fix(windows-clippy): pf-frame SAFETY comments + checked_div, pf-clipboard SAFETY placement + Gdi feature
Surfaced by giving windows-host CI its missing pf-encode/pf-frame path triggers: the T2.3 auto-gate (dxgi.rs) and the clipboard host (windows.rs) landed with Windows clippy owed — three undocumented unsafe blocks, one manual checked division, one comment orphaned off its statement, and a latent E0432 in standalone pf-clipboard builds (WNDCLASSW needs Win32_Graphics_Gdi; the host graph only compiled via feature unification). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -42,6 +42,10 @@ wayland-protocols = { version = "0.32", features = ["client", "staging"] }
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# delayed rendering (`WM_RENDERFORMAT`) for text / CF_HTML / RTF / PNG.
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# delayed rendering (`WM_RENDERFORMAT`) for text / CF_HTML / RTF / PNG.
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windows = { version = "0.62", features = [
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windows = { version = "0.62", features = [
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"Win32_Foundation",
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"Win32_Foundation",
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# WNDCLASSW/RegisterClassW reference HBRUSH/HICON/HCURSOR, so windows-rs only generates
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# them with the Gdi feature on. The host build got it via workspace feature-unification;
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# a standalone `cargo check -p pf-clipboard` didn't (E0432) — declare it honestly.
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"Win32_Graphics_Gdi",
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"Win32_System_DataExchange",
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"Win32_System_DataExchange",
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"Win32_System_LibraryLoader",
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"Win32_System_LibraryLoader",
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"Win32_System_Memory",
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"Win32_System_Memory",
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@@ -226,8 +226,8 @@ impl WinClip {
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.format_for_wire(wire)
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.format_for_wire(wire)
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.context("unsupported wire MIME")?;
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.context("unsupported wire MIME")?;
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// Image fetch with no native "PNG" on the clipboard (most apps): read CF_DIB and convert.
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// Image fetch with no native "PNG" on the clipboard (most apps): read CF_DIB and convert.
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// SAFETY: IsClipboardFormatAvailable has no preconditions and needs no open clipboard.
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let mut via_dib = false;
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let mut via_dib = false;
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// SAFETY: IsClipboardFormatAvailable has no preconditions and needs no open clipboard.
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if wire == WIRE_PNG && unsafe { IsClipboardFormatAvailable(fmt) }.is_err() {
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if wire == WIRE_PNG && unsafe { IsClipboardFormatAvailable(fmt) }.is_err() {
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fmt = CF_DIB.0 as u32;
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fmt = CF_DIB.0 as u32;
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via_dib = true;
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via_dib = true;
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+278
-16
@@ -98,21 +98,40 @@ pub unsafe fn make_device(adapter: &IDXGIAdapter1) -> Result<(ID3D11Device, ID3D
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if let Ok(dxgi1) = device.cast::<IDXGIDevice1>() {
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if let Ok(dxgi1) = device.cast::<IDXGIDevice1>() {
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let _ = dxgi1.SetMaximumFrameLatency(1);
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let _ = dxgi1.SetMaximumFrameLatency(1);
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}
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}
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// REALTIME auto-gate (gpu-contention §5.C / latency plan T2.3) — needs the device's adapter,
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// so it runs here, after creation; internally once-per-process.
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auto_priority_gate(&device);
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Ok((device, context))
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Ok((device, context))
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}
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}
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/// Resolve the configured GPU scheduling-priority class from `PUNKTFUNK_GPU_PRIORITY_CLASS`
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/// The configured GPU scheduling-priority policy (`PUNKTFUNK_GPU_PRIORITY_CLASS`).
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/// (`off|normal|high|realtime`, default high). `None` = leave it at the OS default (the `off` opt-out).
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enum PrioMode {
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/// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4, REALTIME 5.
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/// Leave the OS default untouched (`off`).
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fn configured_gpu_priority_class() -> Option<i32> {
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Off,
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/// A fixed class the operator pinned (`normal`=2 / `high`=4 / `realtime`=5).
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Static(i32),
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/// The default: HIGH immediately, then upgrade to REALTIME when it is safe — HAGS off, or
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/// HAGS on with comfortable VRAM headroom (with a monitor that downgrades the moment VRAM
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/// tightens). REALTIME is the proven ceiling-raiser (it is how our brief encode preempts a
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/// saturating game), but REALTIME + NVIDIA + HAGS + near-full VRAM is a documented NVENC
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/// hang — the gate takes the win everywhere it cannot hit the hazard.
