A real chain-aware Vulkan implicit layer the loader inserts at vkCreateInstance -- the reliable early-presence path for games that init Vulkan immediately, which the inline-hook vk_hook can't catch. It intercepts vkCreateInstance / Device / CreateSwapchainKHR / QueuePresentKHR via proper layer-chain dispatch and does the same read-back capture (vkCmdCopyImageToBuffer -> swizzle -> hook-owned D3D11 shared texture, with present-semaphore re-chaining) as vk_hook. The loader/layer link structs (VkLayer*CreateInfo, VkNegotiateLayerInterface) aren't in Vulkan-Headers, so they're hand-declared to interface version 2. Key gotcha found via tracing: the loader tags those link structs with small internal sType values (LOADER_INSTANCE_CREATE_INFO=47, _DEVICE=48), not the 1000000000 range -- matching the wrong value made the device-chain walk fail. Scoping: an implicit layer loads into every Vulkan app, so it only *captures* when COOP_VK_LAYER_FORCE is set (tests) or this process's image matches %TEMP%\coop_vk_target.txt (the host writes it); otherwise pure pass-through. mock_game_test registers it via VK_LAYER_PATH/VK_INSTANCE_LAYERS and decodes frames through it. Ships at the bin root with its JSON manifest. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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1.1 KiB