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## Link to GitHub Issue or related Pull Request, if one exists #0 ## Description of change Moves the API capture readback off the game's Present thread while a video stream client is connected. The readback is a `LockRect` plus a memcpy of the whole back buffer, roughly 635us at 720p and 1270us at 1080p. On the Present thread that comes out of the game's frame budget: TDJ (at 120Hz) dropped to 117fps with a 60fps stream running, and reading on a pool thread instead gave the full 120 back. Only streaming takes the off-thread path, gated on a new `capture_pump::screen_claimed()`. Screenshots, one-off API captures, and `THREAD_BAN` games all keep the existing inline read for compat reasons. A pool thread in `LockRect` while the Present thread sat inside `GetRenderTargetData` deadlocks DDR X2 for example. `CLAIMED[]` becomes `std::atomic<bool>` so the capture path does not take a lock on the Present thread. The read pool has a single worker so frames cannot be enqueued out of order, and both capture pools are never destroyed so a late read cannot queue onto a torn-down pool. The capture pipeline itself is unchanged: `GetRenderTargetData` is still synchronous on the Present thread. ## Testing DDR X2 World IIDX TDJ SDVX VM