asserts
frames reach the shared texture and advance, the captured resolution/colors are
sane, saves a BMP screenshot for visual confirmation, and reports the present rate.
Findings:
- Layer method WORKS: coop_vk_layer mirrors the game correctly at 1920x1080 --
right colors/brightness, no BGRA/RGBA swizzle, no sRGB darkening (screenshot
confirmed). The layer captures every present (no drops).
- Suspended-inject "Auto-attach" is NOT applicable to a Steam title that must launch
through Steam: its exe renders nothing when launched directly, so there's no Vulkan
present to catch. The layer is the method for Steam Vulkan games (the early-inject
mechanism itself is covered by mock_game_test's suspended-launch path).
- The layer does video, but the game needs coop_hook.dll co-injected for focus-spoof
or an unfocused, event-driven game throttles itself to a few fps (looks like a
capture slowdown but isn't). A present-rate number alone can't prove "no FPS impact"
-- it's the game's own cadence; capture stays off the critical path (every present
copied, read-back on its own queue + present-semaphore re-chain).
Also adds SharedTextureSource::read_frame (bulk RGBA readback) for the screenshot.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The MKB subsystem covered message-loop (PostMessage) and polling
(GetAsyncKeyState/GetKeyboardState/GetCursorPos) games. Add the two remaining
read paths, both fed from the same synthesized state:
- DirectInput: vtable-swap IDirectInputDevice8::GetDeviceState (a COM method ->
vtable swap, not inline, per the x86 COM-prologue trap), reading the shared
vtable from a kept-alive probe device (the game made its devices before we
injected). Dispatch on cbData: 256 = keyboard BYTE[256] indexed by DIK
scan-code (map VK->DIK via MapVirtualKey VK_TO_VSC); DIMOUSESTATE = mouse
buttons + relative deltas from the forwarded cursor.
- Raw Input: games get no WM_INPUT while unfocused, so mkb_pump synthesizes it
(PostMessage WM_INPUT with lParam = one of our RAWINPUT slots) and the hooked
GetRawInputData serves that slot back (RID_HEADER + RID_INPUT). Covers keys +
buttons; relative raw-mouse movement isn't in the position-based MKB stream.
Both detours use the DetourGate safe-unhook guard, and the mock_game_test storm
exercises their install/remove. dinput_hook_test drives the real path end-to-end:
forward a key + mouse button through the ring, then a real DI keyboard/mouse
device's GetDeviceState returns them. The Raw Input round-trip is operator-
validated against a real game (too brittle to assert in-process). vtable_hook.hpp
factors the COM vtable-swap helper out for reuse.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extends the two-path correlation from rate-only to the full layout, removing the
"channels/bit-depth assumed = device" limitation. correlate_format tries each
candidate de-interleaving (float32 / int16; mono..7.1) of the hook capture, runs
the rate correlation per layout, and keeps whichever aligns with the loopback;
a wrong de-interleaving is noise and won't.
The catch: the hook can't know a guessed stream's real frame size, so its verify
tap pads each render buffer to the device block -- which over-reads stale staging
bytes for a stream with fewer channels/bits, scrambling the audio. So the tap is
now self-describing: it prefixes each buffer with its frame count
([count][count*device_block bytes]), and the host strips the padding per candidate
layout (take the real count*real_block of each chunk) before de-interleaving.
- audio_correlate.hpp: ChunkedCapture + chunk-aware correlate_format + candidate
layouts; absolute-margin confidence gate (the true layout scores ~1.0, a truly
ambiguous alternative within ~0.001 -- 2ch@R == 1ch@2R for identical channels --
is correctly left unconfident).
- audio_hook.cpp: chunked verify tap (free-space-checked so framing can't tear).
- audio_format_verifier: parse chunks; recover_layout path. AudioMirror now corrects
the full format.
- audio_correlation_test: layout recovery from padded chunks (stereo float, 16-bit
PCM, 5.1, mono). audio_verify_test gains scenario (b): 2ch on a multichannel
endpoint with distinct per-channel content (new env-gated ToneSource mode) ->
recovers ch=2/32-bit float end-to-end.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
When the host attaches to an already-running game it never saw the stream's
Initialize, so the render-hook assumes the device mix format and measures only
the sample rate from the render cadence -- which a jittery game can make wrong
(intermittent pitch shift). But during the measurement window the game is still
audible, so we have the same audio twice: the hook (pre-mix, unknown format) and
a process-loopback (post-mix, the known device format). Cross-correlating them
pins the true rate from ground truth.
