The MKB subsystem covered message-loop (PostMessage) and polling (GetAsyncKeyState/GetKeyboardState/GetCursorPos) games. Add the two remaining read paths, both fed from the same synthesized state: - DirectInput: vtable-swap IDirectInputDevice8::GetDeviceState (a COM method -> vtable swap, not inline, per the x86 COM-prologue trap), reading the shared vtable from a kept-alive probe device (the game made its devices before we injected). Dispatch on cbData: 256 = keyboard BYTE[256] indexed by DIK scan-code (map VK->DIK via MapVirtualKey VK_TO_VSC); DIMOUSESTATE = mouse buttons + relative deltas from the forwarded cursor. - Raw Input: games get no WM_INPUT while unfocused, so mkb_pump synthesizes it (PostMessage WM_INPUT with lParam = one of our RAWINPUT slots) and the hooked GetRawInputData serves that slot back (RID_HEADER + RID_INPUT). Covers keys + buttons; relative raw-mouse movement isn't in the position-based MKB stream. Both detours use the DetourGate safe-unhook guard, and the mock_game_test storm exercises their install/remove. dinput_hook_test drives the real path end-to-end: forward a key + mouse button through the ring, then a real DI keyboard/mouse device's GetDeviceState returns them. The Raw Input round-trip is operator- validated against a real game (too brittle to assert in-process). vtable_hook.hpp factors the COM vtable-swap helper out for reuse. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
282 lines
12 KiB
CMake
282 lines
12 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 ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(hook_selftest PRIVATE
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coop_common
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safetyhook::safetyhook
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xinput)
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add_test(NAME hook_selftest COMMAND hook_selftest)
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# In-process self-test for the DirectInput forwarding path: reuses mkb_hook.cpp, installs the MKB
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# hooks (which vtable-swap IDirectInputDevice8::GetDeviceState), forwards a synthetic key + mouse
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# button through the ring, then creates a real DI keyboard + mouse device and asserts GetDeviceState
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# returns the forwarded input. Skips cleanly if DirectInput can't acquire a device.
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add_executable(dinput_hook_test
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dinput_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/mkb_hook.cpp
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${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
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target_include_directories(dinput_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(dinput_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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user32
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dinput8
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dxguid
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ole32)
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add_test(NAME dinput_hook_test COMMAND dinput_hook_test)
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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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# Unit test for the MKB event ring (SPSC push/pop, wrap-around, full/empty).
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add_executable(mkb_ring_test mkb_ring_test.cpp)
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target_link_libraries(mkb_ring_test PRIVATE coop_common)
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add_test(NAME mkb_ring_test COMMAND mkb_ring_test)
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# Unit test for the audio mixer math (decode/sum/soft-clip/encode). Header-only.
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add_executable(audio_mix_test audio_mix_test.cpp)
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target_include_directories(audio_mix_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME audio_mix_test COMMAND audio_mix_test)
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# Unit test for the robust sample-rate estimator (consensus / reject-non-standard /
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# low-confidence). Pure header logic fed synthetic adversarial cadences. No device.
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add_executable(rate_estimator_test rate_estimator_test.cpp)
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target_include_directories(rate_estimator_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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add_test(NAME rate_estimator_test COMMAND rate_estimator_test)
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# Unit test for the audio fidelity analyzer (pitch error in cents, SNR/THD, click +
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# dropout detection) and the WAV reader/writer. Synthesizes adversarial signals (clean /
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# wrong-rate pitch shift / injected clicks / silence gaps) and asserts the metrics. Pure
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# header logic, no device. Underpins the coop_audio_validate diagnostic tool.
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add_executable(tone_analysis_test tone_analysis_test.cpp)
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target_link_libraries(tone_analysis_test PRIVATE coop_common)
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add_test(NAME tone_analysis_test COMMAND tone_analysis_test)
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# Unit test for the two-path audio-format correlator (common/include/coop/audio_correlate.hpp).
