fix(host/windows): HDR cursor brightness (203-nit) + probe-before-adopt recovery; windows-client bootstrap doc
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- HDR cursor: sRGB→linear decode + scale to HDR graphics white (PUNKTFUNK_HDR_CURSOR_NITS, default 203 per BT.2408) in the FP16 cursor composite, so it's no longer ~2.5x too dim. SDR path unchanged; the masked-color (I-beam) inversion blend left unscaled. Cursor cbuffer widened 16→32 + bound to PS. (Validated live: cursor now correct brightness in HDR.) - Secure-desktop recovery: recreate_dupl now PROBES the rebuilt duplication with a 50ms AcquireNextFrame and only adopts it when live (Ok/WAIT_TIMEOUT); a born-lost one (immediate ACCESS_LOST) is dropped so the caller repeats the last frame + retries. Plus reassert_isolation() re-detaches physical displays on every recovery (re-routing the secure/HDR desktop to the virtual output, the delta a fresh reconnect has). NOTE: the born-lost ACCESS_LOST storm in HDR is NOT yet resolved by these — still under investigation (animations/secure-UI/cursor-trail in HDR remain). - docs/windows-client-bootstrap.md: handoff for the native Windows Rust client (windows-rs Reactor + WinUI 3 SwapChainPanel, D3D11VA decode, WASAPI audio, SDL3 input; ports crates/punktfunk-client-linux; 10-bit/HDR present; dev boxes + gotchas). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -206,8 +206,21 @@ VOut main(uint vid : SV_VertexID) {
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const CURSOR_PS: &str = r"
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Texture2D tx : register(t0);
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SamplerState sm : register(s0);
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// b0 is shared with the VS: float4 rect, then the HDR cursor params. For SDR white_mul=1 / decode=0
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// so this is a no-op (returns the raw sampled BGRA, blended in the display's native sRGB space). For
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// HDR the cursor is composited onto a LINEAR scRGB FP16 surface where 1.0 = 80 nits, so we sRGB→
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// linear decode (correct alpha blending + no dark edge fringe) and scale to HDR graphics white
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// (~203 nits → white_mul = 203/80) so the cursor isn't ~2.5x too dim vs the HDR desktop.
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cbuffer C : register(b0) { float4 rect; float white_mul; float decode; float2 pad; };
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float3 srgb_to_linear(float3 c) {
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return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
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}
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float4 main(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_TARGET {
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return tx.Sample(sm, uv);
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float4 s = tx.Sample(sm, uv);
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float3 rgb = s.rgb;
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if (decode > 0.5) { rgb = srgb_to_linear(rgb); }
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rgb *= white_mul;
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return float4(rgb, s.a);
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}
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";
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@@ -267,7 +280,7 @@ impl CursorCompositor {
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device.CreatePixelShader(&psb, None, Some(&mut ps))?;
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let cbd = D3D11_BUFFER_DESC {
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ByteWidth: 16,
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ByteWidth: 32, // float4 rect + (white_mul, decode, pad, pad) for the HDR cursor PS
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Usage: D3D11_USAGE_DYNAMIC,
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BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
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@@ -375,6 +388,13 @@ impl CursorCompositor {
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cx: i32,
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cy: i32,
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invert: bool,
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// HDR (decode=true): sRGB→linear decode + scale the cursor to `white_mul` × 80 nits, so a
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// white cursor hits HDR graphics white (~203 nits) not 80. SDR passes white_mul=1.0,
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// decode=false → the PS returns the raw sample (blended in the display's native sRGB space).
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// The inversion (masked-color / I-beam) blend operates on the framebuffer reference, so it is
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// left unscaled/undecoded even in HDR.
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white_mul: f32,
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decode: bool,
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) {
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let (srv, cw, ch) = match &self.tex {
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Some(t) => t,
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@@ -384,13 +404,19 @@ impl CursorCompositor {
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let x1 = ((cx + *cw as i32) as f32 / fw as f32) * 2.0 - 1.0;
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let y0 = 1.0 - (cy as f32 / fh as f32) * 2.0;
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let y1 = 1.0 - ((cy + *ch as i32) as f32 / fh as f32) * 2.0;
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let rect = [x0, y0, x1, y1];
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let (mul, dec) = if invert {
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(1.0_f32, 0.0_f32)
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} else {
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(white_mul, if decode { 1.0 } else { 0.0 })
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};
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// cbuf layout: [rect.x, rect.y, rect.z, rect.w, white_mul, decode, pad, pad] (32 bytes).
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let cb = [x0, y0, x1, y1, mul, dec, 0.0, 0.0];
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let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
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if ctx
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.Map(&self.cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped))
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.is_ok()
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{
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std::ptr::copy_nonoverlapping(rect.as_ptr(), mapped.pData as *mut f32, 4);
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std::ptr::copy_nonoverlapping(cb.as_ptr(), mapped.pData as *mut f32, cb.len());
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ctx.Unmap(&self.cbuf, 0);
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}
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let vp = D3D11_VIEWPORT {
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@@ -412,6 +438,7 @@ impl CursorCompositor {
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ctx.VSSetShader(&self.vs, None);
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ctx.PSSetShader(&self.ps, None);
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ctx.VSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())]));
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ctx.PSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())])); // white_mul/decode for the PS
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ctx.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
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ctx.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
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ctx.IASetInputLayout(None);
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@@ -1110,8 +1137,11 @@ impl DuplCapturer {
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}
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}
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/// Composite the cursor onto the GPU frame texture (zero-copy path).