- common/include/coop/audio_correlate.hpp: the pure correlator. Resample the hook
by each candidate standard rate up to the device rate and score how well it
aligns with the loopback across the window (drift-detecting). audio_correlation_test
recovers every rate (score ~1.0 vs ~0.01 for wrong ones), incl. 44100-vs-48000,
and rejects unrelated signals.
- Hook measurement tap: a host-set verify_capture ring flag makes the hook push a
still-being-measured (guessed) stream's raw pre-mix bytes WITHOUT silencing, so
the host can co-capture both signals (a silenced game's loopback is silent).
Inert by default -- the shipping no-echo path is untouched.
- host/src/audio/audio_format_verifier: co-captures hook + loopback and correlates,
feeding a correction into the existing override channel. Wired into AudioMirror's
measurement window (hidden in the gap loopback already covers, so exact streams
pay nothing). audio_verify_test drives it end-to-end against coop_mock_game.
Rate vs layout are coupled (correlating the waveform needs the right channel
de-interleaving), so this step assumes the hook layout matches the device (the
common stereo-on-stereo case); recovering a different channel count / bit depth
is step b.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Spamming a subsystem toggle (the "Mirror video" button) could crash the game:
remove_*_hooks freed a hook's shared D3D / Vulkan / IPC state immediately, while a
capture detour was still mid-flight on the game's render thread -> use-after-free.
Only the audio hooks had the safe-unhook drain; the video (Present/D3D9/D3D10/GL/
Vulkan) and XInput/focus/MKB hooks did not.
Test-first: mock_game_test now runs an aggressive hook/unhook storm -- a separate
thread thrashes every subsystem on/off while the game presents, across all backends.
It crashed gl + vk (0xC0000005) and failed dx9 capture-resume before the fix.
Fix (hook/src/hook_guard.hpp, DetourGate): each detour wraps its body in an RAII
active-count Guard; remove_* restores the hook first (so no new detour starts),
drains the in-flight detours to zero, and only then frees the shared state. Vulkan
is special-cased -- the game caches hk_vkQueuePresentKHR, so removal closes an
atomic capture gate (detours then pass through to the real present), drains, then
frees the read-back resources. Storm now passes on every backend.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds a fourth Current Task: exercise the Vulkan capture path end-to-end on
Sphere Spectacle (Steam appid 1123040) via both early-presence methods
(Auto-attach and the implicit coop_vk_layer), verifying capture, image
correctness, and no performance regression.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the Future-work section with a single "Current Tasks" list:
- Injection hardening: toggling "Mirror video" has crashed a real game
(Brotato) via a hook install/remove race. Test-first task -- make
mock_game_test's hook/unhook stress aggressive enough to reproduce the
crash (tight video-subsystem toggles from a separate thread while the game
presents, across all backends), then apply the audio hooks' safe-unhook
guard (epoch bump + restore-then-drain in-flight detours) to the Present /
D3D9 / D3D10 / OpenGL / Vulkan hooks.
- Audio format by correlating the loopback (known device format) and
render-hook (unknown format) captures instead of guessing: (a) rate
verification/correction, (b) channel + bit-depth recovery.
- Mouse + keyboard forwarding (Raw Input / DirectInput) folded in.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The hooked path must capture the game's frames AND mute its local playback
("no echo"). The mute was implemented as zero-the-buffer (memset) + release
with AUDCLNT_BUFFERFLAGS_SILENT. Zeroing num_frames*block is only safe when
block is the real frame size; for a guessed format (late attach -- the
Brotato case, where we never saw Initialize) the guessed block can exceed
the real buffer, so the conservative code skipped the whole mute for guessed
streams. That left the game audible: it played locally AND the mirror
re-rendered the same audio a few ms later = a metallic, out-of-sync double.
Fix: AUDCLNT_BUFFERFLAGS_SILENT already makes WASAPI ignore the buffer
contents and play silence -- it mutes with no write at all, so it's safe for
any format. Decouple the two: always mute via the flag; keep the memset only
for an exact/override format (belt-and-suspenders). One-line behavior change;
the byte-incompatible cases confirm the flag-mute never over-writes.
