New vk_hook.cpp inline-hooks the vulkan-1.dll vkGetInstanceProcAddr export and hands back our wrappers for vkCreateInstance / vkCreateDevice / vkGetDeviceProcAddr / vkCreateSwapchainKHR / vkQueuePresentKHR, so a volk-using (loader-bypass) app resolves our hooks. On present it reads the swap-chain image back with vkCmdCopyImageToBuffer into a host-visible buffer (same read-back model as D3D10/D3D9/OpenGL), swizzles BGRA->RGBA, and uploads it into the shared keyed-mutex texture on a hook-owned D3D11 device. The read-back submit re-chains the present's wait semaphores (consume the originals, signal our own that the real present waits on) so capture orders after rendering without double-waiting. Wired into the video subsystem with a lazy retry (vulkan-1.dll loads late). Hook links the official Vulkan-Headers (headers only, VK_NO_PROTOTYPES) via the include dir so the x86 sub-build builds too. Because Vulkan caches its present pointer at init, late injection can't hook it: mock_game_test launches the mock **suspended**, injects, resumes, and under COOP_MOCK_VK_EARLY the mock loads Vulkan and waits so the hook arms first -- then decodes frames through the hook like the other backends. 15/15 ctest (x64 + x86); skips cleanly without a Vulkan driver. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
47 lines
1.6 KiB
CMake
47 lines
1.6 KiB
CMake
add_library(coop_hook SHARED
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src/dllmain.cpp
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src/xinput_hook.cpp
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src/focus_spoof.cpp
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src/audio_hook.cpp
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src/present_hook.cpp
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src/opengl_hook.cpp
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src/d3d9_hook.cpp
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src/vk_hook.cpp
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src/mkb_hook.cpp
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src/debug_log.cpp
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src/hook_registry.cpp)
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target_include_directories(coop_hook PRIVATE src)
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# The audio render-hook uses IAudioClient3 / process-audio interfaces, which need
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# the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
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target_compile_definitions(coop_hook PRIVATE NTDDI_VERSION=0x0A00000B)
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# Vulkan headers only (the hook resolves entry points itself, VK_NO_PROTOTYPES). Use the include
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# dir directly rather than the third_party `vulkan_headers` target, so the x86 sub-build -- which
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# doesn't add third_party/ -- still builds the hook.
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coop_require_submodule("Vulkan-Headers" "third_party/Vulkan-Headers/include/vulkan/vulkan.h")
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target_include_directories(coop_hook PRIVATE ${CMAKE_SOURCE_DIR}/third_party/Vulkan-Headers/include)
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target_link_libraries(coop_hook PRIVATE
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coop_common
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safetyhook::safetyhook
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user32
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ole32
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mmdevapi
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d3d11
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d3d9
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dxgi)
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# The x86 sub-build (COOP_X86_HELPER_BUILD) stages alongside the x64 DLL in the
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# same bin/<config> dir, so give it a distinct name the host loads for 32-bit games.
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if(COOP_X86_HELPER_BUILD)
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set_target_properties(coop_hook PROPERTIES OUTPUT_NAME "coop_hook_x86")
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else()
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set_target_properties(coop_hook PROPERTIES OUTPUT_NAME "coop_hook")
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endif()
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# TODO(dist): statically link the VC runtime (/MT) so the DLL loads in games on
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# machines without the matching VC redist. Deferred until SafetyHook + Zydis are
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# also forced to a static CRT to avoid a /MT-vs-/MD mismatch.
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