feat(windows-client): D3D11VA zero-copy hw decode + HDR10 present + GUI polish
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The client was pure software HEVC decode + CPU swscale->RGBA + a full-frame
dynamic-texture upload every frame -- the reason performance was poor on a GPU
box (the GPU sat idle while the CPU churned). This adds a hardware path, HDR,
and a GUI pass.

Performance -- D3D11VA zero-copy:
- gpu.rs (new): one D3D11 device (hardware + VIDEO_SUPPORT, WARP fallback,
  multithread-protected) shared by decoder and presenter via a Send/Sync
  OnceLock. Sharing is mandatory -- a decoded texture is only bindable on the
  device that created it. windows-rs COM interfaces are !Send/!Sync, so the
  unsafe impl is sound only under the multithread protection + disjoint
  decode(video ctx)/present(immediate ctx) split.
- video.rs: D3d11vaDecoder (raw FFI mirroring the Linux VAAPI module). The
  COM-typed AVD3D11VA{Device,Frames}Context are declared here (stable FFmpeg
  ABI) to avoid ffmpeg-sys binding the d3d11 headers; get_format builds a frames
  ctx with BindFlags=SHADER_RESOURCE so the NV12/P010 array slices are
  sampleable. av_frame_clone guard keeps each surface out of the reuse pool
  until the presenter drops it. Software decode stays as the fallback
  (DecoderPref Auto/Hardware/Software; auto falls back on init/decode error).
- present.rs: shared device; per-plane SRVs over the array slice
  (NV12->R8/R8G8, P010->R16/R16G16) + three pixel shaders (RGBA passthrough,
  NV12/BT.709, P010/BT.2020-PQ). present() now takes the frame by value so the
  GPU surface survives re-presents.

HDR:
- Detected in-band (transfer == SMPTE2084), same signal as the other clients.
  Swapchain flips to R10G10B10A2 + ST.2084 + HDR10 metadata. New Settings toggle
  gates advertising VIDEO_CAP_10BIT|HDR; host still gates 10-bit behind its own
  PUNKTFUNK_10BIT + actual-HDR-content checks.

GUI (windows-reactor):
- Host cards with accent-monogram avatars + colored status pills, InfoBar for
  errors/pairing hints, ToggleSwitch settings (+ HDR, decoder, bitrate), button
  icons, a richer connecting screen, and a stream HUD with GPU/CPU-decode + HDR
  status chips.

Not yet on-glass validated: the Linux dev box can't compile the cfg(windows)
code (ffmpeg/windows crates unfetched; WARP has no hw decode) -- only
cargo fmt checks it here. API shapes verified against the windows-rs/reactor
source and the YUV->RGB coefficients checked by hand, but D3D11VA + shaders +
the GUI need a real build (Windows CI / build VM) and on-glass test on the RTX
box. The host-side HDR encode path is unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-18 23:16:07 +00:00
parent af9bb54785
commit 0cc36fa130
8 changed files with 1121 additions and 222 deletions
+18 -8
View File
@@ -123,11 +123,21 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
framework backed by WinUI; PR #4499 added the `SwapChainPanel` widget + `set_swap_chain`). The framework backed by WinUI; PR #4499 added the `SwapChainPanel` widget + `set_swap_chain`). The
video is a **`SwapChainPanel`** bound to a **D3D11 composition swapchain** (WARP fallback for video is a **`SwapChainPanel`** bound to a **D3D11 composition swapchain** (WARP fallback for
the GPU-less dev box; runtime-compiled fullscreen-triangle shaders, Contain-fit letterbox), the GPU-less dev box; runtime-compiled fullscreen-triangle shaders, Contain-fit letterbox),
driven by reactor's per-frame `on_rendering`. **FFmpeg software HEVC decode** (D3D11VA hw decode driven by reactor's per-frame `on_rendering`. **FFmpeg HEVC decode with a D3D11VA
is the follow-up), **WASAPI** render + mic capture, **SDL3** gamepads (rumble/lightbar/DualSense), zero-copy hardware path** (`gpu.rs` shares one D3D11 device — hardware+`VIDEO_SUPPORT`, WARP
`mdns-sd` discovery, and the full trust surface — all **in-app**: host list (live mDNS + saved + fallback, multithread-protected — between the decoder and presenter; the decoder outputs
manual), settings (resolution/refresh/mic), SPAKE2 PIN pairing screen, TOFU, pinned-fp-mismatch NV12/P010 `ID3D11Texture2D` array slices with `BIND_SHADER_RESOURCE` and the presenter samples
re-pair. **Stream input** is Win32 low-level hooks (`WH_KEYBOARD_LL`/`WH_MOUSE_LL`) — reactor them via per-plane SRVs + YUV→RGB shaders — NV12/BT.709, P010/BT.2020-PQ; **software CPU decode
stays as the robust fallback**, auto-selected with a `DecoderPref` override). **HDR10**: the
client advertises 10-bit/HDR (Settings toggle), detects PQ in-band (`transfer == SMPTE2084`),
and flips the swapchain to `R10G10B10A2` + ST.2084 with HDR10 metadata. **WASAPI** render + mic
capture, **SDL3** gamepads (rumble/lightbar/DualSense), `mdns-sd` discovery, and the full trust
surface — all **in-app**: a polished WinUI shell (host cards w/ monogram + status pills,
`InfoBar` errors/hints, `ToggleSwitch` settings, status-chip stream HUD showing GPU/CPU decode +
HDR), host list (live mDNS + saved + manual), settings (resolution/refresh/decoder/bitrate/HDR/
mic), SPAKE2 PIN pairing screen, TOFU, pinned-fp-mismatch re-pair. **(D3D11VA + HDR present + the
GUI polish are written against the windows-rs/reactor APIs but not yet on-glass validated — the
dev VM is headless/WARP; needs the RTX box.)** **Stream input** is Win32 low-level hooks (`WH_KEYBOARD_LL`/`WH_MOUSE_LL`) — reactor
exposes no raw key/pointer events; native Windows VK + absolute mouse (client-rect Contain-fit) + exposes no raw key/pointer events; native Windows VK + absolute mouse (client-rect Contain-fit) +
wheel, Ctrl+Alt+Shift+Q capture toggle. `--headless`/`--discover` keep CLI paths. Builds + clippy wheel, Ctrl+Alt+Shift+Q capture toggle. `--headless`/`--discover` keep CLI paths. Builds + clippy
+ fmt green on `x86_64-pc-windows-msvc` (on the dev VM). **windows-reactor is unpublished** (git + fmt green on `x86_64-pc-windows-msvc` (on the dev VM). **windows-reactor is unpublished** (git
@@ -135,9 +145,9 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
with `set_swap_chain`); its `build.rs` downloads the Win App SDK NuGets + needs `CARGO_WORKSPACE_DIR` with `set_swap_chain`); its `build.rs` downloads the Win App SDK NuGets + needs `CARGO_WORKSPACE_DIR`
set (in the VM build env; `/temp`+`/winmd` gitignored). Gotcha: `CARGO_HOME` must be an ASCII path set (in the VM build env; `/temp`+`/winmd` gitignored). Gotcha: `CARGO_HOME` must be an ASCII path
— the `ü` in the dev box's username breaks SDL3's MSVC precompiled-header build. Next: **on-glass — the `ü` in the dev box's username breaks SDL3's MSVC precompiled-header build. Next: **on-glass
validation** (the dev VM is headless/Session-0 → the WinUI window needs a display: RDP or the RTX validation** of the D3D11VA decode + HDR present + GUI on the RTX box (the dev VM is
box), D3D11VA hw decode + 10-bit/HDR present, RAWINPUT relative-mouse pointer-lock, and a per-host headless/Session-0/WARP → the WinUI window + hardware decode need a real display+GPU: RDP or the
speed test in the UI. RTX box), then RAWINPUT relative-mouse pointer-lock and a per-host speed test in the UI.
2. **Sub-frame pipelining**: overlap encode and transmit within a frame. Requires a direct 2. **Sub-frame pipelining**: overlap encode and transmit within a frame. Requires a direct
NVENC SDK wrapper (libavcodec only emits whole AUs) — the next big latency lever (~24 ms NVENC SDK wrapper (libavcodec only emits whole AUs) — the next big latency lever (~24 ms
at high res). at high res).
+253 -46
View File
@@ -16,7 +16,7 @@ use crate::gamepad::GamepadService;
use crate::present::Presenter; use crate::present::Presenter;
use crate::session::{self, SessionEvent, SessionParams, Stats}; use crate::session::{self, SessionEvent, SessionParams, Stats};
use crate::trust::{self, KnownHost, KnownHosts, Settings}; use crate::trust::{self, KnownHost, KnownHosts, Settings};
use crate::video::DecodedFrame; use crate::video::{DecodedFrame, DecoderPref};
use punktfunk_core::client::NativeClient; use punktfunk_core::client::NativeClient;
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode}; use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
use std::cell::RefCell; use std::cell::RefCell;
@@ -31,6 +31,14 @@ const RESOLUTIONS: &[(u32, u32)] = &[
(3840, 2160), (3840, 2160),
]; ];
const REFRESH: &[u32] = &[0, 30, 60, 90, 120, 144, 165, 240]; const REFRESH: &[u32] = &[0, 30, 60, 90, 120, 144, 165, 240];
/// Decode backend presets: `(stored value, display label)`.
const DECODERS: &[(&str, &str)] = &[
("auto", "Automatic (GPU, fall back to CPU)"),
("hardware", "Hardware (GPU / D3D11VA)"),
("software", "Software (CPU)"),
];
/// Bitrate presets in Mb/s; `0` = host default.
const BITRATES_MBPS: &[u32] = &[0, 10, 20, 30, 50, 80, 150];
#[derive(Clone, PartialEq)] #[derive(Clone, PartialEq)]
enum Screen { enum Screen {
@@ -189,10 +197,61 @@ fn page(children: Vec<Element>) -> Element {
scroll_view(col).into() scroll_view(col).into()
} }
/// A clickable host row: name + address/badge + chevron. /// A rounded square "monogram" for a host, the first letter on an accent fill — a clean leading
/// visual that avoids depending on an icon font being installed.
fn avatar(name: &str) -> Border {
let initial = name
.chars()
.find(|c| c.is_alphanumeric())
.map(|c| c.to_uppercase().to_string())
.unwrap_or_else(|| "?".into());
border(
text_block(initial)
.font_size(17.0)
.semibold()
.foreground(ThemeRef::AccentText)
.horizontal_alignment(HorizontalAlignment::Center)
.vertical_alignment(VerticalAlignment::Center),
)
.background(ThemeRef::Accent)
.corner_radius(10.0)
.width(40.0)
.height(40.0)
}
/// Pill chip colour intent.