Test-first (now a documented rule, README "Tests"): added an
audio_frames_silenced() counter and a mute assertion to audio_hook_test for
both the exact and guessed paths. The guessed assertion FAILS on the unfixed
code (3 rates) and passes after the fix -- the regression guard for this bug.
README also updates the now-correct no-echo limitation and adds a
lessons-learned writeup.
ctest 17/17. Brotato confirmed fixed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Build coop_audio_validate, a tool that turns "the mirror audio sounds off"
into numbers. It plays a known sine (coop_tone, 44.1 kHz on a 48 kHz
endpoint -- the Godot/Brotato case), injects the hook as the host does, and
runs a fidelity analyzer (coop/tone_analysis.hpp: pitch error in cents,
SNR/THD, click + dropout counts), dumping a .wav to listen to. Modes:
--render drives the real AudioMirror and measures its rendered output;
--baseline/--selfcheck give the measurement floor; --listen <pid> records a
live coop_host's output; --wav analyzes a recording. Analyzer + WAV I/O are
unit-tested (tone_analysis_test) against synthesized defects.
Using it, the capture ring measures pristine (~68 dB, 0 gaps) while the
render path dropped to ~18 dB with gaps -- localizing a real defect in
AudioMirror::run_hooked: it re-primed (withheld the feed until ~30 ms had
rebuffered) on any partial fill (to_write < avail). A partial fill is normal
producer jitter, and withholding the feed drains the device, so a one-frame
ring dip became a full ~30 ms drop-out; on a jittery game it fired
constantly. Fix: feed whatever is available each tick and re-prime only on a
genuine starvation (device empty AND ring empty). The policy is factored
into a pure RenderPacer reused by run_hooked + run_loopback and proven by
render_pacer_test (the old policy withholds available data ~168x and drains
to one period from silence on a jittery schedule; the new one never
withholds).
ctest 17/17.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
All of M1 (UI-fit + live inspection) and M2 (every backend mock + capture, incl.
the Vulkan implicit layer + checkbox) are done, so the "Current work" roadmap
section is removed -- only Future work (Raw Input / DirectInput MKB) remains.
Architecture lists the Vulkan layer as the implemented early-presence path;
lessons-learned add the chain-dispatch + loader sType 47/48 gotcha; build/test
docs note the layer artifact + coverage; submodule list updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Host helper register_vk_layer/unregister_vk_layer registers coop_vk_layer's
manifest as a per-user (HKCU, no admin) implicit Vulkan layer and writes the
scoping file (%TEMP%\coop_vk_target.txt) naming the target game's exe, so the
layer captures only that game and stays inert for every other Vulkan app. The
Injection panel gains an opt-in "Set up Vulkan layer" checkbox (next to Auto
re-attach, which the too-late banner points at); it registers on tick,
unregisters on untick, and the panel destructor unregisters on host exit so no
stale registration is left behind.
Verified live: a registry-registered layer is loaded by the loader for a fresh
vk launch (no env vars) and the scoping matches (active=1), then cleans up.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A real chain-aware Vulkan implicit layer the loader inserts at vkCreateInstance
-- the reliable early-presence path for games that init Vulkan immediately,
which the inline-hook vk_hook can't catch. It intercepts vkCreateInstance /
Device / CreateSwapchainKHR / QueuePresentKHR via proper layer-chain dispatch
and does the same read-back capture (vkCmdCopyImageToBuffer -> swizzle ->
hook-owned D3D11 shared texture, with present-semaphore re-chaining) as vk_hook.
The loader/layer link structs (VkLayer*CreateInfo, VkNegotiateLayerInterface)
aren't in Vulkan-Headers, so they're hand-declared to interface version 2. Key
gotcha found via tracing: the loader tags those link structs with small internal
sType values (LOADER_INSTANCE_CREATE_INFO=47, _DEVICE=48), not the 1000000000
range -- matching the wrong value made the device-chain walk fail.
