# Dev harness: validate the injected Vulkan capture backend against a REAL game (Sphere Spectacle). # Drives both early-presence methods (implicit layer / suspended-inject), asserts capture works + # the image is sane, saves a BMP screenshot for visual confirmation, and measures the present rate # while capturing. Reuses the shipping shared-texture reader. add_executable(coop_vk_validate main.cpp ${CMAKE_SOURCE_DIR}/host/src/capture/shared_texture.cpp) target_include_directories(coop_vk_validate PRIVATE ${CMAKE_SOURCE_DIR}/host/src) target_link_libraries(coop_vk_validate PRIVATE coop_common d3d11 dxgi advapi32 shell32) # Needs coop_hook.dll (inject method) + coop_vk_layer.dll/.json (layer method) at the deployable root. add_dependencies(coop_vk_validate coop_hook coop_vk_layer) coop_output_subdir(tools coop_vk_validate) # dev tool -> bin//tools/