The Present hook never fired in Phantom Brave because it's an OpenGL game (OPENGL32.dll loaded, IDXGISwapChain::Present calls=0), so the hooked video source showed no image. Add an OpenGL producer under the video subsystem: inline-hook gdi32!SwapBuffers + opengl32!wglSwapBuffers (with a re-entrancy guard, since SwapBuffers calls wglSwapBuffers), glReadPixels the backbuffer, flip it, and upload it into the same shared keyed-mutex texture the host already samples -- so the host is unchanged. DXGI games still hit the Present hook; both producers are installed and whichever the game uses fills the texture. Validated by opengl_hook_test (real GL context, clears to a known color, reads the exact pixels back through the shared texture) and against Phantom Brave (SwapBuffers ~75/s, present=0, shared texture 1920x1080, generation advancing). Vulkan (vkQueuePresentKHR) still needs WGC -- documented. All 7 tests pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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4.2 KiB