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>
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