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# Synthesizes one continuous signal sampled at two rates (the hook's true rate + the device rate,
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# with capture skew + noise) and asserts correlate_rate() recovers the true rate -- including the
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# 44100-vs-48000 case the cadence method can misread. Pure header logic, no device.
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add_executable(audio_correlation_test audio_correlation_test.cpp)
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target_link_libraries(audio_correlation_test PRIVATE coop_common)
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add_test(NAME audio_correlation_test COMMAND audio_correlation_test)
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# Unit test for the audio-mirror render pacing policy (host/src/audio/render_pacer.hpp).
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# Simulates a producer/consumer device timeline and asserts the shipping RenderPacer rides
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# through producer jitter that makes the old re-prime-on-partial-fill policy glitch
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# repeatedly (the under-run / "metallic" bug coop_audio_validate found). Header-only, no device.
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add_executable(render_pacer_test render_pacer_test.cpp)
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target_include_directories(render_pacer_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME render_pacer_test COMMAND render_pacer_test)
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# Unit test for the per-game audio override store (persist/reload, case-insensitive
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# lookup, differing-overwrite detection). Reuses the shipping source. No device.
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add_executable(audio_overrides_test
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audio_overrides_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/audio_overrides.cpp)
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target_include_directories(audio_overrides_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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target_link_libraries(audio_overrides_test PRIVATE coop_common)
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add_test(NAME audio_overrides_test COMMAND audio_overrides_test)
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# Unit test for the host->game mouse coordinate mapping (letterbox inverse +
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# decorated-window client offset). Header-only, no device.
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add_executable(mkb_map_test mkb_map_test.cpp)
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target_include_directories(mkb_map_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME mkb_map_test COMMAND mkb_map_test)
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# Integration test for WASAPI process-loopback capture. Reuses the shipping
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# capture code and captures from coop_tone (a known sine-wave render process).
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add_executable(audio_loopback_test
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audio_loopback_test.cpp
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${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
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${CMAKE_SOURCE_DIR}/hook/src
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${CMAKE_SOURCE_DIR}/tools/audio_tone) # shared configurable ToneSource (also used by coop_tone)
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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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# Unit test for the sRGB->UNORM format mapping the hooked video path uses to avoid
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# darkening *_SRGB-backbuffer games. Header-only, no device.
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add_executable(srgb_format_test srgb_format_test.cpp)
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target_include_directories(srgb_format_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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add_test(NAME srgb_format_test COMMAND srgb_format_test)
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# In-process self-test for the Present-hook video path. Reuses the shipping
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# present_hook.cpp and drives a real D3D11 swapchain in the same process, so it
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# exercises the IDXGISwapChain::Present inline hook, the shared keyed-mutex
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# texture, and the open-by-name / readback contract (the video analogue of
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# audio_hook_test). Skips on a machine without a D3D11 device.
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add_executable(present_hook_test
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present_hook_test.cpp
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${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 ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(present_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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dxgi)
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add_test(NAME present_hook_test COMMAND present_hook_test)
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# In-process self-test for the D3D12 path of the Present hook: drives a real D3D12
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# swapchain through the (shared) IDXGISwapChain::Present vtable and verifies the
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# D3D11On12 bridge copies the D3D12 backbuffer into the shared texture. Skips on a
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# machine without a D3D12 device.
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add_executable(dx12_present_hook_test
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dx12_present_hook_test.cpp
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${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(dx12_present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(dx12_present_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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d3d12
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dxgi)
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add_test(NAME dx12_present_hook_test COMMAND dx12_present_hook_test)
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# Comprehensive capture/audio/hook stress test against coop_mock_game: launches the
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# animated, frame-numbered A/V game, injects coop_hook.dll, decodes captured frame
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# numbers (DX11 + DX12) to assert a monotonic/advancing mirror, checks audio capture, and
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# stresses hook/unhook cycles. Reuses the shipping shared-texture reader. Skips without D3D11.
