# Self-contained verification of the forwarding core (IPC + XInput hook). # Reuses the hook's xinput_hook.cpp directly so it exercises the shipping code. add_executable(hook_selftest hook_selftest.cpp ${CMAKE_SOURCE_DIR}/hook/src/xinput_hook.cpp ${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp) target_include_directories(hook_selftest PRIVATE ${CMAKE_SOURCE_DIR}/hook/src) target_link_libraries(hook_selftest PRIVATE coop_common safetyhook::safetyhook xinput) add_test(NAME hook_selftest COMMAND hook_selftest) # Unit test for the shared audio ring (lock-free SPSC push/pop, wrap-around, # format handshake, overrun policy). Header-only, no hook or audio device. add_executable(audio_ring_test audio_ring_test.cpp) target_link_libraries(audio_ring_test PRIVATE coop_common) add_test(NAME audio_ring_test COMMAND audio_ring_test) # Unit test for the MKB event ring (SPSC push/pop, wrap-around, full/empty). add_executable(mkb_ring_test mkb_ring_test.cpp) target_link_libraries(mkb_ring_test PRIVATE coop_common) add_test(NAME mkb_ring_test COMMAND mkb_ring_test) # Unit test for the host->game mouse coordinate mapping (letterbox inverse + # decorated-window client offset). Header-only, no device. add_executable(mkb_map_test mkb_map_test.cpp) target_include_directories(mkb_map_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src) add_test(NAME mkb_map_test COMMAND mkb_map_test) # Integration test for WASAPI process-loopback capture. Reuses the shipping # capture code and captures from coop_tone (a known sine-wave render process). add_executable(audio_loopback_test audio_loopback_test.cpp ${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp) target_include_directories(audio_loopback_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src) # Process loopback needs the Windows 10 20H1 (NTDDI_WIN10_CO) headers. target_compile_definitions(audio_loopback_test PRIVATE NTDDI_VERSION=0x0A00000B) target_link_libraries(audio_loopback_test PRIVATE mmdevapi ole32) add_dependencies(audio_loopback_test coop_tone) add_test(NAME audio_loopback_test COMMAND audio_loopback_test) # In-process self-test for the WASAPI render-hook. Reuses the shipping # audio_hook.cpp and drives a real WASAPI render path in the same process, so it # exercises COM vtable discovery + GetBuffer/ReleaseBuffer interception with no # game and no second Steam account (the audio analogue of hook_selftest). add_executable(audio_hook_test audio_hook_test.cpp ${CMAKE_SOURCE_DIR}/hook/src/audio_hook.cpp ${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp ${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp) target_include_directories(audio_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src) # IAudioClient3 / process-audio APIs want the Windows 10 20H1 (NTDDI_WIN10_CO) headers. target_compile_definitions(audio_hook_test PRIVATE NTDDI_VERSION=0x0A00000B) target_link_libraries(audio_hook_test PRIVATE coop_common safetyhook::safetyhook ole32 mmdevapi) add_test(NAME audio_hook_test COMMAND audio_hook_test) # Unit test for the sRGB->UNORM format mapping the hooked video path uses to avoid # darkening *_SRGB-backbuffer games. Header-only, no device. add_executable(srgb_format_test srgb_format_test.cpp) target_include_directories(srgb_format_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src) add_test(NAME srgb_format_test COMMAND srgb_format_test) # In-process self-test for the Present-hook video path. Reuses the shipping # present_hook.cpp and drives a real D3D11 swapchain in the same process, so it # exercises the IDXGISwapChain::Present inline hook, the shared keyed-mutex # texture, and the open-by-name / readback contract (the video analogue of # audio_hook_test). Skips on a machine without a D3D11 device. add_executable(present_hook_test present_hook_test.cpp ${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp ${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp ${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp) target_include_directories(present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src) target_link_libraries(present_hook_test PRIVATE coop_common safetyhook::safetyhook d3d11 dxgi) add_test(NAME present_hook_test COMMAND present_hook_test) # In-process self-test for the D3D12 path of the Present hook: drives a real D3D12 # swapchain through the (shared) IDXGISwapChain::Present vtable and verifies the # D3D11On12 bridge copies the D3D12 backbuffer into the shared texture. Skips on a # machine without a D3D12 device. add_executable(dx12_present_hook_test dx12_present_hook_test.cpp ${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp ${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp ${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp) target_include_directories(dx12_present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src) target_link_libraries(dx12_present_hook_test PRIVATE coop_common safetyhook::safetyhook d3d11 d3d12 dxgi) add_test(NAME dx12_present_hook_test COMMAND dx12_present_hook_test) # In-process self-test for the OpenGL capture path. Reuses the shipping # opengl_hook.cpp and drives a real OpenGL context in the same process, so it # exercises the SwapBuffers hook, the glReadPixels readback, and the upload into # the shared texture (opened by name + read back). Skips without GL / D3D11. add_executable(opengl_hook_test opengl_hook_test.cpp ${CMAKE_SOURCE_DIR}/hook/src/opengl_hook.cpp ${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp ${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp) target_include_directories(opengl_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src) target_link_libraries(opengl_hook_test PRIVATE coop_common safetyhook::safetyhook d3d11 dxgi opengl32 gdi32) add_test(NAME opengl_hook_test COMMAND opengl_hook_test) # Keep the bin// root deployable: stage every test exe under tests/. coop_tone # (the audio_loopback_test fixture) is staged there too, next to its consumer, so the # test's "coop_tone.exe alongside me" lookup keeps working. coop_output_subdir(tests hook_selftest audio_ring_test mkb_ring_test mkb_map_test audio_loopback_test audio_hook_test srgb_format_test present_hook_test dx12_present_hook_test opengl_hook_test)