#[derive(Clone, Copy)]
enum Pill {
Accent,
Good,
Neutral,
}
/// A small rounded status chip (paired/PIN/HDR/etc.).
fn pill(text: &str, kind: Pill) -> Border {
let (bg, fg) = match kind {
Pill::Accent => (ThemeRef::Accent, ThemeRef::AccentText),
Pill::Good => (ThemeRef::SystemSuccessBackground, ThemeRef::SystemSuccess),
Pill::Neutral => (ThemeRef::SubtleFill, ThemeRef::SecondaryText),
};
border(text_block(text).font_size(11.0).semibold().foreground(fg))
.background(bg)
.corner_radius(10.0)
.padding(edges(9.0, 3.0, 9.0, 3.0))
}
/// A clickable host row: monogram + name/address + status pill + chevron.
fn host_card(name: &str, sub: &str, badge: &str, on_tap: impl Fn() + 'static) -> Element { fn host_card(name: &str, sub: &str, badge: &str, on_tap: impl Fn() + 'static) -> Element {
let kind = match badge {
"Paired" => Pill::Good,
"Open" => Pill::Neutral,
_ => Pill::Accent, // Trusted / PIN
};
card( card(
grid(( grid((
avatar(name)
.grid_column(0)
.vertical_alignment(VerticalAlignment::Center),
vstack(( vstack((
text_block(name).font_size(15.0).semibold(), text_block(name).font_size(15.0).semibold(),
text_block(sub) text_block(sub)
@@ -200,21 +259,25 @@ fn host_card(name: &str, sub: &str, badge: &str, on_tap: impl Fn() + 'static) ->
.foreground(ThemeRef::SecondaryText), .foreground(ThemeRef::SecondaryText),
)) ))
.spacing(2.0) .spacing(2.0)
.grid_column(0)
.vertical_alignment(VerticalAlignment::Center),
text_block(badge)
.font_size(12.0)
.foreground(ThemeRef::SecondaryText)
.grid_column(1) .grid_column(1)
.vertical_alignment(VerticalAlignment::Center) .vertical_alignment(VerticalAlignment::Center)
.margin(edges(0.0, 0.0, 12.0, 0.0)), .margin(edges(12.0, 0.0, 0.0, 0.0)),
pill(badge, kind)
.grid_column(2)
.vertical_alignment(VerticalAlignment::Center)
.margin(edges(0.0, 0.0, 10.0, 0.0)),
text_block("\u{203A}") text_block("\u{203A}")
.font_size(18.0) .font_size(18.0)
.foreground(ThemeRef::SecondaryText) .foreground(ThemeRef::SecondaryText)
.grid_column(2) .grid_column(3)
.vertical_alignment(VerticalAlignment::Center), .vertical_alignment(VerticalAlignment::Center),
)) ))
.columns([GridLength::Star(1.0), GridLength::Auto, GridLength::Auto]), .columns([
GridLength::Auto,
GridLength::Star(1.0),
GridLength::Auto,
GridLength::Auto,
]),
) )
.on_tapped(on_tap) .on_tapped(on_tap)
.into() .into()
@@ -281,22 +344,35 @@ fn root(cx: &mut RenderCx, ctx: &Arc<AppCtx>) -> Element {
}; };
match screen { match screen {
Screen::Hosts => component(hosts_page, HostsProps { svc, hosts, status }), Screen::Hosts => component(hosts_page, HostsProps { svc, hosts, status }),
Screen::Connecting => vstack(( Screen::Connecting => {
let target_name = ctx.shared.target.lock().unwrap().name.clone();
let headline = if target_name.is_empty() {
"Connecting\u{2026}".to_string()
} else {
format!("Connecting to {target_name}\u{2026}")
};
vstack((
ProgressRing::indeterminate() ProgressRing::indeterminate()
.width(48.0) .width(48.0)
.height(48.0) .height(48.0)
.horizontal_alignment(HorizontalAlignment::Center), .horizontal_alignment(HorizontalAlignment::Center),
text_block("Connecting\u{2026}") text_block(headline)
.font_size(16.0) .font_size(18.0)
.semibold()
.horizontal_alignment(HorizontalAlignment::Center), .horizontal_alignment(HorizontalAlignment::Center),
text_block(status.clone()) text_block(if status.is_empty() {
"Negotiating the session and creating the virtual display\u{2026}".to_string()
} else {
status.clone()
})
.foreground(ThemeRef::SecondaryText) .foreground(ThemeRef::SecondaryText)
.horizontal_alignment(HorizontalAlignment::Center), .horizontal_alignment(HorizontalAlignment::Center),
)) ))
.spacing(16.0) .spacing(16.0)
.horizontal_alignment(HorizontalAlignment::Center) .horizontal_alignment(HorizontalAlignment::Center)
.vertical_alignment(VerticalAlignment::Center) .vertical_alignment(VerticalAlignment::Center)
.into(), .into()
}
// settings_page uses no hooks (it never touches `cx`), so calling it inline is sound. // settings_page uses no hooks (it never touches `cx`), so calling it inline is sound.
Screen::Settings => settings_page(ctx, &set_screen), Screen::Settings => settings_page(ctx, &set_screen),
Screen::Pair => component(pair_page, svc), Screen::Pair => component(pair_page, svc),
@@ -327,6 +403,7 @@ fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
.grid_column(0) .grid_column(0)
.vertical_alignment(VerticalAlignment::Center), .vertical_alignment(VerticalAlignment::Center),
button("Settings") button("Settings")
.icon(SymbolGlyph::Setting)
.on_click({ .on_click({
let ss = set_screen.clone(); let ss = set_screen.clone();
move || ss.call(Screen::Settings) move || ss.call(Screen::Settings)
@@ -340,7 +417,13 @@ fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
); );
if !status.is_empty() { if !status.is_empty() {
body.push(card(text_block(status.to_string()).foreground(ThemeRef::SystemCritical)).into()); body.push(
InfoBar::new("Couldn't connect")
.message(status.to_string())
.error()
.is_closable(false)
.into(),
);
} }
// Saved (trusted/paired) hosts. // Saved (trusted/paired) hosts.
@@ -439,6 +522,7 @@ fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
.vertical_alignment(VerticalAlignment::Center), .vertical_alignment(VerticalAlignment::Center),
button("Connect") button("Connect")
.accent() .accent()
.icon(SymbolGlyph::Forward)
.on_click(connect_manual) .on_click(connect_manual)
.grid_column(1) .grid_column(1)
.margin(edges(8.0, 0.0, 0.0, 0.0)), .margin(edges(8.0, 0.0, 0.0, 0.0)),
@@ -515,6 +599,8 @@ fn connect(
gamepad: gamepad_pref, gamepad: gamepad_pref,
bitrate_kbps: s.bitrate_kbps, bitrate_kbps: s.bitrate_kbps,
mic_enabled: s.mic_enabled, mic_enabled: s.mic_enabled,
hdr_enabled: s.hdr_enabled,
decoder: DecoderPref::from_name(&s.decoder),
pin, pin,
identity: ctx.identity.clone(), identity: ctx.identity.clone(),
}); });
@@ -594,9 +680,13 @@ fn pair_page(props: &Svc, cx: &mut RenderCx) -> Element {
code.clone(), code.clone(),
target.clone(), target.clone(),
); );
button("Pair & Connect").accent().on_click(move || { button("Pair & Connect")
.accent()
.icon(SymbolGlyph::Accept)
.on_click(move || {
let pin = code2.trim().to_string(); let pin = code2.trim().to_string();
let (ctx3, ss, st, target3) = (ctx2.clone(), ss.clone(), st.clone(), target2.clone()); let (ctx3, ss, st, target3) =
(ctx2.clone(), ss.clone(), st.clone(), target2.clone());
std::thread::spawn(move || { std::thread::spawn(move || {
let name = let name =
std::env::var("COMPUTERNAME").unwrap_or_else(|_| "windows-client".into()); std::env::var("COMPUTERNAME").unwrap_or_else(|_| "windows-client".into());
@@ -630,28 +720,47 @@ fn pair_page(props: &Svc, cx: &mut RenderCx) -> Element {
}; };
let cancel_btn = { let cancel_btn = {
let ss = set_screen.clone(); let ss = set_screen.clone();
button("Cancel").on_click(move || ss.call(Screen::Hosts)) button("Cancel")
.icon(SymbolGlyph::Cancel)
.on_click(move || ss.call(Screen::Hosts))
}; };
let content = card(vstack(( let content = card(vstack((
grid((
avatar(&target.name)
.grid_column(0)
.vertical_alignment(VerticalAlignment::Center),
vstack((
text_block(format!("Pair with {}", target.name)) text_block(format!("Pair with {}", target.name))
.font_size(20.0) .font_size(20.0)
.semibold(), .semibold(),
text_block( text_block(format!("{}:{}", target.addr, target.port))
"Arm pairing on the host (its console or web console), then enter the 4-digit PIN it \ .font_size(12.0)
shows.", .foreground(ThemeRef::SecondaryText),
))
.spacing(2.0)
.grid_column(1)
.vertical_alignment(VerticalAlignment::Center)
.margin(edges(12.0, 0.0, 0.0, 0.0)),
))
.columns([GridLength::Auto, GridLength::Star(1.0)]),
InfoBar::new("Arm pairing on the host")
.message(
"On the host's console or web console, start pairing — it shows a 4-digit PIN. \
Enter it below within 90 seconds.",
) )
.foreground(ThemeRef::SecondaryText) .informational()
.max_width(440.0), .is_closable(false),
text_box(code) text_box(code)
.placeholder("PIN") .placeholder("PIN")
.font_size(28.0)
.on_changed(move |s| set_code.call(s)), .on_changed(move |s| set_code.call(s)),
hstack((pair_btn, cancel_btn)).spacing(8.0), hstack((pair_btn, cancel_btn)).spacing(8.0),
)) ))
.spacing(14.0)) .spacing(16.0))
.max_width(480.0) .max_width(480.0)
.horizontal_alignment(HorizontalAlignment::Center) .horizontal_alignment(HorizontalAlignment::Center)
.margin(edges(0.0, 80.0, 0.0, 0.0)); .margin(edges(0.0, 60.0, 0.0, 0.0));
page(vec![content.into()]) page(vec![content.into()])
} }
@@ -708,10 +817,69 @@ fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen>) -> Eleme
s.save(); s.save();
}) })
}; };
let dec_i = DECODERS
.iter()
.position(|&(v, _)| v == s.decoder)
.unwrap_or(0) as i32;
let dec_names: Vec<String> = DECODERS.iter().map(|&(_, l)| l.to_string()).collect();
let decoder_combo = {
let ctx = ctx.clone();
ComboBox::new(dec_names)
.header("Video decoder")
.selected_index(dec_i)
.on_selection_changed(move |i: i32| {
let (v, _) = DECODERS[(i.max(0) as usize).min(DECODERS.len() - 1)];
let mut s = ctx.settings.lock().unwrap();
s.decoder = v.to_string();
s.save();
})
};
let br_i = BITRATES_MBPS
.iter()
.position(|&m| m * 1000 == s.bitrate_kbps)
.unwrap_or(0) as i32;
let br_names: Vec<String> = BITRATES_MBPS
.iter()
.map(|&m| {
if m == 0 {
"Automatic".into()
} else {
format!("{m} Mb/s")
}
})
.collect();
let bitrate_combo = {
let ctx = ctx.clone();
ComboBox::new(br_names)
.header("Bitrate")
.selected_index(br_i)
.on_selection_changed(move |i: i32| {
let m = BITRATES_MBPS[(i.max(0) as usize).min(BITRATES_MBPS.len() - 1)];
let mut s = ctx.settings.lock().unwrap();
s.bitrate_kbps = m * 1000;
s.save();
})
};
let hdr_toggle = {
let ctx = ctx.clone();
ToggleSwitch::new(s.hdr_enabled)
.header("HDR (10-bit, BT.2020 PQ)")
.on_content("On")
.off_content("Off")
.on_changed(move |on: bool| {
let mut s = ctx.settings.lock().unwrap();
s.hdr_enabled = on;
s.save();
})
};
let mic_toggle = { let mic_toggle = {
let ctx = ctx.clone(); let ctx = ctx.clone();
check_box(s.mic_enabled) ToggleSwitch::new(s.mic_enabled)
.label("Stream microphone to the host") .header("Stream microphone to the host")
.on_content("On")
.off_content("Off")
.on_changed(move |on: bool| { .on_changed(move |on: bool| {
let mut s = ctx.settings.lock().unwrap(); let mut s = ctx.settings.lock().unwrap();
s.mic_enabled = on; s.mic_enabled = on;
@@ -727,6 +895,7 @@ fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen>) -> Eleme
.vertical_alignment(VerticalAlignment::Center), .vertical_alignment(VerticalAlignment::Center),
button("Back") button("Back")
.accent() .accent()
.icon(SymbolGlyph::Back)
.on_click({ .on_click({
let ss = set_screen.clone(); let ss = set_screen.clone();
move || ss.call(Screen::Hosts) move || ss.call(Screen::Hosts)
@@ -739,7 +908,7 @@ fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen>) -> Eleme
let stream_card = card( let stream_card = card(
vstack(( vstack((
text_block("Stream").font_size(15.0).semibold(), text_block("Display").font_size(15.0).semibold(),
text_block("The host creates a virtual display at exactly this mode.") text_block("The host creates a virtual display at exactly this mode.")