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Auto,
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}
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/// Resolve `PUNKTFUNK_GPU_PRIORITY_CLASS` (`off|normal|high|realtime|auto`, default **auto**).
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/// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4,
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/// REALTIME 5. `realtime` pins REALTIME statically (no gate — the operator owns the hazard);
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/// `high` restores the pre-T2.3 static default.
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fn configured_gpu_priority_mode() -> PrioMode {
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match std::env::var("PUNKTFUNK_GPU_PRIORITY_CLASS")
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match std::env::var("PUNKTFUNK_GPU_PRIORITY_CLASS")
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.ok()
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.ok()
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.as_deref()
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.as_deref()
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{
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{
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Some("off") => None,
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Some("off") => PrioMode::Off,
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Some("normal") => Some(2),
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Some("normal") => PrioMode::Static(2),
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Some("realtime") => Some(5),
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Some("high") => PrioMode::Static(4),
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_ => Some(4), // HIGH — safe on NVIDIA+HAGS (realtime can freeze NVENC)
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Some("realtime") => PrioMode::Static(5),
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_ => PrioMode::Auto,
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}
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}
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}
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}
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@@ -186,11 +205,14 @@ unsafe fn d3dkmt_set_scheduling_priority_class(
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/// GPU-saturated game our capture+encode process is starved of GPU time slices — NVENC sits ~idle but
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/// GPU-saturated game our capture+encode process is starved of GPU time slices — NVENC sits ~idle but
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/// `lock_bitstream` waits ~20 ms for our context to be scheduled. Elevating the PROCESS GPU scheduling
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/// `lock_bitstream` waits ~20 ms for our context to be scheduled. Elevating the PROCESS GPU scheduling
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/// priority class (the strong cross-process lever — far more effective than `SetGPUThreadPriority`
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/// priority class (the strong cross-process lever — far more effective than `SetGPUThreadPriority`
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/// alone, which we measured as no help) lets our brief encode preempt the game. Uses HIGH, NOT
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/// alone, which we measured as no help) lets our brief encode preempt the game. Default is the
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/// realtime: realtime on NVIDIA + HAGS can freeze/crash NVENC (Apollo downgrades it for exactly this).
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/// T2.3 `auto` mode: HIGH immediately here, then [`auto_priority_gate`] upgrades to REALTIME
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/// Runs once per process; best-effort. `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime`
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/// where the NVIDIA+HAGS+full-VRAM NVENC-hang hazard cannot bite (and a monitor downgrades when
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/// (default high). Best-effort: silently no-ops under a UAC-filtered token (the process will not
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/// it could). Runs once per process; best-effort.
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/// hold SE_INC_BASE_PRIORITY, so the D3DKMT call is a no-op).
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/// `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime|auto` (default auto; `high` = the
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/// pre-gate static behavior; `realtime` = pinned, operator owns the hazard). Best-effort:
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/// silently no-ops under a UAC-filtered token (the process will not hold SE_INC_BASE_PRIORITY,
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/// so the D3DKMT call is a no-op).
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fn elevate_process_gpu_priority() {
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fn elevate_process_gpu_priority() {
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use std::sync::Once;
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use std::sync::Once;
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static ONCE: Once = Once::new();
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static ONCE: Once = Once::new();
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@@ -202,9 +224,15 @@ fn elevate_process_gpu_priority() {
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// `Once::call_once`; no raw pointers are dereferenced here.
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// `Once::call_once`; no raw pointers are dereferenced here.
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ONCE.call_once(|| unsafe {
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ONCE.call_once(|| unsafe {
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use windows::Win32::System::Threading::GetCurrentProcess;
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use windows::Win32::System::Threading::GetCurrentProcess;
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let Some(prio) = configured_gpu_priority_class() else {
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let prio = match configured_gpu_priority_mode() {
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tracing::info!("GPU process scheduling priority class left at default (off)");
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PrioMode::Off => {
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return;
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tracing::info!("GPU process scheduling priority class left at default (off)");
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return;
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}
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PrioMode::Static(p) => p,
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// Auto: HIGH is the immediately-safe floor; `auto_priority_gate` (running once a
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// device exists, so it can see the adapter) decides the REALTIME upgrade.