Scoping: an implicit layer loads into every Vulkan app, so it only *captures*
when COOP_VK_LAYER_FORCE is set (tests) or this process's image matches
%TEMP%\coop_vk_target.txt (the host writes it); otherwise pure pass-through.
mock_game_test registers it via VK_LAYER_PATH/VK_INSTANCE_LAYERS and decodes
frames through it. Ships at the bin root with its JSON manifest.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The opt-in implicit-layer piece requires the loader/layer interface header
vk_layer.h, which Vulkan-Headers doesn't ship (it's in Vulkan-Loader / the SDK)
-- so it needs a new submodule or hand-declared link structs, confirming it's a
separate, higher-risk component rather than a quick add.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Architecture now lists Vulkan as a hooked producer (GPA interception + read-back,
early-presence required). Adds a lessons-learned bullet (can't late-hook Vulkan;
the present-semaphore re-chaining trap; the too-late heuristic; early-load
testing). mock_game_test docs note the suspended-launch capture + too-late check.
The Vulkan milestone is trimmed to its one remaining piece -- the opt-in implicit
layer for immediate-init games -- with the capture/banner/best-effort marked done.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The hook reports vk_too_late when vulkan-1.dll is loaded and the GPA hook has
been in for >4s but it never caught the app creating its device -- i.e. the app
resolved its Vulkan functions before we hooked (injected too late). Surfaced
through a new HookStatus.vk_too_late field (protocol 15->16) and shown by the
host as a red banner on the mirror window: "Detected a Vulkan game, but the
mirror hook attached too late... enable Auto re-attach (and Set up Vulkan layer
if it persists) and relaunch." WGC keeps mirroring meanwhile.
mock_game_test gains a too-late detection check (late-inject a Vulkan game ->
vk_too_late trips). Verified live: the banner shows over the running tool when a
Vulkan game is injected late with the video subsystem on (added a debug-harness
`video on/off` command to drive it). 15/15 ctest.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Reflect that the Vulkan mock backend + submodules are done, and scope the
remaining Vulkan capture honestly: hook vkGetInstance/DeviceProcAddr +
intercept device/swapchain creation, and read the presented image back with
vkCmdCopyImageToBuffer (the same read-back pattern as D3D10/D3D9/OpenGL --
simpler/robuster than a VK_KHR_external_memory keyed-mutex blit). Note testing
needs the early-load path (late-inject can't catch a Vulkan present), and Vulkan
games mirror via WGC meanwhile.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The headless ui_fit_test proves panels *fit* their windows but not that the
overlay *looks* right. Document that closing M1 requires running the actual
coop_host.exe (-DCOOP_TEST_HARNESS=ON), driving it to maximum info, taking an
F10 screenshot, and eyeballing the real overlay -- a green unit test is not a
substitute for looking at the product. Verified live: every panel fits and reads
correctly at the monitor resolution, and the live `uifit` reports "fit".
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
New d3d9_hook.cpp (own file like opengl_hook): inline-hooks
IDirect3DDevice9::Present (vtable index 17, discovered from a throwaway device;
clean prologue so inline is safe, stdcall() on x86) and read-backs the backbuffer
with GetRenderTargetData into a D3DPOOL_SYSTEMMEM surface, swizzles BGRA->RGBA,
and uploads it into the shared keyed-mutex texture on a hook-owned D3D11 device
(a D3D9 surface isn't D3D11-shareable). Both plain D3D9 and D3D9Ex call this same
Present, so one read-back path serves both -- the GPU shared-surface fast path
the plan sketched for D3D9Ex wasn't worth it. Wired into the video subsystem
(install/remove in dllmain); hook links d3d9.
mock_game_test decodes DX9 + DX9Ex frames through the hook; 15/15 ctest (incl.
the x86 sub-build). Roadmap: DX9 milestone done and removed (remaining
renumbered); architecture + lessons updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
A pure-D3D10 game's backbuffer QIs to ID3D11Texture2D but that view reads back
empty (content lives on the game's D3D10 device), and a D3D11 backbuffer also
QIs to ID3D10Texture2D -- so GetBuffer can't discriminate. The reliable signal
is that a feature-level-10 device rejects CreateTexture2D with the NT-handle
keyed-mutex share flags (E_INVALIDARG). The present hook now tries the D3D11
fast path and, on that failure, switches (sticky) to reading the backbuffer
through the game's own D3D10 device into a staging texture and uploading it into
the shared texture on a hook-owned D3D11 device (Map blocks until the GPU copy
completes -> no cross-device race). The host reader is unchanged.
mock_game_test now decodes DX10 frames through the hook (monotonic/advancing)
alongside DX11/DX12; 15/15 ctest. Roadmap: DX10 milestone done and removed
(remaining renumbered); architecture + lessons updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Add panel overflow instrumentation (record_panel_fit reading ImGui ScrollMax),
a forced layout-reference + debug-aware center split, and host harness commands
(uisize/uifit). New headless ui_fit_test drives the real Controllers + Audio
panels at reference resolutions with Debug details on and asserts no panel
overflows its assigned size; the Audio panel gains a demo mode so its richest
content renders without a live mirror.