.font_size(12.0) .font_size(12.0)
.foreground(ThemeRef::SecondaryText), .foreground(ThemeRef::SecondaryText),
@@ -749,13 +918,31 @@ fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen>) -> Eleme
.spacing(10.0), .spacing(10.0),
); );
let video_card = card(
vstack((
text_block("Video").font_size(15.0).semibold(),
text_block(
"Hardware decode (D3D11VA) is zero-copy and far lighter than software — keep it on \
Automatic unless debugging.",
)
.font_size(12.0)
.foreground(ThemeRef::SecondaryText),
decoder_combo,
bitrate_combo,
hdr_toggle,
))
.spacing(10.0),
);
let audio_card = let audio_card =
card(vstack((text_block("Audio").font_size(15.0).semibold(), mic_toggle)).spacing(10.0)); card(vstack((text_block("Audio").font_size(15.0).semibold(), mic_toggle)).spacing(10.0));
page(vec![ page(vec![
header.into(), header.into(),
section("STREAM"), section("DISPLAY"),
stream_card.into(), stream_card.into(),
section("VIDEO"),
video_card.into(),
section("AUDIO"), section("AUDIO"),
audio_card.into(), audio_card.into(),
]) ])
@@ -764,12 +951,13 @@ fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen>) -> Eleme
// --- stream page -------------------------------------------------------------------------- // --- stream page --------------------------------------------------------------------------
fn present_newest(ctx: &mut PresentCtx) { fn present_newest(ctx: &mut PresentCtx) {
// Drain to the newest decoded frame (drop any backlog) and hand it to the presenter by value —
// the GPU zero-copy path retains the decoder surface across re-presents, so ownership matters.
let mut newest = None; let mut newest = None;
while let Ok(f) = ctx.frames.try_recv() { while let Ok(f) = ctx.frames.try_recv() {
newest = Some(f); newest = Some(f);
} }
let cpu = newest.as_ref().map(|DecodedFrame::Cpu(c)| c); ctx.presenter.present(newest);
ctx.presenter.present(cpu);
} }
fn stream_page(props: &StreamProps, cx: &mut RenderCx) -> Element { fn stream_page(props: &StreamProps, cx: &mut RenderCx) -> Element {
@@ -839,34 +1027,53 @@ fn stream_page(props: &StreamProps, cx: &mut RenderCx) -> Element {
.into() .into()
} }
/// The streaming HUD overlay (top-right), mirroring the Apple client: mode + fps/throughput, the /// A small chip for the dark HUD: coloured text on a translucent dark fill.
/// capture→client latency + decode time, and the release-cursor hint. Layered over the fn hud_chip(text: &str, color: Color) -> Border {
border(
text_block(text)
.font_size(11.0)
.semibold()
.foreground(color),
)
.background(Color::rgb(38, 38, 38))
.corner_radius(8.0)
.padding(edges(8.0, 2.0, 8.0, 2.0))
}
/// The streaming HUD overlay (top-right), mirroring the Apple client: a chip row (mode · decode
/// path · HDR), the fps/throughput/latency line, and the release-cursor hint. Layered over the
/// `SwapChainPanel` in the same grid cell. /// `SwapChainPanel` in the same grid cell.
fn hud_overlay(stats: &Stats, mode: Option<Mode>) -> Element { fn hud_overlay(stats: &Stats, mode: Option<Mode>) -> Element {
let res = mode let res = mode
.map(|m| format!("{}\u{00D7}{}@{}", m.width, m.height, m.refresh_hz)) .map(|m| format!("{}\u{00D7}{}@{}", m.width, m.height, m.refresh_hz))
.unwrap_or_else(|| "\u{2014}".into()); .unwrap_or_else(|| "\u{2014}".into());
let line1 = format!("{res} {:.0} fps {:.1} Mb/s", stats.fps, stats.mbps); let mut chips: Vec<Element> = vec![hud_chip(&res, Color::rgb(235, 235, 235)).into()];
let line2 = format!( chips.push(if stats.hardware {
"capture\u{2192}client {:.1} ms p50 \u{00B7} decode {:.1} ms", hud_chip("GPU decode", Color::rgb(120, 220, 150)).into()
stats.latency_ms, stats.decode_ms } else {
hud_chip("CPU decode", Color::rgb(240, 190, 90)).into()
});
if stats.hdr {
chips.push(hud_chip("HDR", Color::rgb(255, 205, 90)).into());
}
let line = format!(
"{:.0} fps \u{00B7} {:.1} Mb/s \u{00B7} {:.1} ms p50 \u{00B7} decode {:.1} ms",
stats.fps, stats.mbps, stats.latency_ms, stats.decode_ms
); );
border( border(
vstack(( vstack((
text_block(line1) hstack(chips).spacing(6.0),
.font_size(12.0) text_block(line)
.foreground(Color::rgb(255, 255, 255)),
text_block(line2)
.font_size(11.0) .font_size(11.0)
.foreground(Color::rgb(200, 200, 200)), .foreground(Color::rgb(210, 210, 210)),
text_block("Ctrl+Alt+Shift+Q releases the mouse") text_block("Ctrl+Alt+Shift+Q releases the mouse")
.font_size(11.0) .font_size(11.0)
.foreground(Color::rgb(160, 160, 160)), .foreground(Color::rgb(150, 150, 150)),
)) ))
.spacing(2.0), .spacing(6.0),
) )
.background(Color::rgb(0, 0, 0)) .background(Color::rgb(0, 0, 0))
.corner_radius(8.0) .corner_radius(10.0)
.padding(uniform(10.0)) .padding(uniform(10.0))
.opacity(0.82) .opacity(0.82)
.horizontal_alignment(HorizontalAlignment::Right) .horizontal_alignment(HorizontalAlignment::Right)
+121
View File
@@ -0,0 +1,121 @@
//! The single Direct3D 11 device shared by the video decoder (D3D11VA hardware decode) and the
//! presenter (the `SwapChainPanel` composition swapchain + the present draw).
//!
//! Zero-copy hardware decode requires FFmpeg to decode HEVC into `ID3D11Texture2D`s created by the
//! **same** device the presenter binds as shader resources and draws with — a texture from one
//! device can't be sampled by another. So the device is created once, here, and both subsystems
//! pull it from a process-global `OnceLock` (initialised on whichever thread asks first: the
//! session pump when it builds the decoder, or the UI thread when it builds the presenter).
//!
//! **Thread-safety.** windows-rs COM interfaces are deliberately `!Send`/`!Sync` — thread-safety
//! is per-object, not universal. An `ID3D11Device` and its immediate context become free-threaded
//! once `ID3D11Multithread::SetMultithreadProtected(TRUE)` is set, which FFmpeg's D3D11VA backend
//! does inside `av_hwdevice_ctx_init` (it installs an `ID3D11Multithread`-based default lock when we
//! leave `AVD3D11VADeviceContext.lock` null). The decoder then uses FFmpeg's separate
//! `ID3D11VideoContext` for decode while the presenter uses the immediate context for draw; under
//! multithread protection D3D serialises the two internally, and decode/draw touch disjoint context
//! state. That makes the `unsafe impl Send + Sync` below sound for exactly this usage.
use anyhow::{anyhow, Result};
use std::sync::OnceLock;
use windows::core::Interface;
use windows::Win32::Graphics::Direct3D::{
D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1,
};
use windows::Win32::Graphics::Direct3D11::{
D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext, ID3D11Multithread,
D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_CREATE_DEVICE_VIDEO_SUPPORT, D3D11_SDK_VERSION,
};
pub struct SharedDevice {
pub device: ID3D11Device,
pub context: ID3D11DeviceContext,
/// True when this is a real GPU (hardware) adapter — a precondition for D3D11VA decode. WARP
/// (the GPU-less dev box) creates fine for present but cannot hardware-decode HEVC, so the
/// decoder skips straight to the software path there.
pub hardware: bool,
}
// Sound for our usage — see the module docs: the device + immediate context are free-threaded under
// the multithread protection FFmpeg installs, and decode (video context) / present (immediate
// context) never share mutable context state.
unsafe impl Send for SharedDevice {}
unsafe impl Sync for SharedDevice {}
static SHARED: OnceLock<Option<SharedDevice>> = OnceLock::new();
/// The process-wide shared D3D11 device, created on first call. `None` only if D3D11 device
/// creation fails for both a hardware adapter and WARP (effectively never — WARP is always present).
pub fn shared() -> Option<&'static SharedDevice> {
SHARED.get_or_init(create).as_ref()
}
fn create() -> Option<SharedDevice> {
match create_device() {
Ok(d) => Some(d),
Err(e) => {
tracing::error!(error = %e, "shared D3D11 device creation failed — no present/decode");
None
}
}
}
fn create_device() -> Result<SharedDevice> {
// Preference order: a hardware adapter with video support (enables D3D11VA); the same without
// the VIDEO flag (a driver that rejects it still presents + software-decodes); finally WARP for
// the GPU-less box. BGRA_SUPPORT is required for the composition swapchain in every case.
let attempts = [
(D3D_DRIVER_TYPE_HARDWARE, true, true),
(D3D_DRIVER_TYPE_HARDWARE, false, true),
(D3D_DRIVER_TYPE_WARP, false, false),
];
for (driver, video, hardware) in attempts {
let flags = if video {
D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_VIDEO_SUPPORT
} else {
D3D11_CREATE_DEVICE_BGRA_SUPPORT
};
let mut device = None;
let mut context = None;
let r = unsafe {
D3D11CreateDevice(
None,
driver,
None,
flags,
Some(&[D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0]),
D3D11_SDK_VERSION,
Some(&mut device),
None,
Some(&mut context),
)
};
if r.is_ok() {
let (device, context) = (device.unwrap(), context.unwrap());
// Make the device + immediate context free-threaded: the decoder (D3D11VA video context,
// pump thread) and the presenter (immediate context, UI thread) both touch this device.
