Adds coop_vk_validate, a harness that drives the Vulkan capture path end-to-end against a shipping title (default Sphere Spectacle, a pure-Vulkan game) and asserts frames reach the shared texture and advance, the captured resolution/colors are sane, saves a BMP screenshot for visual confirmation, and reports the present rate. Findings: - Layer method WORKS: coop_vk_layer mirrors the game correctly at 1920x1080 -- right colors/brightness, no BGRA/RGBA swizzle, no sRGB darkening (screenshot confirmed). The layer captures every present (no drops). - Suspended-inject "Auto-attach" is NOT applicable to a Steam title that must launch through Steam: its exe renders nothing when launched directly, so there's no Vulkan present to catch. The layer is the method for Steam Vulkan games (the early-inject mechanism itself is covered by mock_game_test's suspended-launch path). - The layer does video, but the game needs coop_hook.dll co-injected for focus-spoof or an unfocused, event-driven game throttles itself to a few fps (looks like a capture slowdown but isn't). A present-rate number alone can't prove "no FPS impact" -- it's the game's own cadence; capture stays off the critical path (every present copied, read-back on its own queue + present-semaphore re-chain). Also adds SharedTextureSource::read_frame (bulk RGBA readback) for the screenshot. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
166 lines
7.8 KiB
CMake
166 lines
7.8 KiB
CMake
cmake_minimum_required(VERSION 3.21)
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project(CoopAllTheThings
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VERSION 0.0.1
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DESCRIPTION "Steam Remote Play Together for any XInput game"
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LANGUAGES CXX)
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if(NOT WIN32)
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message(FATAL_ERROR "CoopAllTheThings targets Windows only.")
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endif()
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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# Emit compile_commands.json so clangd resolves includes/flags. Ignored by the
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# Visual Studio generator, so configure the Ninja build (build-clangd/) for this;
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# .clangd points clangd at that compilation database.
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Single output dir keeps the donor-launch / inject workflow simple: host exe and
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# hook dll land next to each other under /bin (already in .gitignore).
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set(COOP_OUTPUT_DIR "${CMAKE_SOURCE_DIR}/bin/$<CONFIG>")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
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# Only the deployable artifacts (host, hook DLLs, injector helper, Steam files) live
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# in the bin/<config>/ root, so it can be copied wholesale into a donor game folder.
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# Tests and dev tools are staged into subfolders via this helper instead.
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# Usage: coop_output_subdir(<subdir> target1 [target2 ...]).
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function(coop_output_subdir subdir)
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foreach(tgt IN LISTS ARGN)
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set_target_properties(${tgt} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}/${subdir}")
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endforeach()
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endfunction()
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# Fail with a clear message if a git submodule wasn't checked out, instead of a confusing
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# "file not found" deep in a build. `sentinel` is a path (relative to the source root) that
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# only exists when the submodule is populated. We deliberately do NOT auto-clone -- explicit
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# is better than a surprise network fetch during configure.
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# Usage: coop_require_submodule(<name> <sentinel-path>).
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function(coop_require_submodule name sentinel)
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if(NOT EXISTS "${CMAKE_SOURCE_DIR}/${sentinel}")
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message(FATAL_ERROR
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"Submodule '${name}' is not checked out (missing ${sentinel}).\n"
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"Run: git submodule update --init --recursive")
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endif()
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endfunction()
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if(MSVC)
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add_compile_options(/W4 /permissive- /Zc:__cplusplus /utf-8 /MP)
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add_compile_definitions(UNICODE _UNICODE WIN32_LEAN_AND_MEAN NOMINMAX)
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endif()
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# --- x86 sub-build (internal, re-entrant) ----------------------------------
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# When the ExternalProject below reconfigures this same tree with -A Win32 and
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# -DCOOP_X86_HELPER_BUILD=ON, build ONLY the 32-bit hook DLL + injector helper
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# (staged alongside the x64 binaries) and stop -- no host, tests, or imgui, and
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# crucially no recursive ExternalProject.
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option(COOP_X86_HELPER_BUILD "Internal: x86 sub-build (hook DLL + injector helper only)" OFF)
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if(COOP_X86_HELPER_BUILD)
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add_subdirectory(common)
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set(SAFETYHOOK_BUILD_TEST OFF CACHE BOOL "" FORCE)
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set(SAFETYHOOK_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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set(SAFETYHOOK_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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add_subdirectory(third_party/safetyhook)
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add_subdirectory(hook)
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add_subdirectory(tools/inject_helper)
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# x86 reproduction of the XInput self-test. The x64 hook_selftest passes, so an
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# x86 build of the same logic is how we reproduce (and then guard against) the
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# 32-bit input-forwarding crash on real games like Slaps and Beans.
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enable_testing()
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add_executable(hook_selftest_x86
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tests/hook_selftest.cpp
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hook/src/xinput_hook.cpp
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hook/src/hook_registry.cpp)
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target_include_directories(hook_selftest_x86 PRIVATE hook/src)
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target_link_libraries(hook_selftest_x86 PRIVATE coop_common safetyhook::safetyhook xinput)
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add_test(NAME hook_selftest_x86 COMMAND hook_selftest_x86)
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# x86 build of the Present-hook test. It drives a real swapchain through the
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# SafetyHook trampoline, so it catches the x86-only calling-convention bug that
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# froze 32-bit games (SafetyHook's call() is __cdecl; Present is __stdcall ->
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# ESP imbalance / Run-Time Check Failure #0). The x64 present_hook_test can't see
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# it (one calling convention), so this 32-bit build is the regression guard.
