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>
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>
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>
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>