// FFmpeg also sets this during hwdevice init, but doing it up front keeps the
// cross-thread `Send`/`Sync` sound from the moment the device exists.
if let Ok(mt) = context.cast::<ID3D11Multithread>() {
unsafe { mt.SetMultithreadProtected(true) };
}
tracing::info!(
driver = if hardware {
"hardware"
} else {
"WARP (software)"
},
video,
"shared D3D11 device created"
);
return Ok(SharedDevice {
device,
context,
hardware,
});
}
}
Err(anyhow!(
"D3D11CreateDevice failed for both hardware and WARP"
))
}
+11 -2
View File
@@ -10,7 +10,8 @@
//! punktfunk-client (open the WinUI 3 window: host list, settings, pairing) //! punktfunk-client (open the WinUI 3 window: host list, settings, pairing)
//! punktfunk-client --discover (list punktfunk hosts on the LAN) //! punktfunk-client --discover (list punktfunk hosts on the LAN)
//! punktfunk-client --headless --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz] //! punktfunk-client --headless --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz]
//! [--bitrate MBPS] [--mic] (no window; count frames + print stats) //! [--bitrate MBPS] [--mic] [--decoder auto|hardware|software] [--no-hdr]
//! (no window; count frames + print stats)
// Link as a GUI (windows) subsystem binary so the default windowed launch (MSIX / double-click) // Link as a GUI (windows) subsystem binary so the default windowed launch (MSIX / double-click)
// does NOT pop a console window. The CLI paths (--headless/--discover) reattach to the launching // does NOT pop a console window. The CLI paths (--headless/--discover) reattach to the launching
@@ -26,6 +27,8 @@ mod discovery;
#[cfg(windows)] #[cfg(windows)]
mod gamepad; mod gamepad;
#[cfg(windows)] #[cfg(windows)]
mod gpu;
#[cfg(windows)]
mod input; mod input;
#[cfg(windows)] #[cfg(windows)]
mod present; mod present;
@@ -162,7 +165,11 @@ fn run_headless_cli(args: &[String], identity: (String, String)) {
} }
} }
tracing::info!(%host, port, ?mode, tofu = pin.is_none(), "connecting (headless)"); let decoder = arg("--decoder")
.map(|d| crate::video::DecoderPref::from_name(&d))
.unwrap_or_default();
tracing::info!(%host, port, ?mode, tofu = pin.is_none(), ?decoder, "connecting (headless)");
let handle = session::start(session::SessionParams { let handle = session::start(session::SessionParams {
host, host,
port, port,
@@ -171,6 +178,8 @@ fn run_headless_cli(args: &[String], identity: (String, String)) {
gamepad: GamepadPref::Auto, gamepad: GamepadPref::Auto,
bitrate_kbps, bitrate_kbps,
mic_enabled: flag("--mic"), mic_enabled: flag("--mic"),
hdr_enabled: !flag("--no-hdr"),
decoder,
pin, pin,
identity, identity,
}); });
+238 -89
View File
@@ -1,32 +1,41 @@
//! Direct3D11 presenter for a WinUI 3 `SwapChainPanel`: upload a decoded `CpuFrame` (RGBA) //! Direct3D11 presenter for a WinUI 3 `SwapChainPanel`. It draws a decoded frame Contain-fit into a
//! into a dynamic texture and draw it Contain-fit into a **composition** flip-model swapchain, //! **composition** flip-model swapchain, which the reactor stream page binds to the panel via
//! which the reactor stream page binds to the panel via `SwapChainPanelHandle::set_swap_chain`. //! `SwapChainPanelHandle::set_swap_chain`.
//! //!
//! The device prefers a hardware adapter and falls back to **WARP** (the GPU-less dev box runs //! Two frame sources, one swapchain:
//! the whole present path in software). The draw is a single full-screen triangle sampling the
//! video texture; a letterbox is produced by clearing the back buffer black and setting the
//! viewport to the Contain-fit rect (no per-frame vertex buffer).
//! //!
//! **HDR10**: when a frame is BT.2020 PQ (`CpuFrame::hdr`), the swapchain flips to //! * **GPU (zero-copy)** — [`crate::video::GpuFrame`] is a decoder-owned NV12/P010 `ID3D11Texture2D`
//! `R10G10B10A2` + `DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020` (+ HDR10 metadata) via //! array slice (D3D11VA). We create per-plane shader-resource views over the slice and convert
//! `ResizeBuffers`/`SetColorSpace1`; the decoded samples are already PQ-encoded so the shader is a //! YUV→RGB in a pixel shader: NV12 via BT.709 (`ps_nv12`), P010 via BT.2020 with the PQ transfer
//! plain passthrough and the compositor maps PQ→display. SDR stays 8-bit B8G8R8A8. //! left intact (`ps_p010`). No CPU copy. The decoder uses the **same** shared device
//! ([`crate::gpu`]) so the texture is bindable here.
//! * **CPU upload** — [`crate::video::CpuFrame`] is packed RGBA (SDR) or X2BGR10 (HDR) from the
//! software decoder; we upload it into a dynamic texture and draw it with a passthrough shader
//! (`ps_rgba`). The fallback path.
//!
//! **HDR10**: when a frame is BT.2020 PQ the swapchain flips to `R10G10B10A2` +
//! `DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020` (+ HDR10 metadata) via `ResizeBuffers`/
//! `SetColorSpace1`; the shader output is already PQ-encoded so the compositor maps PQ→display. SDR
//! stays 8-bit B8G8R8A8.
//! //!
//! All `windows` types here come from the same windows-rs commit as `windows-reactor`, so the //! All `windows` types here come from the same windows-rs commit as `windows-reactor`, so the
//! `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`. //! `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`.
use crate::video::CpuFrame; use crate::video::{DecodedFrame, GpuFrame};
use anyhow::{anyhow, Context, Result}; use anyhow::{anyhow, Context, Result};
use windows::core::{Interface, PCSTR}; use windows::core::{Interface, PCSTR};
use windows::Win32::Graphics::Direct3D::Fxc::{D3DCompile, D3DCOMPILE_OPTIMIZATION_LEVEL3}; use windows::Win32::Graphics::Direct3D::Fxc::{D3DCompile, D3DCOMPILE_OPTIMIZATION_LEVEL3};
use windows::Win32::Graphics::Direct3D::{ use windows::Win32::Graphics::Direct3D::{
ID3DBlob, D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_FEATURE_LEVEL_11_0, ID3DBlob, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D_SRV_DIMENSION_TEXTURE2DARRAY,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
}; };
use windows::Win32::Graphics::Direct3D11::*; use windows::Win32::Graphics::Direct3D11::*;
use windows::Win32::Graphics::Dxgi::Common::*; use windows::Win32::Graphics::Dxgi::Common::*;
use windows::Win32::Graphics::Dxgi::*; use windows::Win32::Graphics::Dxgi::*;
// One vertex shader (fullscreen triangle) + three pixel shaders, selected per frame source. tex0 is
// RGBA (passthrough) or the luma plane; tex1 is the chroma plane. The YUV→RGB matrices fold the
// limited→full range scale into the coefficients; for P010 the R16 sample is rescaled (×65535/65472)
// to undo the 10-bits-in-the-high-bits packing, then converted with BT.2020 NCL, PQ preserved.
const SHADER_HLSL: &str = r#" const SHADER_HLSL: &str = r#"
struct VSOut { float4 pos : SV_Position; float2 uv : TEXCOORD0; }; struct VSOut { float4 pos : SV_Position; float2 uv : TEXCOORD0; };
VSOut vs_main(uint vid : SV_VertexID) { VSOut vs_main(uint vid : SV_VertexID) {
@@ -36,44 +45,104 @@ VSOut vs_main(uint vid : SV_VertexID) {
o.uv = uv; o.uv = uv;
return o; return o;
} }
Texture2D tex : register(t0); Texture2D tex0 : register(t0);
Texture2D tex1 : register(t1);
SamplerState smp : register(s0); SamplerState smp : register(s0);
float4 ps_main(VSOut i) : SV_Target { return tex.Sample(smp, i.uv); }
float4 ps_rgba(VSOut i) : SV_Target { return tex0.Sample(smp, i.uv); }
float4 ps_nv12(VSOut i) : SV_Target {
float y = tex0.Sample(smp, i.uv).r;
float2 uv = tex1.Sample(smp, i.uv).rg;
float yy = (y - 0.0627451) * 1.164384; // (Y-16/255)*255/219
float u = uv.x - 0.5;
float v = uv.y - 0.5; // BT.709 limited, chroma scale folded
float r = yy + 1.792741 * v;
float g = yy - 0.213249 * u - 0.532909 * v;
float b = yy + 2.112402 * u;
return float4(saturate(float3(r, g, b)), 1.0);
}
float4 ps_p010(VSOut i) : SV_Target {
const float S = 65535.0 / 65472.0; // undo P010 high-bit packing → exact 10-bit / 1023
float y = tex0.Sample(smp, i.uv).r * S;
float2 uv = tex1.Sample(smp, i.uv).rg * S;
float yy = (y - 0.0625611) * 1.167808; // (Y-64/1023)*1023/876
float u = uv.x - 0.5;
float v = uv.y - 0.5; // BT.2020 NCL limited, chroma scale folded; PQ kept
float r = yy + 1.683611 * v;
float g = yy - 0.187877 * u - 0.652337 * v;
float b = yy + 2.148072 * u;
return float4(saturate(float3(r, g, b)), 1.0);
}
"#; "#;
/// A bound GPU frame: per-plane SRVs over the decoder's texture-array slice, plus the `GpuFrame`
/// itself kept alive so the decoder won't recycle the slice while we re-present it.
struct GpuView {
y: ID3D11ShaderResourceView,
c: ID3D11ShaderResourceView,
frame: GpuFrame,
}
/// Current draw source.