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unsafe fn composite_cursor_gpu(&mut self, gpu: &ID3D11Texture2D) -> Result<()> {
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/// Composite the cursor onto the GPU frame texture (zero-copy path). `hdr` = the target is the
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/// linear scRGB FP16 surface (HDR path) — the cursor is then sRGB→linear decoded and scaled to
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/// HDR graphics white (PUNKTFUNK_HDR_CURSOR_NITS, default 203, per BT.2408) so it isn't ~2.5×
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/// too dim; SDR composites the raw cursor in the display's native sRGB space.
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unsafe fn composite_cursor_gpu(&mut self, gpu: &ID3D11Texture2D, hdr: bool) -> Result<()> {
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// Diagnostic kill-switch: skip the GPU cursor composite entirely (PUNKTFUNK_NO_CURSOR=1) to
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// isolate its cost on the 3D engine. The per-frame render-target view + draw to the 5K target
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// is the suspect for the high 3D usage under heavy desktop change.
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@@ -1151,6 +1181,18 @@ impl DuplCapturer {
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.CreateRenderTargetView(gpu, None, Some(&mut rtv))?;
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let rtv = rtv.context("cursor rtv")?;
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let (cx, cy) = self.cursor_pos;
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// HDR graphics-white target in nits → scRGB multiplier (scRGB 1.0 = 80 nits). Default 203
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// (BT.2408); PUNKTFUNK_HDR_CURSOR_NITS overrides without a rebuild. SDR → 1.0, no decode.
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let white_mul = if hdr {
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let nits = std::env::var("PUNKTFUNK_HDR_CURSOR_NITS")
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.ok()
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.and_then(|s| s.parse::<f32>().ok())
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.filter(|n| n.is_finite() && *n > 0.0)
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.unwrap_or(203.0);
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nits / 80.0
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} else {
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1.0
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};
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self.cursor.as_ref().unwrap().draw(
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&self.context,
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&rtv,
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@@ -1159,6 +1201,8 @@ impl DuplCapturer {
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cx,
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cy,
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self.cursor_invert,
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white_mul,
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hdr, // decode sRGB→linear only on the HDR (linear FP16) target
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);
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Ok(())
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}
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@@ -1183,10 +1227,41 @@ impl DuplCapturer {
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self.gdi_name = n;
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}
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attach_input_desktop();
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// Re-route the secure (Winlogon) desktop back to the virtual output. The lock/UAC switch can
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// re-attach a physical monitor so the secure desktop lands there and our virtual output goes
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// perpetually ACCESS_LOST; re-isolating (as a fresh session's `create` does) is the delta that
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// makes in-session recovery work like a reconnect. Idempotent/cheap when already isolated.
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crate::vdisplay::sudovda::reassert_isolation(&self.gdi_name);
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let (dev, ctx, out, dupl) = reopen_duplication(&self.gdi_name)?; // Err → caller repeats + retries
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// A desktop switch can come back at a different size (e.g. the user session applies its own
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// resolution on login). Adopt it: update dimensions and drop the staging/gpu copies so they
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// reallocate. NVENC re-inits at the new size when it sees the frame.
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// PROBE before adopting. During the unsettled Winlogon switch DuplicateOutput SUCCEEDS but the
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// duplication is "born-lost" — the first AcquireNextFrame immediately returns ACCESS_LOST.
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// Adopting it (swapping into self + seeding black) is exactly what produced the perpetual
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// rebuild→born-lost storm (lost=2097) where the secure desktop never appeared. So gate adoption
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// on a probe: Ok (a frame) or WAIT_TIMEOUT (alive but idle) ⇒ live, adopt; any other error ⇒
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// born-lost, drop the locals and bail so the caller repeats the last frame and retries on the
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// 250ms throttle. Once the topology settles (and reassert_isolation has taken), a probe passes
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// and we adopt a LIVE duplication of the secure desktop.
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{
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let mut info = DXGI_OUTDUPL_FRAME_INFO::default();
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let mut res: Option<IDXGIResource> = None;
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match dupl.AcquireNextFrame(50, &mut info, &mut res) {
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Ok(()) => {
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let _ = dupl.ReleaseFrame();
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}
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Err(e) if e.code() == DXGI_ERROR_WAIT_TIMEOUT => {}
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Err(e) => {
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return Err(anyhow!(
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"rebuilt duplication is born-lost (probe AcquireNextFrame: {:#x}) — \
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topology not settled yet",
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e.code().0
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));
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}
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}
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}
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// A desktop switch can come back at a different size (e.g. the user session applies its own
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// resolution on login). Adopt it: update dimensions and drop the staging/gpu copies so they
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// reallocate. NVENC re-inits at the new size when it sees the frame.
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let dd: DXGI_OUTDUPL_DESC = dupl.GetDesc();
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let (nw, nh) = (dd.ModeDesc.Width, dd.ModeDesc.Height);
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tracing::info!(
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@@ -1317,7 +1392,7 @@ impl DuplCapturer {
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self.context.CopyResource(&src, &tex);
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let _ = self.dupl.ReleaseFrame();
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self.holding_frame = false;
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self.composite_cursor_gpu(&src)?; // onto the FP16 surface (RTV works on FP16)
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self.composite_cursor_gpu(&src, true)?; // onto the FP16 surface (HDR: decode + nits scale)
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self.ensure_hdr10_out()?;
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let out = self.hdr10_out.clone().context("hdr10 out texture")?;
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if self.hdr_conv.is_none() {
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@@ -1355,7 +1430,7 @@ impl DuplCapturer {
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self.context.CopyResource(&gpu, &tex);
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let _ = self.dupl.ReleaseFrame();
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self.holding_frame = false;
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self.composite_cursor_gpu(&gpu)?;
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self.composite_cursor_gpu(&gpu, false)?;
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self.last_present = Some((gpu.clone(), PixelFormat::Bgra));
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return Ok(Some(CapturedFrame {
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width: self.width,
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