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add_executable(mock_game_test
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mock_game_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/capture/shared_texture.cpp)
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target_include_directories(mock_game_test PRIVATE
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${CMAKE_SOURCE_DIR}/host/src
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${CMAKE_SOURCE_DIR}/tools/mock_game)
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target_link_libraries(mock_game_test PRIVATE coop_common d3d11 dxgi)
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add_dependencies(mock_game_test coop_mock_game coop_hook)
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add_test(NAME mock_game_test COMMAND mock_game_test)
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# Integration test for the two-path audio-format verifier: launches coop_mock_game rendering a
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# NON-device rate (44100 on a 48000 endpoint), injects coop_hook.dll late (guessed stream), and
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# runs the real verify_stream_format() -- co-capturing the hook (pre-mix) + a parallel loopback
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# (post-mix) and correlating to recover the true rate. Skips cleanly without an audio endpoint.
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add_executable(audio_verify_test
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audio_verify_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/audio_format_verifier.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp)
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target_include_directories(audio_verify_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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target_compile_definitions(audio_verify_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_verify_test PRIVATE coop_common ole32 mmdevapi)
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add_dependencies(audio_verify_test coop_mock_game coop_hook)
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add_test(NAME audio_verify_test COMMAND audio_verify_test)
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# In-process self-test for the OpenGL capture path. Reuses the shipping
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# opengl_hook.cpp and drives a real OpenGL context in the same process, so it
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# exercises the SwapBuffers hook, the glReadPixels readback, and the upload into
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# the shared texture (opened by name + read back). Skips without GL / D3D11.
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add_executable(opengl_hook_test
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opengl_hook_test.cpp
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${CMAKE_SOURCE_DIR}/hook/src/opengl_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(opengl_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
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target_link_libraries(opengl_hook_test PRIVATE
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coop_common
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safetyhook::safetyhook
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d3d11
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dxgi
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opengl32
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gdi32)
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add_test(NAME opengl_hook_test COMMAND opengl_hook_test)
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# Headless UI-fit check (M1): drives the real Controllers + Audio panels at reference
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# resolutions with Debug details on and the richest content, and asserts no panel overflows
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# its assigned size. Pure ImGui layout (no GPU / window). The Audio panel renders in its
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# demo mode so the full content path shows without a live audio device.
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add_executable(ui_fit_test
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ui_fit_test.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio_panel.cpp
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${CMAKE_SOURCE_DIR}/host/src/controllers_panel.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/audio_loopback.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/audio_format_verifier.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp
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${CMAKE_SOURCE_DIR}/host/src/audio/audio_overrides.cpp
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${CMAKE_SOURCE_DIR}/host/src/ui/app_chrome.cpp)
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target_include_directories(ui_fit_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
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# process_loopback_capture (pulled in via AudioMirror) needs the Win10 20H1 headers.
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target_compile_definitions(ui_fit_test PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(ui_fit_test PRIVATE coop_common imgui ole32 mmdevapi)
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add_test(NAME ui_fit_test COMMAND ui_fit_test)
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# Keep the bin/<config>/ root deployable: stage every test exe under tests/. coop_tone
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# (the audio_loopback_test fixture) is staged there too, next to its consumer, so the
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# test's "coop_tone.exe alongside me" lookup keeps working.
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coop_output_subdir(tests
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hook_selftest
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dinput_hook_test
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audio_ring_test
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mkb_ring_test
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mkb_map_test
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audio_mix_test
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tone_analysis_test
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audio_correlation_test
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render_pacer_test
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rate_estimator_test
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audio_overrides_test
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audio_loopback_test
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audio_hook_test
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srgb_format_test
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present_hook_test
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dx12_present_hook_test
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opengl_hook_test
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mock_game_test
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audio_verify_test
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ui_fit_test)
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