#[derive(Clone, Copy, PartialEq)]
enum Mode {
Empty,
Rgba,
Nv12,
P010,
}
pub struct Presenter { pub struct Presenter {
device: ID3D11Device, device: ID3D11Device,
context: ID3D11DeviceContext, context: ID3D11DeviceContext,
vs: ID3D11VertexShader, vs: ID3D11VertexShader,
ps: ID3D11PixelShader, ps_rgba: ID3D11PixelShader,
ps_nv12: ID3D11PixelShader,
ps_p010: ID3D11PixelShader,
sampler: ID3D11SamplerState, sampler: ID3D11SamplerState,
swap: IDXGISwapChain1, swap: IDXGISwapChain1,
rtv: Option<ID3D11RenderTargetView>, rtv: Option<ID3D11RenderTargetView>,
/// Video texture + SRV + dimensions; recreated when the decoded size changes. /// CPU-upload texture + SRV + dimensions; recreated when the decoded size/format changes.
tex: Option<(ID3D11Texture2D, ID3D11ShaderResourceView, u32, u32)>, cpu_tex: Option<(ID3D11Texture2D, ID3D11ShaderResourceView, u32, u32)>,
/// Bound zero-copy GPU frame (held to keep its decoder surface alive).
gpu: Option<GpuView>,
mode: Mode,
/// Source frame dimensions, for the Contain-fit letterbox.
src_w: u32,
src_h: u32,
/// Panel (swapchain) size in pixels, updated on resize. /// Panel (swapchain) size in pixels, updated on resize.
panel_w: u32, panel_w: u32,
panel_h: u32, panel_h: u32,
/// Whether the swapchain is currently in 10-bit HDR10 (R10G10B10A2 + ST.2084) mode; flipped /// Whether the swapchain is currently in 10-bit HDR10 (R10G10B10A2 + ST.2084) mode.
/// to match each frame's `hdr` flag.
hdr: bool, hdr: bool,
} }
impl Presenter { impl Presenter {
/// Create the D3D11 device + composition swapchain + shaders, sized to the panel. /// Create the presenter on the process-wide shared D3D11 device (the one the decoder uses), plus
/// the composition swapchain + shaders, sized to the panel.
pub fn new(width: u32, height: u32) -> Result<Presenter> { pub fn new(width: u32, height: u32) -> Result<Presenter> {
let (device, context) = create_device()?; let shared = crate::gpu::shared().ok_or_else(|| anyhow!("no shared D3D11 device"))?;
let (vs, ps, sampler) = build_pipeline(&device)?; let device = shared.device.clone();
let context = shared.context.clone();
let (vs, ps_rgba, ps_nv12, ps_p010, sampler) = build_pipeline(&device)?;
let swap = create_composition_swapchain(&device, width.max(1), height.max(1))?; let swap = create_composition_swapchain(&device, width.max(1), height.max(1))?;
Ok(Presenter { Ok(Presenter {
device, device,
context, context,
vs, vs,
ps, ps_rgba,
ps_nv12,
ps_p010,
sampler, sampler,
swap, swap,
rtv: None, rtv: None,
tex: None, cpu_tex: None,
gpu: None,
mode: Mode::Empty,
src_w: 1,
src_h: 1,
panel_w: width.max(1), panel_w: width.max(1),
panel_h: height.max(1), panel_h: height.max(1),
hdr: false, hdr: false,
@@ -104,31 +173,122 @@ impl Presenter {
self.panel_h = height; self.panel_h = height;
} }
/// Present one decoded frame (Contain-fit) — or, when `frame` is `None`, just re-present the /// Present one decoded frame (Contain-fit) — or, when `frame` is `None`, re-present the last one
/// last texture (or black). Called from the reactor `on_rendering` per-frame callback. /// (or black). Called from the reactor `on_rendering` per-frame callback on the UI thread. Takes
pub fn present(&mut self, frame: Option<&CpuFrame>) { /// the frame by value so the GPU path can retain the decoder surface across re-presents.
if let Some(f) = frame { pub fn present(&mut self, frame: Option<DecodedFrame>) {
if f.hdr != self.hdr { match frame {
self.set_hdr(f.hdr); Some(DecodedFrame::Cpu(c)) => {
if c.hdr != self.hdr {
self.set_hdr(c.hdr);
} }
if let Err(e) = self.upload(f) { if let Err(e) = self.upload(&c) {
tracing::warn!(error = %e, "frame upload failed"); tracing::warn!(error = %e, "frame upload failed");
} else {
self.mode = Mode::Rgba;
self.src_w = c.width;
self.src_h = c.height;
self.gpu = None; // drop any held GPU frame
} }
} }
Some(DecodedFrame::Gpu(g)) => {
if g.hdr != self.hdr {
self.set_hdr(g.hdr);
}
match self.bind_gpu(g) {
Ok(()) => {}
Err(e) => tracing::warn!(error = %e, "GPU frame bind failed"),
}
}
None => {}
}
self.draw();
}
/// Build per-plane SRVs over the decoded texture-array slice and retain the frame.
fn bind_gpu(&mut self, g: GpuFrame) -> Result<()> {
let tex: ID3D11Texture2D = unsafe {
let raw = g.texture_ptr();
ID3D11Texture2D::from_raw_borrowed(&raw)
.ok_or_else(|| anyhow!("null D3D11 texture"))?
.clone()
};
// NV12: R8 luma + R8G8 chroma. P010: R16 luma + R16G16 chroma (10 bits in the high bits).
let (fy, fc) = if g.hdr {
(DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM)
} else {
(DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM)
};
let y = self.array_srv(&tex, fy, g.index)?;
let c = self.array_srv(&tex, fc, g.index)?;
self.mode = if g.hdr { Mode::P010 } else { Mode::Nv12 };
self.src_w = g.width;
self.src_h = g.height;
self.gpu = Some(GpuView { y, c, frame: g });
Ok(())
}
/// A shader-resource view over a single slice of a texture array, reinterpreting the plane
/// format (the NV12/P010 sub-format trick D3D11 allows on video textures).
fn array_srv(
&self,
tex: &ID3D11Texture2D,
format: DXGI_FORMAT,
slice: u32,
) -> Result<ID3D11ShaderResourceView> {
let desc = D3D11_SHADER_RESOURCE_VIEW_DESC {
Format: format,
ViewDimension: D3D_SRV_DIMENSION_TEXTURE2DARRAY,
Anonymous: D3D11_SHADER_RESOURCE_VIEW_DESC_0 {
Texture2DArray: D3D11_TEX2D_ARRAY_SRV {
MostDetailedMip: 0,
MipLevels: 1,
FirstArraySlice: slice,
ArraySize: 1,
},
},
};
unsafe {
let mut srv = None;
self.device
.CreateShaderResourceView(tex, Some(&desc), Some(&mut srv))
.context("CreateShaderResourceView (array slice)")?;
srv.ok_or_else(|| anyhow!("null SRV"))
}
}
fn draw(&mut self) {
let Ok(rtv) = self.rtv() else { let Ok(rtv) = self.rtv() else {
return; return;
}; };
let (pw, ph) = (self.panel_w, self.panel_h); let (pw, ph) = (self.panel_w, self.panel_h);
// Resolve the current source's shader + the (up to two) SRVs to bind — cheap interface
// clones. Each arm yields `Option<(&pixel_shader, [Option<SRV>; 2])>`.
let binding = match self.mode {
Mode::Rgba => self
.cpu_tex
.as_ref()
.map(|(_, srv, _, _)| (&self.ps_rgba, [Some(srv.clone()), None])),
Mode::Nv12 => self
.gpu
.as_ref()
.map(|g| (&self.ps_nv12, [Some(g.y.clone()), Some(g.c.clone())])),
Mode::P010 => self
.gpu
.as_ref()
.map(|g| (&self.ps_p010, [Some(g.y.clone()), Some(g.c.clone())])),
Mode::Empty => None,
};
unsafe { unsafe {
let c = &self.context; let c = &self.context;
c.ClearRenderTargetView(&rtv, &[0.0, 0.0, 0.0, 1.0]); c.ClearRenderTargetView(&rtv, &[0.0, 0.0, 0.0, 1.0]);
if let Some((_, srv, vw, vh)) = &self.tex { if let Some((ps, srvs)) = binding {
// Contain-fit viewport: scale to the smaller axis, centre, letterbox the rest. // Contain-fit viewport: scale to the smaller axis, centre, letterbox the rest.
let (ww, wh, vfw, vfh) = ( let (ww, wh, vfw, vfh) = (
pw as f32, pw as f32,
ph as f32, ph as f32,
(*vw).max(1) as f32, self.src_w.max(1) as f32,
(*vh).max(1) as f32, self.src_h.max(1) as f32,
); );
let scale = (ww / vfw).min(wh / vfh); let scale = (ww / vfw).min(wh / vfh);
let (dw, dh) = (vfw * scale, vfh * scale); let (dw, dh) = (vfw * scale, vfh * scale);
@@ -146,8 +306,8 @@ impl Presenter {
c.IASetInputLayout(None); c.IASetInputLayout(None);
c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
c.VSSetShader(&self.vs, None); c.VSSetShader(&self.vs, None);
c.PSSetShader(&self.ps, None); c.PSSetShader(ps, None);
c.PSSetShaderResources(0, Some(&[Some(srv.clone())])); c.PSSetShaderResources(0, Some(&srvs));
c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())])); c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
c.Draw(3, 0); c.Draw(3, 0);
} }
@@ -155,14 +315,13 @@ impl Presenter {
} }
} }
/// Switch the swapchain between 8-bit SDR (B8G8R8A8, sRGB/BT.709) and 10-bit HDR10 /// Switch the swapchain between 8-bit SDR (B8G8R8A8, BT.709) and 10-bit HDR10 (R10G10B10A2,
/// (R10G10B10A2, ST.2084 PQ BT.2020). `ResizeBuffers` can change the back-buffer format in /// ST.2084 PQ BT.2020). `ResizeBuffers` changes the back-buffer format in place, so the panel
/// place, so the panel binding (`set_swap_chain`) stays valid — no rebind needed. The decoded /// binding (`set_swap_chain`) stays valid — no rebind. Both frame sources already produce
/// samples are already PQ-encoded BT.2020 (see `video::convert`), so the colour space is all the /// PQ-encoded BT.2020 for HDR, so the colour space is all the compositor needs.