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add_executable(present_hook_test_x86
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tests/present_hook_test.cpp
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hook/src/present_hook.cpp
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hook/src/debug_log.cpp
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hook/src/hook_registry.cpp)
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target_include_directories(present_hook_test_x86 PRIVATE hook/src)
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target_link_libraries(present_hook_test_x86 PRIVATE coop_common safetyhook::safetyhook d3d11 dxgi)
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add_test(NAME present_hook_test_x86 COMMAND present_hook_test_x86)
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# x86 build of the audio render-hook test. It installs the WASAPI hooks and then
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# creates a *fresh* IAudioClient/IAudioRenderClient that calls Initialize /
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# GetService / GetBuffer / ReleaseBuffer back through the SafetyHook trampolines
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# -- the exact ordering that crashed 32-bit Slaps & Beans (FMOD) when audio hooks
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# were live as the game initialized its output. The x64 audio_hook_test passes,
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# so this 32-bit build is the regression guard for any x86-only fault in the
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# audio setup detours / trampoline relocation of AudioSes.dll prologues.
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add_executable(audio_hook_test_x86
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tests/audio_hook_test.cpp
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hook/src/audio_hook.cpp
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hook/src/debug_log.cpp
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hook/src/hook_registry.cpp)
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target_include_directories(audio_hook_test_x86 PRIVATE hook/src tools/audio_tone)
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target_compile_definitions(audio_hook_test_x86 PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(audio_hook_test_x86 PRIVATE coop_common safetyhook::safetyhook ole32 mmdevapi)
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add_test(NAME audio_hook_test_x86 COMMAND audio_hook_test_x86)
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# x86 test exes go in tests/; the x86 hook DLL + injector helper stay in the
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# deployable root (set via CMAKE_RUNTIME_OUTPUT_DIRECTORY above).
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coop_output_subdir(tests hook_selftest_x86 present_hook_test_x86 audio_hook_test_x86)
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return()
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endif()
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add_subdirectory(third_party)
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add_subdirectory(common)
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add_subdirectory(host)
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# The injected hook DLL pulls in SafetyHook, which fetches Zydis via FetchContent
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# at configure time (allowed for transitive deps).
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option(COOP_BUILD_HOOK "Build the injected game-side hook DLL" ON)
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if(COOP_BUILD_HOOK)
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# SafetyHook's own tests/examples/docs are noise for us.
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set(SAFETYHOOK_BUILD_TEST OFF CACHE BOOL "" FORCE)
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set(SAFETYHOOK_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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set(SAFETYHOOK_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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add_subdirectory(third_party/safetyhook)
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add_subdirectory(hook)
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add_subdirectory(vk_layer) # coop_vk_layer: implicit Vulkan capture layer (early-presence path)
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enable_testing()
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add_subdirectory(tools/audio_tone) # coop_tone: audio source for the loopback test
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add_subdirectory(tools/mock_game) # coop_mock_game: A/V test game for the capture/hook tests
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add_subdirectory(tools/audio_probe) # coop_audio_probe: inject + diagnose the render-hook
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add_subdirectory(tools/audio_validate) # coop_audio_validate: quantify capture fidelity (pitch/SNR/clicks)
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add_subdirectory(tools/input_probe) # coop_input_probe: inject + forward synthetic input
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add_subdirectory(tools/vk_validate) # coop_vk_validate: validate the Vulkan backend vs a real game
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add_subdirectory(tests)
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endif()
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# --- x86 helper artifacts for 32-bit (WOW64) games -------------------------
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# A 64-bit process can't cleanly inject a 32-bit one, so build the x86 hook DLL
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# (coop_hook_x86.dll) + a 32-bit injector helper (coop_inject_x86.exe) via a
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# nested Win32 configure of this same tree, staged next to the x64 binaries. Only
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# the multi-config Visual Studio generator is supported here (the Ninja
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# build-clangd/ tree is just for compile_commands and skips this).
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option(COOP_BUILD_X86_HELPER "Build the x86 hook DLL + injector helper for 32-bit games" ON)
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if(COOP_BUILD_HOOK AND COOP_BUILD_X86_HELPER AND CMAKE_GENERATOR MATCHES "Visual Studio")
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include(ExternalProject)
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ExternalProject_Add(coop_x86
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SOURCE_DIR "${CMAKE_SOURCE_DIR}"
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BINARY_DIR "${CMAKE_BINARY_DIR}/x86"
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CMAKE_GENERATOR "${CMAKE_GENERATOR}"
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CMAKE_GENERATOR_PLATFORM "Win32"
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CMAKE_ARGS "-DCOOP_X86_HELPER_BUILD=ON"
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BUILD_COMMAND "${CMAKE_COMMAND}" --build <BINARY_DIR> --config $<CONFIG>
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INSTALL_COMMAND ""
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BUILD_ALWAYS ON
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USES_TERMINAL_CONFIGURE ON
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USES_TERMINAL_BUILD ON)
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endif()
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