Fixes from the measured overflow: widen the center column (was too narrow ->
horizontal overflow), merge the Controllers poll/round-trip tables and fold the
trigger line into the slot line, and make the center height split
Debug-details-aware (Video's height is mirroring-driven, not debug-driven, so a
static split can't serve both modes). Controllers + Audio now fit at 1920x1080
with max info. Video/Injection/Log fit is finalized at the end via the live
uifit harness (M1 stays open until then).
15/15 ctest.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Restructure the roadmap into one "Current work" section where each rendering
API is a single milestone that builds its mock-game backend and the injected
capture for that same API side by side, so each API reaches verified
end-to-end before the next. Adds an M1 end-user UI fit pass (drive the overlay
to maximum info via the harness, screenshot, assert every panel fits its
window; resize/rearrange otherwise) kept green by every later milestone.
Folds in DX10, DX9 (D3D9Ex + plain non-Ex), OpenGL, and Vulkan (best-effort
inject + opt-in implicit layer, too-late red prompt). Drops the old Vulkan/
D3D9 future-work bullets.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
mock_game_test now launches coop_mock_game at 44100/48000/96000 (PCM + float)
and asserts the hook measures each variant's rate through the full inject path
(+ non-silent capture) -- the "all audio variants work" part of the suite.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Since guessed streams are now captured-but-not-silenced (the over-write fix),
the hooked path is only no-echo for an exact/override format. The panel
inferred "Hooked (no echo)" unconditionally, which was misleading. Show
"Hooked (echo -- guessed format)" (amber) for a guessed primary stream and
"Hooked (no echo)" (green) only for exact/override; drop the unconditional
"no echo" from source_name() and the mirror status string.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
mock_game_test launches coop_mock_game (DX11/DX12, frame-numbered A/V), injects
coop_hook.dll, opens the hook's shared video texture, and decodes the frame
number from the captured pixels to assert a monotonic, advancing mirror for
both backends (catches dropped/stale/out-of-order frames). Then it runs an
A/V + hook/unhook stress pass and confirms no crash + capture resumes. Adds a
read_pixel() readback to the shipping SharedTextureSource for the decode.
Robust to repeated/CI runs (kills stray games, retries inject). Trim the
roadmap (the mock-game item is done) and document the test.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Found by the mock-game capture/audio/hook stress test (toggling the audio
subsystem while a game renders):
1. Guessed-stream silence over-WRITE: hk_ReleaseBuffer zeroed num_frames *
guessed_block bytes, but a guess can be larger than the real per-frame size
(e.g. an 8ch device guess for a 2ch game), so the memset wrote past the real
buffer into adjacent audio memory -> intermittent access violation in the
game. Fix: capture but do NOT silence a guessed stream (it stays audible --
echo); only an exact/override format, whose frame size is known, gets the
no-echo silence.
2. VtableHook::remove nulled m_original, racing an in-flight detour into a null
call -> keep it valid (the original function stays mapped).
3. g_ipc was a non-atomic pointer read on the hot path while unhook nulled it
(TOCTOU) -> make it atomic, load once.
4. Stale GetBuffer/ReleaseBuffer pairing across a toggle -> epoch-stamp the
GetBuffer and only capture in the same hooked epoch.
5. COM-object churn: re-creating the probe client every enable raced AudioSes ->
build the probe once, keep it across toggles (only swap vtable slots);
release on detach (shutdown_audio_hooks). Plus drain in-flight detours before
tearing down state.
