Add an injected IDXGISwapChain::Present / Present1 hook as a lower-latency, border-free alternative to WGC. The hook copies the swapchain backbuffer into a shared keyed-mutex texture (coop_video_<pid>); the host opens it by name and samples it. New opt-in HookSubsys_Video (protocol v6 -> v7); the Video mirror panel gains a WGC vs Hooked source toggle that installs/removes the subsystem. Verified by present_hook_test (drives a real D3D11 swapchain end-to-end and reads the rendered pixels back through the shared texture) and against Phantom Brave (D3D9: hook installs cleanly and stays idle, WGC fallback). All 5 tests pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
82 lines
3.2 KiB
CMake
82 lines
3.2 KiB
CMake
# Self-contained verification of the forwarding core (IPC + XInput hook).
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# Reuses the hook's xinput_hook.cpp directly so it exercises the shipping code.
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add_executable(hook_selftest
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hook_selftest.cpp
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${CMAKE_SOURCE_DIR}/hook/src/xinput_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(hook_selftest PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(hook_selftest PRIVATE
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coop_common
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safetyhook::safetyhook
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xinput)
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add_test(NAME hook_selftest COMMAND hook_selftest)
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# Unit test for the shared audio ring (lock-free SPSC push/pop, wrap-around,
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# format handshake, overrun policy). Header-only, no hook or audio device.
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add_executable(audio_ring_test audio_ring_test.cpp)
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target_link_libraries(audio_ring_test PRIVATE coop_common)
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add_test(NAME audio_ring_test COMMAND audio_ring_test)
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# Integration test for WASAPI process-loopback capture. Reuses the shipping
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# capture code and captures from coop_tone (a known sine-wave render process).
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add_executable(audio_loopback_test
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audio_loopback_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp)
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target_include_directories(audio_loopback_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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# Process loopback needs the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(audio_loopback_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_loopback_test PRIVATE mmdevapi ole32)
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add_dependencies(audio_loopback_test coop_tone)
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add_test(NAME audio_loopback_test COMMAND audio_loopback_test)
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# In-process self-test for the WASAPI render-hook. Reuses the shipping
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# audio_hook.cpp and drives a real WASAPI render path in the same process, so it
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# exercises COM vtable discovery + GetBuffer/ReleaseBuffer interception with no
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# game and no second Steam account (the audio analogue of hook_selftest).
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add_executable(audio_hook_test
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audio_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/audio_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(audio_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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# IAudioClient3 / process-audio APIs want the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(audio_hook_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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ole32
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mmdevapi)
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add_test(NAME audio_hook_test COMMAND audio_hook_test)
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# In-process self-test for the Present-hook video path. Reuses the shipping
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# present_hook.cpp and drives a real D3D11 swapchain in the same process, so it
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# exercises the IDXGISwapChain::Present inline hook, the shared keyed-mutex
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# texture, and the open-by-name / readback contract (the video analogue of
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# audio_hook_test). Skips on a machine without a D3D11 device.
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add_executable(present_hook_test
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present_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(present_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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dxgi)
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add_test(NAME present_hook_test COMMAND present_hook_test)
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