Files
CoopAllTheThings/tests/CMakeLists.txt
BlackMark 61049a620c Restructure bin/: deployables at root, tests and tools in subfolders
Only the shipping artifacts (coop_host.exe, coop_hook.dll, coop_hook_x86.dll,
coop_inject_x86.exe, steam_api64.dll, steam_input_actions.vdf) now land in the
bin/<config>/ root, so it can be copied wholesale into a donor game folder. Test
exes (plus the coop_tone fixture) build into bin/<config>/tests/ and the dev probes
into bin/<config>/tools/, via a new coop_output_subdir() CMake helper.

The probes resolve coop_hook.dll / the x86 injector from the deployable root one
level up (new common/coop/tool_paths.hpp: deployed_artifact_path checks next-to-exe
then parent). coop_tone is co-located with the tests so audio_loopback_test's
"spawn coop_tone.exe next to me" lookup is unchanged.

Verified from a clean bin/: root holds only deployables; ctest x64 7/7 and x86 3/3
green (incl. audio_loopback_test driving coop_tone from tests/).

Also convert the roadmap Planned list to bullets and drop this (now-done) item.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 00:59:03 +02:00

122 lines
4.6 KiB
CMake

# 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)
# 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 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/<config>/ 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
audio_loopback_test
audio_hook_test
srgb_format_test
present_hook_test
opengl_hook_test)