perf(host/windows): move capture→encode off the 3D engine (NV12/P010 video-processor path, zero-copy, GPU priority)
The Windows host capped at ~60 fps with 35-40 ms latency on a GPU-heavy game: the per-frame capture→encode path shared the 3D engine with the game and got scheduled behind it. Rework to minimize 3D-engine work per frame: - VideoConverter (D3D11 video processor): capture → NVENC-native NV12/P010 so NVENC skips its internal RGB→YUV (a 3D/compute step). Wired into both DDA (dxgi.rs) and WGC (wgc.rs). New PixelFormat::Nv12/P010 + NVENC YUV input. - GPU scheduling hardening (Apollo-style): D3DKMTSetProcessSchedulingPriorityClass HIGH, absolute SetGPUThreadPriority, SetMaximumFrameLatency(1). - WGC SDR zero-copy (hold pool frames; no CopyResource). DDA keeps a fast CopyResource to decouple its single-frame acquire/release from the async convert. - Pipelined helper encode loop (PUNKTFUNK_ENCODE_DEPTH, default 1) + perf split (cap_wait / encode / write). Live on the RTX 4090: hard 60 fps ceiling removed (now scene-scaling 40-200+), latency much reduced. Residual cap in GPU-pinned scenes is the irreducible RGB→YUV convert (no fixed-function unit on NVIDIA — VideoProcessing engine reads 0%) waiting behind an uncapped game under WDDM context time-slicing; Linux avoids it via gamescope capping the game to the display refresh. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -37,12 +37,12 @@ use windows::Win32::Graphics::Dxgi::Common::{
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DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_SAMPLE_DESC,
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};
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use windows::Win32::Graphics::Dxgi::{
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CreateDXGIFactory1, IDXGIAdapter1, IDXGIFactory1, IDXGIOutput1, IDXGIOutput5,
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IDXGIOutputDuplication, IDXGIResource, DXGI_ERROR_ACCESS_LOST, DXGI_ERROR_DEVICE_REMOVED,
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DXGI_ERROR_DEVICE_RESET, DXGI_ERROR_INVALID_CALL, DXGI_ERROR_MODE_CHANGE_IN_PROGRESS,
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DXGI_ERROR_WAIT_TIMEOUT, DXGI_OUTDUPL_DESC, DXGI_OUTDUPL_FRAME_INFO,
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DXGI_OUTDUPL_POINTER_SHAPE_INFO, DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR,
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DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR,
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CreateDXGIFactory1, IDXGIAdapter1, IDXGIDevice, IDXGIDevice1, IDXGIFactory1, IDXGIOutput1,
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IDXGIOutput5, IDXGIOutputDuplication, IDXGIResource, DXGI_ERROR_ACCESS_LOST,
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DXGI_ERROR_DEVICE_REMOVED, DXGI_ERROR_DEVICE_RESET, DXGI_ERROR_INVALID_CALL,
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DXGI_ERROR_MODE_CHANGE_IN_PROGRESS, DXGI_ERROR_WAIT_TIMEOUT, DXGI_OUTDUPL_DESC,
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DXGI_OUTDUPL_FRAME_INFO, DXGI_OUTDUPL_POINTER_SHAPE_INFO,
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DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR, DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR,
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};
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use windows::Win32::System::StationsAndDesktops::{
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CloseDesktop, OpenInputDesktop, SetThreadDesktop, DESKTOP_ACCESS_FLAGS, DESKTOP_CONTROL_FLAGS,
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@@ -147,10 +147,119 @@ pub(crate) unsafe fn make_device(
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Some(&mut context),
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)
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.context("D3D11CreateDevice")?;
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Ok((
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device.context("null D3D11 device")?,
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context.context("null D3D11 context")?,
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))
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let device = device.context("null D3D11 device")?;
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let context = context.context("null D3D11 context")?;
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// Apollo-style GPU scheduling hardening (Sunshine display_base.cpp:599-709). Our capture+encode
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// shares the GPU with the streamed game; when the game saturates the GPU our process is starved of
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// GPU time slices, so NVENC sits near-idle yet `lock_bitstream` waits ~20 ms for our context to be
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// scheduled — capping the stream (~47 fps measured at 5K@240) and stuttering. Per-frame copy/convert
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// is NOT the cause (zero-copy + thread-priority alone didn't move it); the PROCESS-level GPU
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// scheduling priority class is the decisive cross-process lever. Secondary: the absolute per-device
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// GPU thread priority and a 1-frame latency cap.
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elevate_process_gpu_priority();
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if let Ok(dxgi_dev) = device.cast::<IDXGIDevice>() {
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// Apollo's absolute max GPU thread priority (0x4000001E); fall back to relative +7.
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if dxgi_dev.SetGPUThreadPriority(0x4000_001E).is_err()
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&& dxgi_dev.SetGPUThreadPriority(7).is_err()
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{
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tracing::warn!("SetGPUThreadPriority failed (run as admin/SYSTEM for GPU priority)");
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}
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}
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if let Ok(dxgi1) = device.cast::<IDXGIDevice1>() {
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let _ = dxgi1.SetMaximumFrameLatency(1);
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}
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Ok((device, context))
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}
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/// Apollo-style GPU scheduling-priority hardening (Sunshine `display_base.cpp:599-709`). On a
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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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/// 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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/// realtime: realtime on NVIDIA + HAGS can freeze/crash NVENC (Apollo downgrades it for exactly this).