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PrioMode::Auto => 4,
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};
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};
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enable_inc_base_priority();
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enable_inc_base_priority();
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match d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), prio) {
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match d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), prio) {
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@@ -220,3 +248,237 @@ fn elevate_process_gpu_priority() {
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}
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}
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});
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});
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}
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}
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// --- REALTIME auto-gate (gpu-contention §5.C / latency plan T2.3) --------------------------------
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//
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// REALTIME GPU scheduling priority is the genuine cross-process ceiling-raiser under a saturating
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// game (a higher-priority context preempts at pixel granularity — the Async-TimeWarp mechanism),
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// and our SYSTEM service uniquely holds the SE_INC_BASE_PRIORITY it needs. The one documented
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// hazard: REALTIME + NVIDIA + HAGS-on + near-full VRAM can hang NVENC. So: probe HAGS once via
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// D3DKMT; HAGS off ⇒ REALTIME unconditionally; HAGS on ⇒ REALTIME gated on LOCAL-segment VRAM
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// headroom, with a monitor thread that downgrades to HIGH the moment usage crosses
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// [`VRAM_DOWNGRADE_PCT`] of the OS budget and restores REALTIME after it has stayed under
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// [`VRAM_RESTORE_PCT`] for [`VRAM_RESTORE_TICKS`] consecutive polls (hysteresis against flapping
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// on the boundary of the hazard window).
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/// Downgrade REALTIME→HIGH when local VRAM usage exceeds this share of the OS budget.
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const VRAM_DOWNGRADE_PCT: u64 = 92;
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/// Restore HIGH→REALTIME once usage has stayed at/below this share…
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const VRAM_RESTORE_PCT: u64 = 85;
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/// …for this many consecutive 2 s polls.
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const VRAM_RESTORE_TICKS: u32 = 3;
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/// `KMTQAITYPE_WDDM_2_7_CAPS` — the adapter-info query that carries the HAGS (hardware GPU
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/// scheduling) state. `D3DKMT_WDDM_2_7_CAPS` is a 4-byte bitfield: bit 0 `HwSchSupported`,
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/// bit 1 `HwSchEnabled` (the one that matters — "is HAGS actually ON for this adapter").
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const KMTQAITYPE_WDDM_2_7_CAPS: u32 = 70;
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/// Probe whether HAGS (WDDM hardware scheduling) is ENABLED on the adapter with `luid`, via the
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/// gdi32 D3DKMT surface (loaded by name — no stable windows-rs bindings, same as the priority
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/// setter). `None` = could not determine (missing exports / query failed) — the caller treats
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/// unknown as "assume the hazard exists".
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///
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/// # Safety
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/// Calls gdi32 exports through by-name transmuted pointers with locally built, correctly sized
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/// `repr(C)` argument structs; the adapter handle is closed before returning on every path.
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unsafe fn hags_enabled(luid: LUID) -> Option<bool> {
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use windows::core::s;
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use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA};
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#[repr(C)]
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struct OpenFromLuid {
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luid: LUID,
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h_adapter: u32,
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}
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#[repr(C)]
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struct CloseAdapter {
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h_adapter: u32,
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}
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#[repr(C)]
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struct QueryInfo {
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h_adapter: u32,
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ty: u32,
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private_data: *mut std::ffi::c_void,
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private_data_size: u32,
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}
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let gdi32 = LoadLibraryA(s!("gdi32.dll")).ok()?;
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let open = GetProcAddress(gdi32, s!("D3DKMTOpenAdapterFromLuid"))?;
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let query = GetProcAddress(gdi32, s!("D3DKMTQueryAdapterInfo"))?;
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let close = GetProcAddress(gdi32, s!("D3DKMTCloseAdapter"))?;
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type OpenFn = unsafe extern "system" fn(*mut OpenFromLuid) -> i32;
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type QueryFn = unsafe extern "system" fn(*mut QueryInfo) -> i32;
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type CloseFn = unsafe extern "system" fn(*mut CloseAdapter) -> i32;
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let open: OpenFn = std::mem::transmute(open);
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let query: QueryFn = std::mem::transmute(query);
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let close: CloseFn = std::mem::transmute(close);
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let mut oa = OpenFromLuid { luid, h_adapter: 0 };
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if open(&mut oa) != 0 {
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return None;
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}
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let mut caps: u32 = 0;
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let mut qi = QueryInfo {
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h_adapter: oa.h_adapter,
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ty: KMTQAITYPE_WDDM_2_7_CAPS,
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private_data: (&mut caps as *mut u32).cast(),
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private_data_size: std::mem::size_of::<u32>() as u32,
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};
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let st = query(&mut qi);
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let mut ca = CloseAdapter {
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h_adapter: oa.h_adapter,
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};
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let _ = close(&mut ca);
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if st != 0 {
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return None; // pre-WDDM-2.7 driver: the query type doesn't exist ⇒ HAGS can't be on
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|
}
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Some(caps & 0x2 != 0) // bit 1 = HwSchEnabled
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|
}
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|
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/// Apply the auto-gate decision for `device`'s adapter (no-op unless the mode is `Auto`; runs
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/// once per process). HAGS off ⇒ REALTIME now. HAGS on (or unknown) ⇒ spawn the VRAM monitor,
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/// which flips REALTIME⇄HIGH on headroom. See the section comment above for the policy.