Stress test: 0 crashes in many repeated runs (was ~50%). Guessed streams now
echo (the no-echo path is reached via an exact/auto-attach format or override).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Add an "Auto re-attach this game on relaunch" checkbox (default off, never
persisted, shown while attached or terminated). While on and the target has
terminated, the host polls the process list for the same image name and
re-injects the moment it reappears -- built on the existing
re-attach-by-image-name path, so there's no target to pick. The kill+relaunch
recovery for a wrong audio format: re-attaching early catches
IAudioClient::Initialize and reads the exact format.
Validated live (harness): inject coop_tone -> kill -> relaunch -> auto
re-injected into the new pid, and early enough that the format came back as
Exact. Trim README.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Persist audio overrides keyed by game image name (coop_audio_overrides.ini
next to the exe) so a known-bad game is auto-corrected on its next launch:
on attach to a guessed stream the host applies any saved override, and a
manual Override now saves too. A format the hook catches exactly at
IAudioClient::Initialize is auto-saved as that game's override (ground truth);
if it overwrites a differing stored value, a warning is logged. Host-originated
log lines now reach the Log window via IpcServer::host_log (color-coded).
Validated live (harness): a pre-seeded override for coop_tone is auto-applied
over the guess (state -> manual override, 48000/2/16). audio_overrides_test
covers persist/reload/case-insensitive lookup/differing-overwrite. Trim README.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add a per-stream op channel in AudioRingHeader (op_seq + op_* fields, version
2): the host posts re-measure / override commands, the hook applies them and
re-publishes (bumping format_generation), and the host rebuilds its render
client live on the change. The Audio panel (under Debug details) gains a
"Re-measure rate" button and a rate/channels/bit-depth/format override -- for
when detection is wrong or the channels/bit-depth were unrecoverable.
Also add a debug-only IPC test harness (-DCOOP_TEST_HARNESS, off by default,
absent from the shipped host): a file-based command channel that drives the
host's real UI code paths (inject / audio / re-measure / override / screenshot
/ status) for scripted validation, instead of unreliable synthetic mouse input.
Used to validate live: late-attach to coop_tone@44100 -> measured 44100,
promoted to hooked; override -> 2ch state, re-measure -> reconverge.
Trim the README roadmap to what's left; document the harness + rate_estimator_test.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The host used to wait a fixed 1 s for the hook to publish a format and, on
timeout, fall to loopback permanently with no explanation -- which the now
slower (consensus) measurement made common. Restructure the audio thread to
keep the rings live the whole session and alternate: prefer hooked, and while
it isn't ready run loopback (echo) so guests still hear audio, watching the
ring to promote to the no-echo hooked path the instant the hook publishes a
format. Surface the concrete reason loopback is active (no format yet / not
renderable / no ring) in the Audio panel, in amber.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Harden the guessed-stream sample-rate measurement that produced wrong rates
(e.g. 44100 read as ~46205). New rate_estimator.hpp measures over longer
~0.5 s windows, rejects any window that doesn't snap to a standard rate
(standard rates are >8% apart, so a quantization/burst error big enough to
miss one lands in no-man's-land, never on a wrong neighbour), and requires
consensus across windows before committing. If consensus isn't reached it
commits a low-confidence estimate (new AudioFormat_LowConfidence, shown red)
rather than spinning or publishing garbage. Pure logic, unit-tested with
adversarial cadences (rate_estimator_test) incl. the real 46205 bug value.
Add log severity levels: hook logw/loge set LogRecord.level; the host Log
window colors warnings amber and errors red. The low-confidence rate logs a
warning. Protocol -> v15 (new format states); also reserves AudioFormat_Override.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Capture the rendered back buffer to a timestamped PNG next to the exe via
WIC, triggered by F10 (delivered even when unfocused). The capture runs in
render_frame just before Present so it includes the ImGui overlay, and reads
off the GPU so it works regardless of window focus, z-order, or occlusion. A
brief toast confirms the save (drawn the next frame, so it's never in the shot).