/// compositor needs to map them to the display.
fn set_hdr(&mut self, on: bool) { fn set_hdr(&mut self, on: bool) {
self.rtv = None; // release back-buffer refs before ResizeBuffers self.rtv = None; // release back-buffer refs before ResizeBuffers
self.tex = None; // texture format changes (R10G10B10A2 vs R8G8B8A8) self.cpu_tex = None; // CPU texture format changes (R10G10B10A2 vs R8G8B8A8)
let format = if on { let format = if on {
DXGI_FORMAT_R10G10B10A2_UNORM DXGI_FORMAT_R10G10B10A2_UNORM
} else { } else {
@@ -208,9 +367,9 @@ impl Presenter {
tracing::info!(hdr = on, "swapchain colour mode switched"); tracing::info!(hdr = on, "swapchain colour mode switched");
} }
fn upload(&mut self, frame: &CpuFrame) -> Result<()> { fn upload(&mut self, frame: &crate::video::CpuFrame) -> Result<()> {
let (w, h) = (frame.width, frame.height); let (w, h) = (frame.width, frame.height);
let need_new = !matches!(&self.tex, Some((_, _, tw, th)) if *tw == w && *th == h); let need_new = !matches!(&self.cpu_tex, Some((_, _, tw, th)) if *tw == w && *th == h);
if need_new { if need_new {
let format = if self.hdr { let format = if self.hdr {
DXGI_FORMAT_R10G10B10A2_UNORM DXGI_FORMAT_R10G10B10A2_UNORM
@@ -246,9 +405,9 @@ impl Presenter {
.context("CreateShaderResourceView")?; .context("CreateShaderResourceView")?;
s.unwrap() s.unwrap()
}; };
self.tex = Some((texture, srv, w, h)); self.cpu_tex = Some((texture, srv, w, h));
} }
let (texture, _, _, _) = self.tex.as_ref().unwrap(); let (texture, _, _, _) = self.cpu_tex.as_ref().unwrap();
unsafe { unsafe {
let mut mapped = D3D11_MAPPED_SUBRESOURCE::default(); let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
self.context self.context
@@ -286,38 +445,6 @@ impl Presenter {
} }
} }
fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
for driver in [D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP] {
let mut device = None;
let mut context = None;
let r = unsafe {
D3D11CreateDevice(
None,
driver,
None,
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
Some(&[D3D_FEATURE_LEVEL_11_0]),
D3D11_SDK_VERSION,
Some(&mut device),
None,
Some(&mut context),
)
};
if r.is_ok() {
let name = if driver == D3D_DRIVER_TYPE_HARDWARE {
"hardware"
} else {
"WARP (software)"
};
tracing::info!(driver = name, "D3D11 device created");
return Ok((device.unwrap(), context.unwrap()));
}
}
Err(anyhow!(
"D3D11CreateDevice failed for both hardware and WARP"
))
}
/// A composition flip-model swapchain (no HWND) for binding to a XAML `SwapChainPanel`. /// A composition flip-model swapchain (no HWND) for binding to a XAML `SwapChainPanel`.
fn create_composition_swapchain( fn create_composition_swapchain(
device: &ID3D11Device, device: &ID3D11Device,
@@ -357,18 +484,34 @@ fn create_composition_swapchain(
fn build_pipeline( fn build_pipeline(
device: &ID3D11Device, device: &ID3D11Device,
) -> Result<(ID3D11VertexShader, ID3D11PixelShader, ID3D11SamplerState)> { ) -> Result<(
ID3D11VertexShader,
ID3D11PixelShader,
ID3D11PixelShader,
ID3D11PixelShader,
ID3D11SamplerState,
)> {
let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?; let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?;
let ps_blob = compile(SHADER_HLSL, "ps_main", "ps_5_0")?; let rgba_blob = compile(SHADER_HLSL, "ps_rgba", "ps_5_0")?;
let nv12_blob = compile(SHADER_HLSL, "ps_nv12", "ps_5_0")?;
let p010_blob = compile(SHADER_HLSL, "ps_p010", "ps_5_0")?;
unsafe { unsafe {
let mut vs = None; let mut vs = None;
device device
.CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs)) .CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs))
.context("CreateVertexShader")?; .context("CreateVertexShader")?;
let mut ps = None; let mut ps_rgba = None;
device device
.CreatePixelShader(blob_bytes(&ps_blob), None, Some(&mut ps)) .CreatePixelShader(blob_bytes(&rgba_blob), None, Some(&mut ps_rgba))
.context("CreatePixelShader")?; .context("CreatePixelShader (rgba)")?;
let mut ps_nv12 = None;
device
.CreatePixelShader(blob_bytes(&nv12_blob), None, Some(&mut ps_nv12))
.context("CreatePixelShader (nv12)")?;
let mut ps_p010 = None;
device
.CreatePixelShader(blob_bytes(&p010_blob), None, Some(&mut ps_p010))
.context("CreatePixelShader (p010)")?;
let sdesc = D3D11_SAMPLER_DESC { let sdesc = D3D11_SAMPLER_DESC {
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR, Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
AddressU: D3D11_TEXTURE_ADDRESS_CLAMP, AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
@@ -381,7 +524,13 @@ fn build_pipeline(
device device
.CreateSamplerState(&sdesc, Some(&mut sampler)) .CreateSamplerState(&sdesc, Some(&mut sampler))
.context("CreateSamplerState")?; .context("CreateSamplerState")?;
Ok((vs.unwrap(), ps.unwrap(), sampler.unwrap())) Ok((
vs.unwrap(),
ps_rgba.unwrap(),
ps_nv12.unwrap(),
ps_p010.unwrap(),
sampler.unwrap(),
))
} }
} }
@@ -427,9 +576,9 @@ fn blob_bytes(blob: &ID3DBlob) -> &[u8] {
} }
} }
/// Generic HDR10 mastering metadata: BT.2020 primaries + D65 white (0.00002 units), a 1000-nit /// Generic HDR10 mastering metadata: BT.2020 primaries + D65 white, a 1000-nit mastering display,
/// mastering display, MaxCLL 1000 / MaxFALL 400. The protocol doesn't carry the stream's real /// MaxCLL 1000 / MaxFALL 400. The protocol doesn't carry the stream's real mastering metadata yet
/// mastering metadata yet (host follow-up), so these are sane defaults the display tone-maps from. /// (host follow-up), so these are sane defaults the display tone-maps from.
fn hdr10_metadata() -> DXGI_HDR_METADATA_HDR10 { fn hdr10_metadata() -> DXGI_HDR_METADATA_HDR10 {
DXGI_HDR_METADATA_HDR10 { DXGI_HDR_METADATA_HDR10 {
RedPrimary: [35400, 14600], RedPrimary: [35400, 14600],
+31 -10
View File
@@ -8,7 +8,7 @@
//! (software-only here) and the audio backend (WASAPI). The pump body is identical. //! (software-only here) and the audio backend (WASAPI). The pump body is identical.
use crate::audio; use crate::audio;
use crate::video::{DecodedFrame, Decoder}; use crate::video::{DecodedFrame, Decoder, DecoderPref};
use punktfunk_core::client::NativeClient; use punktfunk_core::client::NativeClient;
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode}; use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
use punktfunk_core::PunktfunkError; use punktfunk_core::PunktfunkError;
@@ -25,6 +25,10 @@ pub struct SessionParams {
pub bitrate_kbps: u32, pub bitrate_kbps: u32,
/// Stream the default microphone to the host's virtual mic source. /// Stream the default microphone to the host's virtual mic source.
pub mic_enabled: bool, pub mic_enabled: bool,
/// Advertise 10-bit + HDR10 so the host may upgrade HDR content to a Main10/PQ stream.
pub hdr_enabled: bool,
/// Which video decode backend to use (auto/hardware/software).
pub decoder: DecoderPref,
/// Pinned host fingerprint; `None` = trust on first use (caller persists the observed one). /// Pinned host fingerprint; `None` = trust on first use (caller persists the observed one).
pub pin: Option<[u8; 32]>, pub pin: Option<[u8; 32]>,
pub identity: (String, String), pub identity: (String, String),
@@ -37,6 +41,10 @@ pub struct Stats {
pub decode_ms: f32, pub decode_ms: f32,
/// Median capture→decoded latency over the last window (host-clock corrected). /// Median capture→decoded latency over the last window (host-clock corrected).
pub latency_ms: f32, pub latency_ms: f32,
/// True when decoding on the GPU (D3D11VA zero-copy) vs. CPU (software).
pub hardware: bool,
/// True when the stream is BT.2020 PQ HDR10 (last decoded frame).
pub hdr: bool,
} }
pub enum SessionEvent { pub enum SessionEvent {
@@ -99,10 +107,15 @@ fn pump(
params.compositor, params.compositor,
params.gamepad, params.gamepad,
params.bitrate_kbps, params.bitrate_kbps,
// Advertise 10-bit + HDR10: the presenter handles BT.2020 PQ (R10G10B10A2) frames, so the // Advertise 10-bit + HDR10 (when enabled): the presenter handles BT.2020 PQ frames (P010 on
// host may upgrade HDR content to a Main10/PQ stream (it still only does so for actual HDR // the GPU path, X2BGR10 on software), so the host may upgrade HDR content to a Main10/PQ
// content with its own 10-bit gate). 8-bit SDR is unaffected. // stream — it still only does so for actual HDR content with its own 10-bit gate. 8-bit SDR
punktfunk_core::quic::VIDEO_CAP_10BIT | punktfunk_core::quic::VIDEO_CAP_HDR, // is unaffected. A client that turns HDR off advertises `0` and always gets the 8-bit stream.
if params.hdr_enabled {
punktfunk_core::quic::VIDEO_CAP_10BIT | punktfunk_core::quic::VIDEO_CAP_HDR
} else {
0
},
None, // launch: the Windows client has no library picker yet None, // launch: the Windows client has no library picker yet
params.pin, params.pin,
Some(params.identity), Some(params.identity),
@@ -132,13 +145,15 @@ fn pump(
fingerprint: connector.host_fingerprint, fingerprint: connector.host_fingerprint,
}); });
let mut decoder = match Decoder::new() { let mut decoder = match Decoder::new(params.decoder) {
Ok(d) => d, Ok(d) => d,
Err(e) => { Err(e) => {
let _ = ev_tx.send_blocking(SessionEvent::Ended(Some(format!("video decoder: {e}")))); let _ = ev_tx.send_blocking(SessionEvent::Ended(Some(format!("video decoder: {e}"))));
return; return;
} }
}; };
let mut hardware = decoder.is_hardware();
let mut hdr = false;
// Audio is best-effort: a session without it still streams. Gamepads are the // Audio is best-effort: a session without it still streams. Gamepads are the
// app-lifetime service's job (the UI attaches it on Connected). // app-lifetime service's job (the UI attaches it on Connected).
let player = audio::AudioPlayer::spawn() let player = audio::AudioPlayer::spawn()
@@ -178,12 +193,16 @@ fn pump(
match decoder.decode(&frame.data) { match decoder.decode(&frame.data) {
Ok(Some(decoded)) => { Ok(Some(decoded)) => {
total_frames += 1; total_frames += 1;
hdr = decoded.hdr();
// The backend can demote D3D11VA → software mid-session on a hardware error.
hardware = decoder.is_hardware();
if total_frames == 1 { if total_frames == 1 {
let DecodedFrame::Cpu(c) = &decoded; let (w, h) = decoded.dims();
tracing::info!( tracing::info!(
width = c.width, width = w,
height = c.height, height = h,
path = "software", path = if hardware { "d3d11va" } else { "software" },
hdr,
"first frame decoded" "first frame decoded"
); );
} }
@@ -253,6 +272,8 @@ fn pump(
0.0 0.0
}, },
latency_ms: p50 as f32 / 1000.0, latency_ms: p50 as f32 / 1000.0,
hardware,
hdr,
})); }));
window_start = Instant::now(); window_start = Instant::now();
frames_n = 0; frames_n = 0;
+7
View File
@@ -130,6 +130,11 @@ pub struct Settings {
pub inhibit_shortcuts: bool, pub inhibit_shortcuts: bool,
/// Stream the default microphone to the host's virtual mic source. /// Stream the default microphone to the host's virtual mic source.
pub mic_enabled: bool, pub mic_enabled: bool,
/// Advertise 10-bit + HDR10 so the host upgrades HDR content to a Main10/PQ stream (the client
/// presents it on a 10-bit ST.2084 swapchain). No effect on SDR content.
pub hdr_enabled: bool,
/// Video decode backend: `auto` (D3D11VA, fall back to software), `hardware`, or `software`.
pub decoder: String,
} }
impl Default for Settings { impl Default for Settings {
@@ -143,6 +148,8 @@ impl Default for Settings {
compositor: "auto".into(), compositor: "auto".into(),
inhibit_shortcuts: true, inhibit_shortcuts: true,
mic_enabled: false, mic_enabled: false,
hdr_enabled: true,
decoder: "auto".into(),
} }
} }
} }
+397 -22
View File
@@ -1,27 +1,76 @@
//! Video decode: reassembled HEVC access units → frames for the D3D11 presenter. //! Video decode: reassembled HEVC access units → frames for the D3D11 presenter.