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fn auto_priority_gate(device: &ID3D11Device) {
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|
use std::sync::Once;
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static ONCE: Once = Once::new();
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|
ONCE.call_once(|| {
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|
if !matches!(configured_gpu_priority_mode(), PrioMode::Auto) {
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|
return;
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|
}
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// The adapter identity this device runs on.
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|
let luid = match device
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.cast::<IDXGIDevice>()
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|
.and_then(|d| {
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|
// SAFETY: `d` is a live IDXGIDevice from the cast; GetAdapter returns an owned
|
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// COM wrapper that drops with its windows-rs handle.
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unsafe { d.GetAdapter() }
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|
})
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|
.and_then(|a| {
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|
// SAFETY: `a` is the live adapter from GetAdapter; GetDesc fills a plain
|
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|
// out-struct by value.
|
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|
unsafe { a.GetDesc() }
|
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|
}) {
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|
Ok(desc) => desc.AdapterLuid,
|
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|
Err(e) => {
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|
tracing::warn!(error = %e, "REALTIME auto-gate: no adapter LUID — staying HIGH");
|
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|
return;
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|
}
|
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|
};
|
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|
// SAFETY: `hags_enabled` builds all its FFI arguments locally and closes the adapter
|
||||||
|
// handle before returning (see its own contract); `luid` is a plain value.
|
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|
let hags = unsafe { hags_enabled(luid) };
|
||||||
|
match hags {
|
||||||
|
Some(false) => {
|
||||||
|
// No HAGS ⇒ the NVENC-hang hazard cannot occur: take REALTIME outright.
|
||||||
|
// SAFETY: `GetCurrentProcess` returns the always-valid pseudo-handle; the setter
|
||||||
|
// loads gdi32 by name (its own contract).
|
||||||
|
let st = unsafe {
|
||||||
|
d3dkmt_set_scheduling_priority_class(
|
||||||
|
windows::Win32::System::Threading::GetCurrentProcess(),
|
||||||
|
5,
|
||||||
|
)
|
||||||
|
};
|
||||||
|
match st {
|
||||||
|
Some(0) => tracing::info!(
|
||||||
|
"GPU priority REALTIME (auto: HAGS off — hang hazard not possible)"
|
||||||
|
),
|
||||||
|
_ => {
|
||||||
|
tracing::warn!("REALTIME auto-gate: could not set REALTIME (staying HIGH)")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
hags => {
|
||||||
|
let unknown = hags.is_none();
|
||||||
|
tracing::info!(
|
||||||
|
hags_unknown = unknown,
|
||||||
|
"GPU priority auto-gate: HAGS on (or undeterminable) — REALTIME rides VRAM \
|
||||||
|
headroom (monitor thread)"
|
||||||
|
);
|
||||||
|
spawn_vram_gate(luid);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The VRAM-headroom monitor (auto mode, HAGS on): flips the process class REALTIME⇄HIGH on the
|
||||||
|
/// LOCAL memory segment's usage-vs-budget, with hysteresis. Its own DXGI factory/adapter (COM
|
||||||
|
/// objects never cross threads); polling a 2 s cadence — VRAM exhaustion is a seconds-scale
|
||||||
|
/// process, and the downgrade only has to beat the *next* NVENC submission pile-up, not a frame.