F10 chosen to avoid Steam's F12; its WM_SYSKEYDOWN is swallowed so Windows
doesn't enter menu mode. Documented in the Help menu + README.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Document the diagnosis and plan for the unreliable hooked-audio format
detection: robust rate measurement (longer window, atomic endpoints,
consensus, reject non-standard rates), visible + red-flagged loopback
fallback with auto-promote, a re-measure button and per-game persisted
format overrides via an AudioRingHeader op channel, session-only
auto-re-attach on relaunch, and color-coded log levels. Drop the stale
"previous backlog is all shipped" note.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The inline hint still claimed Esc quits (no longer true) and duplicated the
F1 shortcut + RPT-capture note that the Help menu already lists. Remove the
redundant block; the Help menu is the single source for those.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Escape was a leftover spike convenience that quit the tool. Esc is a common
in-game key, so dropping it from a borderless mirror was too easy to do by
accident. Remove the Escape-quit handler and add a File -> Exit menu item
(shown with its Alt+F4 shortcut). Alt+F4 already worked via DefWindowProc ->
WM_CLOSE -> WM_DESTROY; the menu item sets a one-shot flag the main loop reads.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The View-menu verbosity switch reset to off on every launch. Register a
custom ImGui settings handler (a [CoopUI][State] section in coop_layout.ini,
alongside the window layout) so the operator's choice survives restarts.
Toggling it marks settings dirty so ImGui's auto-save writes it back.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hooked audio mirroring played back pitch-shifted on games we inject into
that render at a non-device sample rate (e.g. Godot/Brotato render 44100 Hz
on a 48000 Hz endpoint via WASAPI AUTOCONVERTPCM). We attach to an
already-running game, so the render-hook never saw its IAudioClient::
Initialize and assumed the device mix format -- right channels/bits, wrong
rate -- so 44100 audio was rendered as 48000 (+~1.5 semitones).
Fix: treat a pre-existing client's format as a guess and measure its true
sample rate from the render cadence (frames/sec over a steady-state window,
snapped to the nearest standard rate) before publishing it, deferring
capture until verified. Discard the first measurement window so the
buffer-fill burst at attach time doesn't over-count. Streams created after
we inject still carry their exact Initialize format.
Channels/bit-depth genuinely can't be recovered for a pre-existing client:
AUTOCONVERTPCM hands GetBuffer a fixed staging buffer (no buffer stride to
measure -- confirmed empirically) and WASAPI exposes no API for the format.
They stay the device-mix guess, which is correct for the common case
(engines render stereo float, matching the endpoint). To keep a wrong guess
safe, a VirtualQuery clamp stops the capture copy from ever over-reading the
source buffer when the guessed bytes/frame is too large.
Surface all of this: a per-stream AudioFormatState (known / measuring /
measured rate (ch/bits assumed)) in HookStatus, shown in the Audio panel for
the hooked path and as "device endpoint (known)" for loopback; clear hook
logs; and enriched mirror status strings. Documented in README (Limitations
+ Lessons learned). The loopback fallback was always correct (post-mix at
the device format).
Tests: extract a shared, configurable ToneSource (used by coop_tone and the
hook self-test); coop_tone takes rate/channels/bits/format args. Rewrite
audio_hook_test to a format matrix x both code paths -- see-init (exact) and
guess (rate measured) -- plus a byte-incompatible guess that asserts the
clamp keeps capture safe. The matrix caught the attach-burst over-count.
audio_loopback_test now spawns coop_tone at several source formats to
confirm loopback is format-agnostic. 11/11 x64 + 3/3 x86 pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A game that used the Hooked source with "Sync flip to game frames" left
the overlay sluggish (~5 FPS) after it terminated or was detached: with no
live game the generation never bumps, so wait_for_hooked_frame waited out
its full timeout every iteration.
Gate frame_sync_active() on InjectionPanel::target_state() == Alive, so a
terminated/hung/detached target falls back to normal vsync. Alive means the
process is running and the hook heartbeat is advancing, so this also covers
a frozen game (which would stall the generation the same way). The checkbox
preference is preserved -- frame-sync auto-resumes when a new game is
injected rather than silently unchecking.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Resolves the DX12 mirror stutter and makes dropped frames observable.
Decouple the D3D11On12 copy from the game's present queue. Submitting the
copy on the game's own present queue (the prior approach) ordered it
correctly but stalled the game's presents: GPU back-pressure, plus the
shared keyed-mutex AcquireSync is a CPU-blocking call on the render
thread. Running it on an independent queue avoids the stall but races the
game's render -> stale frames. Do both: run the copy on our own queue and
order it after the frame with an ID3D12Fence the game's present queue
signals (near-free) and our queue waits on. The present queue is still
recovered for late injection via the ExecuteCommandLists hook (now used to
signal the fence, not host the copy). Producer AcquireSync stays
non-blocking (timeout 0) so a busy mutex drops a mirror frame instead of
stalling the game.