//! //!
//! The dev box has no working GPU, so this ships the **software** backend first: libavcodec //! Two backends, picked at session start (override via [`DecoderPref`] / the Settings UI):
//! on the CPU + swscale to RGBA, uploaded into a D3D11 texture by the presenter. It runs
//! `AV_CODEC_FLAG_LOW_DELAY` with slice threading only — the host encodes zero-reorder
//! streams (no B-frames, in-band parameter sets on every IDR), so decode is strictly
//! one-in/one-out and frame threading would only add latency.
//! //!
//! `DecodedFrame` is an enum so the real-GPU **D3D11VA** path (decode → `NV12`/`P010` //! * **D3D11VA** (any GPU): libavcodec decodes on the GPU straight into `ID3D11Texture2D`s that
//! `ID3D11Texture2D`, zero-copy into the swapchain) can be added as a second variant without //! carry `D3D11_BIND_SHADER_RESOURCE`, so the presenter samples the decoded NV12/P010 surface
//! touching the session pump or the presenter's frame contract. //! directly — **zero copy** (no swscale, no CPU readback, no per-frame upload). The textures are
//! created by the process-wide shared device ([`crate::gpu`]) the presenter also draws with, which
//! is what makes them bindable there. This is the big latency/throughput win over software decode.
//! * **Software**: libavcodec on the CPU + swscale to a packed 4-byte format the presenter uploads
//! (`RGBA` for SDR, `X2BGR10` for HDR). The fallback on a GPU-less box (WARP), when D3D11VA init
//! fails, or when a mid-session hardware error demotes us — the host's IDR/RFI recovery
//! resynchronizes on the next keyframe either way.
//!
//! Both run `AV_CODEC_FLAG_LOW_DELAY`; the host encodes zero-reorder streams (no B-frames, in-band
//! parameter sets on every IDR), so decode is strictly one-in/one-out.
//!
//! HDR is detected in-band from the decoded frame's transfer characteristic (`SMPTE2084` / PQ in the
//! HEVC VUI) — the same signal every other punktfunk client keys off — not from a protocol field.
use anyhow::{anyhow, Context as _, Result}; use anyhow::{anyhow, bail, Context as _, Result};
use ffmpeg::format::Pixel; use ffmpeg::format::Pixel;
use ffmpeg::software::scaling; use ffmpeg::software::scaling;
use ffmpeg::util::frame::Video as AvFrame; use ffmpeg::util::frame::Video as AvFrame;
use ffmpeg_next as ffmpeg; use ffmpeg_next as ffmpeg;
use std::ffi::c_void;
use std::ptr;
use windows::core::Interface; // ID3D11Device::clone().into_raw() for the FFmpeg hwdevice ctx
/// Which decode backend to use; the Settings UI persists this as a string.
#[derive(Clone, Copy, PartialEq, Eq, Debug, Default)]
pub enum DecoderPref {
/// Try D3D11VA, fall back to software.
#[default]
Auto,
/// Force D3D11VA (error out if unavailable, for debugging).
Hardware,
/// Force software decode.
Software,
}
impl DecoderPref {
pub fn from_name(s: &str) -> DecoderPref {
match s {
"hardware" => DecoderPref::Hardware,
"software" => DecoderPref::Software,
_ => DecoderPref::Auto,
}
}
}
pub enum DecodedFrame { pub enum DecodedFrame {
Cpu(CpuFrame), Cpu(CpuFrame),
Gpu(GpuFrame),
} }
/// Packed 4-byte-per-pixel frame for a D3D11 texture upload (which takes a row pitch). The bytes impl DecodedFrame {
/// are `R8G8B8A8` for SDR and `X2BGR10` (== DXGI `R10G10B10A2`, R in the low 10 bits) for HDR. pub fn dims(&self) -> (u32, u32) {
match self {
DecodedFrame::Cpu(c) => (c.width, c.height),
DecodedFrame::Gpu(g) => (g.width, g.height),
}
}
pub fn hdr(&self) -> bool {
match self {
DecodedFrame::Cpu(c) => c.hdr,
DecodedFrame::Gpu(g) => g.hdr,
}
}
}
/// Packed 4-byte-per-pixel frame for a D3D11 dynamic-texture upload (which takes a row pitch). The
/// bytes are `R8G8B8A8` for SDR and `X2BGR10` (== DXGI `R10G10B10A2`, R in the low 10 bits) for HDR.
pub struct CpuFrame { pub struct CpuFrame {
pub width: u32, pub width: u32,
pub height: u32, pub height: u32,
@@ -33,26 +82,101 @@ pub struct CpuFrame {
pub hdr: bool, pub hdr: bool,
} }
/// A decoded frame still on the GPU: a D3D11 texture **array** plus the slice index the decoder
/// wrote this frame into. The presenter creates per-plane shader-resource views over the slice and
/// converts YUV→RGB in a pixel shader. The underlying surface stays alive — and out of the decoder's
/// reuse pool — for exactly as long as `guard` (an `av_frame_clone` of the decoded frame) lives.
pub struct GpuFrame {
pub width: u32,
pub height: u32,
/// Texture-array slice this frame occupies (`AVFrame::data[1]`).
pub index: u32,
/// BT.2020 PQ HDR10 (P010, ST.2084) vs ordinary 8-bit BT.709 SDR (NV12).
pub hdr: bool,
/// 10-bit (P010, R16 planes) vs 8-bit (NV12, R8 planes) — kept for the first-frame log; the
/// present path keys colour/format off `hdr` (the host couples 10-bit ⟺ HDR).
pub ten_bit: bool,
guard: D3d11FrameGuard,
}
impl GpuFrame {
/// The decoder's D3D11 texture array holding this frame's slice, borrowed from the live cloned
/// `AVFrame`. Construct the windows-rs interface on the thread that will use it (the presenter /
/// UI thread): COM interfaces are `!Send`, but the raw pointer is fine to carry across threads.
pub fn texture_ptr(&self) -> *mut c_void {
unsafe { (*self.guard.0).data[0] as *mut c_void }
}
}
/// Owns a cloned decoded `AVFrame` (which refs the D3D11 surface in the decoder pool). Dropping it
/// releases the surface back for reuse. The clone is plain refcounted data; freeing it from the
/// presenter thread is fine.
pub struct D3d11FrameGuard(*mut ffmpeg::ffi::AVFrame);
unsafe impl Send for D3d11FrameGuard {}
impl Drop for D3d11FrameGuard {
fn drop(&mut self) {
unsafe { ffmpeg::ffi::av_frame_free(&mut self.0) };
}
}
enum Backend {
D3d11va(D3d11vaDecoder),
Software(SoftwareDecoder),
}
pub struct Decoder { pub struct Decoder {
inner: SoftwareDecoder, backend: Backend,
} }
impl Decoder { impl Decoder {
pub fn new() -> Result<Decoder> { pub fn new(pref: DecoderPref) -> Result<Decoder> {
ffmpeg::init().context("ffmpeg init")?; ffmpeg::init().context("ffmpeg init")?;
if pref != DecoderPref::Software {
match D3d11vaDecoder::new() {
Ok(d) => {
tracing::info!("D3D11VA hardware decode active (zero-copy)");
return Ok(Decoder {
backend: Backend::D3d11va(d),
});
}
Err(e) => {
if pref == DecoderPref::Hardware {
return Err(e.context("decoder=hardware but D3D11VA failed"));
}
tracing::info!(reason = %e, "D3D11VA unavailable — software decode");
}
}
}
Ok(Decoder { Ok(Decoder {
inner: SoftwareDecoder::new()?, backend: Backend::Software(SoftwareDecoder::new()?),
}) })
} }
/// Feed one access unit; returns the decoded frame (the host's streams are /// True for the zero-copy hardware backend (shown in the stream HUD).
/// one-in/one-out). A decode error after packet loss is survivable — log upstream and pub fn is_hardware(&self) -> bool {
/// keep feeding; the host's IDR/RFI recovery resynchronizes on the next keyframe. matches!(self.backend, Backend::D3d11va(_))
}
/// Feed one access unit; returns the decoded frame (the host's streams are one-in/one-out). A
/// software decode error after packet loss is survivable — keep feeding. A D3D11VA error demotes
/// to software for the rest of the session (the next IDR resynchronizes).
pub fn decode(&mut self, au: &[u8]) -> Result<Option<DecodedFrame>> { pub fn decode(&mut self, au: &[u8]) -> Result<Option<DecodedFrame>> {
Ok(self.inner.decode(au)?.map(DecodedFrame::Cpu)) match &mut self.backend {
Backend::D3d11va(d) => match d.decode(au) {
Ok(f) => Ok(f.map(DecodedFrame::Gpu)),
Err(e) => {
tracing::warn!(error = %e, "D3D11VA decode failed — falling back to software");
self.backend = Backend::Software(SoftwareDecoder::new()?);
Ok(None)
}
},
Backend::Software(s) => Ok(s.decode(au)?.map(DecodedFrame::Cpu)),
}
} }
} }
// --- software backend ---------------------------------------------------------------
struct SoftwareDecoder { struct SoftwareDecoder {
decoder: ffmpeg::decoder::Video, decoder: ffmpeg::decoder::Video,
/// Rebuilt whenever the decoded format/size **or output format** changes (mid-stream /// Rebuilt whenever the decoded format/size **or output format** changes (mid-stream
@@ -90,10 +214,9 @@ impl SoftwareDecoder {
} }
/// Convert the decoded YUV frame to a packed 4-byte format the presenter uploads directly: /// Convert the decoded YUV frame to a packed 4-byte format the presenter uploads directly:
/// SDR → `RGBA` (BT.709), HDR (SMPTE ST.2084 / PQ transfer) → `X2BGR10` (10-bit, == DXGI /// SDR → `RGBA` (BT.709), HDR (SMPTE ST.2084 / PQ transfer) → `X2BGR10` (== DXGI R10G10B10A2)
/// R10G10B10A2) using the BT.2020 matrix. For HDR the PQ-encoded values pass through unchanged /// using the BT.2020 matrix. For HDR the PQ-encoded values pass through unchanged (swscale only
/// (swscale only applies the YUV→RGB matrix + range, never the transfer) — exactly what an /// applies the YUV→RGB matrix + range, never the transfer) — exactly what an HDR10 swapchain wants.
