forked from unom/punktfunk
`set_input_ring_depth` is a DEFAULTED trait method, so a caller that forgets it fails silently — and one did. The GameStream loop opens an encoder (gamestream/stream.rs:671 and the rebuild at :831) and never called it, while the Windows IDD-push capturer declares a ring of 2 and `async_inflight_cap()` defaults to 4. With PUNKTFUNK_NVENC_ASYNC=1 a Moonlight session therefore pipelined four encodes against a two-texture ring, letting the capturer rotate a texture out from under a live encode: torn or mixed frames, never an error — precisely the corruption the cap exists to prevent, and precisely what the trait doc warns "fails silently and intermittently". Guarded at the single point of CONSUMPTION rather than by plumbing the setter into every loop: `input_ring_depth` has exactly one reader in the workspace, so one fail-safe covers every caller including ones not yet written, whereas fixing N call sites only fixes the N someone remembered. An unconfigured ring is now treated as the shallowest any capturer here declares, so the unconfigured path degrades to less pipelining — a latency cost, not corruption. The two GameStream sites also pass the REAL depth, because the fail-safe is a floor, not a substitute: `idd_depth` is configurable and a deeper ring is free pipelining the fallback would forfeit. Default (sync) sessions are unaffected — the cap is only read while the async retrieve thread exists, and that is opt-in. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>