|
||||||
|
fn spawn_vram_gate(luid: LUID) {
|
||||||
|
let _ = std::thread::Builder::new()
|
||||||
|
.name("pf-gpu-prio".into())
|
||||||
|
.spawn(move || {
|
||||||
|
use windows::Win32::Graphics::Dxgi::{
|
||||||
|
CreateDXGIFactory1, IDXGIAdapter3, IDXGIFactory4, DXGI_MEMORY_SEGMENT_GROUP_LOCAL,
|
||||||
|
DXGI_QUERY_VIDEO_MEMORY_INFO,
|
||||||
|
};
|
||||||
|
use windows::Win32::System::Threading::GetCurrentProcess;
|
||||||
|
// SAFETY: plain DXGI object creation + LUID lookup; the COM objects are created on
|
||||||
|
// and confined to this thread.
|
||||||
|
let adapter: Option<IDXGIAdapter3> = unsafe {
|
||||||
|
CreateDXGIFactory1::<IDXGIFactory4>()
|
||||||
|
.and_then(|f| f.EnumAdapterByLuid::<IDXGIAdapter3>(luid))
|
||||||
|
.ok()
|
||||||
|
};
|
||||||
|
let Some(adapter) = adapter else {
|
||||||
|
tracing::warn!("pf-gpu-prio: adapter lookup failed — staying HIGH");
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
let mut realtime = false; // we start at the HIGH floor
|
||||||
|
let mut clean_ticks = 0u32;
|
||||||
|
loop {
|
||||||
|
let mut mi = DXGI_QUERY_VIDEO_MEMORY_INFO::default();
|
||||||
|
// SAFETY: `adapter` is a live IDXGIAdapter3 owned by this thread; the query
|
||||||
|
// fills the local out-struct `mi`.
|
||||||
|
let info = unsafe {
|
||||||
|
adapter.QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &mut mi)
|
||||||
|
};
|
||||||
|
if info.is_ok() {
|
||||||
|
let (usage, budget) = (mi.CurrentUsage, mi.Budget);
|
||||||
|
// checked_div = the budget>0 guard (a fresh/lost adapter reports 0).
|
||||||
|
// usage is bytes; *100 cannot overflow u64 at any real VRAM size.
|
||||||
|
if let Some(pct) = (usage * 100).checked_div(budget) {
|
||||||
|
if realtime && pct > VRAM_DOWNGRADE_PCT {
|
||||||
|
// SAFETY: pseudo-handle + by-name gdi32 call (setter's contract).
|
||||||
|
let st = unsafe {
|
||||||
|
d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), 4)
|
||||||
|
};
|
||||||
|
if st == Some(0) {
|
||||||
|
realtime = false;
|
||||||
|
clean_ticks = 0;
|
||||||
|
tracing::warn!(
|
||||||
|
vram_pct = pct,
|
||||||
|
"GPU priority REALTIME→HIGH (VRAM tightened — NVENC-hang \
|
||||||
|
hazard window)"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
} else if !realtime && pct <= VRAM_RESTORE_PCT {
|
||||||
|
clean_ticks += 1;
|
||||||
|
if clean_ticks >= VRAM_RESTORE_TICKS {
|
||||||
|
// SAFETY: same setter contract as above.
|
||||||
|
let st = unsafe {
|
||||||
|
d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), 5)
|
||||||
|
};
|
||||||
|
if st == Some(0) {
|
||||||
|
realtime = true;
|
||||||
|
tracing::info!(
|
||||||
|
vram_pct = pct,
|
||||||
|
"GPU priority HIGH→REALTIME (auto: VRAM headroom \
|
||||||
|
comfortable)"
|
||||||
|
);
|
||||||
|
} else {
|
||||||
|
// Can't ever reach REALTIME (privilege) — stop burning polls.
|
||||||
|
tracing::info!(
|
||||||
|
"pf-gpu-prio: REALTIME unavailable — monitor exiting \
|
||||||
|
(HIGH stands)"
|
||||||
|
);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else if !realtime {
|
||||||
|
clean_ticks = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
std::thread::sleep(std::time::Duration::from_secs(2));
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user