/// HDR10/ST.2084 swapchain wants.
fn convert(&mut self, frame: &AvFrame) -> Result<CpuFrame> { fn convert(&mut self, frame: &AvFrame) -> Result<CpuFrame> {
use ffmpeg::color::TransferCharacteristic; use ffmpeg::color::TransferCharacteristic;
let (fmt, w, h) = (frame.format(), frame.width(), frame.height()); let (fmt, w, h) = (frame.format(), frame.width(), frame.height());
@@ -134,3 +257,255 @@ impl SoftwareDecoder {
}) })
} }
} }
// --- D3D11VA backend ------------------------------------------------------------------
//
// Raw FFI: ffmpeg-next has no hwaccel wrappers. The COM-typed hwcontext structs are declared here
// (stable FFmpeg public ABI) rather than relied on from ffmpeg-sys bindgen — the generic
// AVHWDeviceContext / AVHWFramesContext (whose payload is an opaque `void *hwctx`) come from
// ffmpeg-sys, and we cast `hwctx` to the structs below. All owned pointers are freed in Drop;
// decoded surfaces transfer out through D3d11FrameGuard.
const AVERROR_EAGAIN: i32 = -11; // -EAGAIN
const D3D11_BIND_SHADER_RESOURCE: u32 = 0x8; // <d3d11.h>; FFmpeg ORs D3D11_BIND_DECODER itself
/// `hwcontext_d3d11va.h` — `AVHWDeviceContext::hwctx`. Leaving `lock` null makes FFmpeg install an
/// `ID3D11Multithread` default lock + set multithread protection on `device_context` during init,
/// which is what lets the presenter share this device's immediate context from the UI thread.
#[repr(C)]
struct AVD3D11VADeviceContext {
device: *mut c_void, // ID3D11Device*
device_context: *mut c_void, // ID3D11DeviceContext*
video_device: *mut c_void, // ID3D11VideoDevice*
video_context: *mut c_void, // ID3D11VideoContext*
lock: *mut c_void, // void (*)(void*)
unlock: *mut c_void, // void (*)(void*)
lock_ctx: *mut c_void,
}
/// `hwcontext_d3d11va.h` — `AVHWFramesContext::hwctx`. `BindFlags` lets us add
/// `D3D11_BIND_SHADER_RESOURCE` so the decoded array texture is sampleable (zero copy).
#[repr(C)]
struct AVD3D11VAFramesContext {
texture: *mut c_void, // ID3D11Texture2D* (null → FFmpeg allocates the pool)
bind_flags: u32, // UINT BindFlags
misc_flags: u32, // UINT MiscFlags
}
fn averr(what: &str, code: i32) -> anyhow::Error {
anyhow!("{what}: {}", ffmpeg::Error::from(code))
}
/// libavcodec's `get_format` callback: accept the D3D11 hw surface, building a frames context whose
/// textures carry `BIND_SHADER_RESOURCE` (so the presenter can sample them). Returning anything but
/// `AV_PIX_FMT_D3D11` aborts hardware decode → the session demotes to software.
unsafe extern "C" fn get_format_d3d11(
avctx: *mut ffmpeg::ffi::AVCodecContext,
mut list: *const ffmpeg::ffi::AVPixelFormat,
) -> ffmpeg::ffi::AVPixelFormat {
use ffmpeg::ffi::*;
unsafe {
let mut found = false;
while *list != AVPixelFormat::AV_PIX_FMT_NONE {
if *list == AVPixelFormat::AV_PIX_FMT_D3D11 {
found = true;
break;
}
list = list.add(1);
}
if !found {
return AVPixelFormat::AV_PIX_FMT_NONE;
}
let device_ref = (*avctx).hw_device_ctx;
if device_ref.is_null() {
return AVPixelFormat::AV_PIX_FMT_NONE;
}
let frames_ref = av_hwframe_ctx_alloc(device_ref);
if frames_ref.is_null() {
return AVPixelFormat::AV_PIX_FMT_NONE;
}
let frames = (*frames_ref).data as *mut AVHWFramesContext;
(*frames).format = AVPixelFormat::AV_PIX_FMT_D3D11;
let sw = if (*avctx).sw_pix_fmt != AVPixelFormat::AV_PIX_FMT_NONE {
(*avctx).sw_pix_fmt
} else {
AVPixelFormat::AV_PIX_FMT_NV12
};
(*frames).sw_format = sw;
(*frames).width = (*avctx).coded_width;
(*frames).height = (*avctx).coded_height;
// DPB + a few in-flight (decoded channel + the presenter's held frame); the host's
// zero-reorder stream needs only a small DPB, so 20 is comfortable headroom.
(*frames).initial_pool_size = 20;
let fhw = (*frames).hwctx as *mut AVD3D11VAFramesContext;
(*fhw).bind_flags = D3D11_BIND_SHADER_RESOURCE;
let r = av_hwframe_ctx_init(frames_ref);
if r < 0 {
let mut fr = frames_ref;
av_buffer_unref(&mut fr);
return AVPixelFormat::AV_PIX_FMT_NONE;
}
(*avctx).hw_frames_ctx = frames_ref; // decoder takes ownership
AVPixelFormat::AV_PIX_FMT_D3D11
}
}
struct D3d11vaDecoder {
ctx: *mut ffmpeg::ffi::AVCodecContext,
hw_device: *mut ffmpeg::ffi::AVBufferRef,
packet: *mut ffmpeg::ffi::AVPacket,
frame: *mut ffmpeg::ffi::AVFrame,
}
// Single-owner pointers, only touched from the session pump thread.
unsafe impl Send for D3d11vaDecoder {}
impl D3d11vaDecoder {
fn new() -> Result<D3d11vaDecoder> {
use ffmpeg::ffi;
let shared = crate::gpu::shared().ok_or_else(|| anyhow!("no shared D3D11 device"))?;
if !shared.hardware {
bail!("shared device is WARP (no hardware video decode)");
}
unsafe {
// Build a D3D11VA hwdevice context around the *shared* device, so decoded textures live
// on the same device the presenter samples + draws with.
let hw_device =
ffi::av_hwdevice_ctx_alloc(ffi::AVHWDeviceType::AV_HWDEVICE_TYPE_D3D11VA);
if hw_device.is_null() {
bail!("av_hwdevice_ctx_alloc(D3D11VA) failed");
}
let devctx = (*hw_device).data as *mut ffi::AVHWDeviceContext;
let d3dctx = (*devctx).hwctx as *mut AVD3D11VADeviceContext;
// Hand FFmpeg an owned ref to the device + immediate context (it Releases them when the
// hwdevice ctx is freed). `into_raw()` transfers a +1 ref without releasing.
(*d3dctx).device = shared.device.clone().into_raw();
(*d3dctx).device_context = shared.context.clone().into_raw();
// lock left null → FFmpeg installs the ID3D11Multithread default lock in init.
let r = ffi::av_hwdevice_ctx_init(hw_device);
if r < 0 {
let mut hw = hw_device;
ffi::av_buffer_unref(&mut hw);
bail!("av_hwdevice_ctx_init: {}", ffmpeg::Error::from(r));
}
let codec = ffi::avcodec_find_decoder(ffi::AVCodecID::AV_CODEC_ID_HEVC);
if codec.is_null() {
let mut hw = hw_device;
ffi::av_buffer_unref(&mut hw);
bail!("no HEVC decoder");
}
let ctx = ffi::avcodec_alloc_context3(codec);
(*ctx).hw_device_ctx = ffi::av_buffer_ref(hw_device);
(*ctx).get_format = Some(get_format_d3d11);
(*ctx).flags |= ffi::AV_CODEC_FLAG_LOW_DELAY as i32;
(*ctx).thread_count = 1; // hwaccel: threads only add latency
let r = ffi::avcodec_open2(ctx, codec, ptr::null_mut());
if r < 0 {
let mut ctx = ctx;
ffi::avcodec_free_context(&mut ctx);
let mut hw = hw_device;
ffi::av_buffer_unref(&mut hw);
bail!("avcodec_open2 (D3D11VA): {}", ffmpeg::Error::from(r));
}
Ok(D3d11vaDecoder {
ctx,
hw_device,
packet: ffi::av_packet_alloc(),
frame: ffi::av_frame_alloc(),
})
}
}
fn decode(&mut self, au: &[u8]) -> Result<Option<GpuFrame>> {
use ffmpeg::ffi;
unsafe {
let r = ffi::av_new_packet(self.packet, au.len() as i32);
if r < 0 {
return Err(averr("av_new_packet", r));
}
ptr::copy_nonoverlapping(au.as_ptr(), (*self.packet).data, au.len());
let r = ffi::avcodec_send_packet(self.ctx, self.packet);
ffi::av_packet_unref(self.packet);
if r < 0 {
return Err(averr("send_packet", r));
}
let mut out = None;
loop {
let r = ffi::avcodec_receive_frame(self.ctx, self.frame);
if r == AVERROR_EAGAIN {
break;
}
if r < 0 {
return Err(averr("receive_frame", r));
}
out = Some(self.lift()?); // newest wins; older guards drop here
ffi::av_frame_unref(self.frame);
}
Ok(out)
}
}
/// Lift the decoded D3D11 surface into a `GpuFrame`. `data[0]` is the texture array, `data[1]`
/// the slice index. We `av_frame_clone` so the surface stays referenced (kept out of the reuse
/// pool) until the presenter drops the guard.
unsafe fn lift(&mut self) -> Result<GpuFrame> {
use ffmpeg::ffi;
unsafe {
if (*self.frame).format != ffi::AVPixelFormat::AV_PIX_FMT_D3D11 as i32 {
bail!("decoder returned a software frame (no D3D11 surface)");
}
let hdr =
(*self.frame).color_trc == ffi::AVColorTransferCharacteristic::AVCOL_TRC_SMPTE2084;
let ten_bit = {
let hwfc = (*self.frame).hw_frames_ctx;
!hwfc.is_null()
&& (*((*hwfc).data as *const ffi::AVHWFramesContext)).sw_format
== ffi::AVPixelFormat::AV_PIX_FMT_P010LE
};
let cloned = ffi::av_frame_clone(self.frame);
if cloned.is_null() {
bail!("av_frame_clone failed");
}
let frame = GpuFrame {
width: (*self.frame).width as u32,
height: (*self.frame).height as u32,
index: (*self.frame).data[1] as usize as u32,
hdr,
ten_bit,
guard: D3d11FrameGuard(cloned),
};
log_layout_once(frame.width, frame.height, frame.index, hdr, ten_bit);
Ok(frame)
}
}
}
impl Drop for D3d11vaDecoder {
fn drop(&mut self) {
use ffmpeg::ffi;
unsafe {
ffi::av_packet_free(&mut self.packet);
ffi::av_frame_free(&mut self.frame);
ffi::avcodec_free_context(&mut self.ctx);
ffi::av_buffer_unref(&mut self.hw_device);
}
}
}
/// One-time dump of the first decoded surface's layout — so a new GPU/driver combination's real
/// format (slice index range, HDR/bit-depth) is visible in the logs without a debugger.
fn log_layout_once(width: u32, height: u32, index: u32, hdr: bool, ten_bit: bool) {
use std::sync::atomic::{AtomicBool, Ordering};
static ONCE: AtomicBool = AtomicBool::new(true);
if ONCE.swap(false, Ordering::Relaxed) {
tracing::info!(
width,
height,
slice = index,
hdr,
ten_bit,
"D3D11VA first frame (zero-copy)"
);
}
}