Add drop detection (protocol v12 -> v13). The hook counts captures skipped
because the keyed mutex was busy (VideoShare.frames_dropped); the host
counts published frames it never displayed (generation gaps). The Video
panel shows "Frames lost: N/s capture N/s display", red when nonzero.
This confirmed the game-window-vs-mirror behavior is a display-path
artifact (unfocused windows lose VRR/independent flip), not a capture loss.
Add a one-shot present-pattern log: per distinct swapchain (size/format/
buffer index) and per distinct present-flags value, with DXGI_PRESENT_TEST
spelled out as an occlusion probe that draws nothing -- which is why
Miles Morales shows ~2 presents per captured frame (the test present is
counted but produces no frame).
Docs: add the DX12 capture lessons to the README (rotating back buffer,
fence/own-queue, capture-at-Present decoupling from DWM) and drop the now
-moot DX12 overhead future-work item.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Even copying the correct back buffer, the DX12 path occasionally showed a
several-frames-old frame under GPU load (visible when the game window has
true focus and the camera is whipped around with the mouse). Cause: the
On12 bridge submitted CopyResource on a command queue of our own, which
knows nothing about the game's queue. With frames in flight, our copy
could race ahead of the game's render of that buffer and capture its
previous (rotated) contents. The DX11 path never had this because it
copies on the game's immediate context, ordered after the frame.
Fix: submit the copy on the game's actual present queue so it's ordered
after the frame's rendering, matching the DX11 path. Recover the queue by
inline-hooking ID3D12CommandQueue::ExecuteCommandLists (the per-frame
method, not swapchain/queue creation) so it works for late injection --
the queue already exists when we attach. Record the last DIRECT queue
seen, preferring the one on the render thread (Present and its queue's
ExecuteCommandLists share that thread); the atomic is a cross-thread
fallback. Thread it into the On12 bridge, rebuilding if the captured
queue changes, and fall back to our own queue until it's captured.
Resolves D3D12CreateDevice dynamically from an already-loaded d3d12.dll,
so it adds no link dependency and no-ops for D3D11 / x86 games.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The D3D12 capture path grabbed GetBuffer(0) every Present. Unlike D3D11
flip-model -- where DXGI keeps GetBuffer(0) pointing at the live back
buffer -- D3D12 rotates buffers explicitly: the game renders into the
buffer at GetCurrentBackBufferIndex(), which advances each Present. So
buffer 0 only holds fresh content every Nth frame; the rest copied a
stale buffer, and the mirror silently ran at refresh/N with duplicate
frames in between.
Every metric read full rate (Present counter, published FPS, generation
bump, capture->display latency) because they count Presents, not unique
content -- which is why it looked fine but felt like missing frames,
especially on high-refresh DX12 games (DMC5/Myst at 144, Miles Morales).
Query IDXGISwapChain3::GetCurrentBackBufferIndex() before the trampoline
Present (so it's the just-rendered buffer) and copy that one; fall back
to 0 only if the interface is unavailable. The DX11 path is unaffected.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Input thread: controller polling, pad publishing, and rumble forwarding were
driven by the render loop, so a low/synced frame rate throttled how often guest
input reached the game. New InputWorker owns the InputSource and runs poll +
IPC publish + rumble on a dedicated ~1 kHz thread, independent of rendering. The
UI thread reads a copy-safe InputSnapshot for the Controllers panel and relays the
Steam-Input request/active/failed state to/from the worker (Steam init/shutdown now
happen on the worker thread). IpcServer gained a mutex so the worker's publish() /
hook_status() can't race the UI thread starting/stopping the shared-memory channel
(use-after-unmap); InjectionPanel::test_input_ is now atomic. ControllersPanel::draw
takes an InputSnapshot instead of the live InputSource.
Fixed-width numbers: fast-changing readouts (menu-bar FPS/ms, Video pipeline rates +
latency + graph legend, controller poll rates + round-trip sticks, audio buffered ms
+ frames/s) printed with %.0f etc., so they shifted/blurred as values crossed digit
thresholds (99 -> 100) each frame. Padded them to fixed field widths so they stay put.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>