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/// Runs once per process; best-effort. `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime`
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/// (default high).
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fn elevate_process_gpu_priority() {
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use std::sync::Once;
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static ONCE: Once = Once::new();
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ONCE.call_once(|| unsafe {
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use windows::core::{s, PCWSTR};
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use windows::Win32::Foundation::{CloseHandle, HANDLE, LUID};
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use windows::Win32::Security::{
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AdjustTokenPrivileges, LookupPrivilegeValueW, LUID_AND_ATTRIBUTES,
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SE_INC_BASE_PRIORITY_NAME, SE_PRIVILEGE_ENABLED, TOKEN_ADJUST_PRIVILEGES,
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TOKEN_PRIVILEGES, TOKEN_QUERY,
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};
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use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA};
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use windows::Win32::System::Threading::{GetCurrentProcess, OpenProcessToken};
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// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4,
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// REALTIME 5.
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let prio: i32 = match std::env::var("PUNKTFUNK_GPU_PRIORITY_CLASS").ok().as_deref() {
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Some("off") => {
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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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Some("normal") => 2,
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Some("realtime") => 5,
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_ => 4, // HIGH — safe on NVIDIA+HAGS (realtime can freeze NVENC)
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};
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// 1. Enable SE_INC_BASE_PRIORITY so the kernel permits the GPU priority bump.
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let mut token = HANDLE::default();
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if OpenProcessToken(
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GetCurrentProcess(),
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TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY,
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&mut token,
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)
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.is_ok()
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{
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let mut luid = LUID::default();
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if LookupPrivilegeValueW(PCWSTR::null(), SE_INC_BASE_PRIORITY_NAME, &mut luid).is_ok() {
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let tp = TOKEN_PRIVILEGES {
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PrivilegeCount: 1,
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Privileges: [LUID_AND_ATTRIBUTES {
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Luid: luid,
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Attributes: SE_PRIVILEGE_ENABLED,
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}],
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};
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if AdjustTokenPrivileges(
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token,
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false,
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Some(&tp as *const TOKEN_PRIVILEGES),
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0,
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None,
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None,
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)
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.is_err()
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{
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tracing::warn!("could not enable SE_INC_BASE_PRIORITY for GPU priority");
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}
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}
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let _ = CloseHandle(token);
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}
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// 2. D3DKMTSetProcessSchedulingPriorityClass via gdi32 (no stable windows-rs binding).
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if let Ok(gdi32) = LoadLibraryA(s!("gdi32.dll")) {
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if let Some(p) = GetProcAddress(gdi32, s!("D3DKMTSetProcessSchedulingPriorityClass")) {
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type SetPrio = unsafe extern "system" fn(HANDLE, i32) -> i32;
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let f: SetPrio = std::mem::transmute(p);
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let st = f(GetCurrentProcess(), prio);
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if st == 0 {
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tracing::info!(
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priority_class = prio,
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"GPU process scheduling priority class set (2=normal 4=high 5=realtime)"
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);
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} else {
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tracing::warn!(
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status = format!("0x{st:08X}"),
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"D3DKMTSetProcessSchedulingPriorityClass failed (run as admin/SYSTEM for 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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/// Re-find the output, make a fresh device on its adapter, and duplicate it. Used by the ACCESS_LOST
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@@ -827,6 +936,135 @@ impl HdrConverter {
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}
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}
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use windows::Win32::Graphics::Direct3D11::{
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ID3D11VideoContext1, ID3D11VideoDevice, ID3D11VideoProcessor, ID3D11VideoProcessorEnumerator,
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ID3D11VideoProcessorInputView, ID3D11VideoProcessorOutputView, D3D11_TEX2D_VPIV,
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D3D11_TEX2D_VPOV, D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE, D3D11_VIDEO_PROCESSOR_CONTENT_DESC,
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D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC, D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC_0,
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D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC, D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC_0,
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D3D11_VIDEO_PROCESSOR_STREAM, D3D11_VIDEO_USAGE_PLAYBACK_NORMAL,
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D3D11_VPIV_DIMENSION_TEXTURE2D, D3D11_VPOV_DIMENSION_TEXTURE2D,
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};
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use windows::Win32::Graphics::Dxgi::Common::{
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DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709, DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709,
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DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020, DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709,
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DXGI_RATIONAL,
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};
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/// D3D11 **Video Processor** colour/format converter — runs on the GPU's dedicated VIDEO engine, NOT
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/// the 3D engine, so the per-frame RGB→YUV conversion does not contend with a GPU-saturating game (the
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/// HDR pixel-shader path and NVENC's internal RGB→YUV both use the 3D/compute engine, which an AAA
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/// title pins at ~100%). Output is NV12 (SDR, BT.709 studio-range) or P010 (HDR, BT.2020 PQ
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/// studio-range) — NVENC's native YUV inputs, so it encodes them with no further conversion.
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pub(crate) struct VideoConverter {
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vdev: ID3D11VideoDevice,
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vctx: ID3D11VideoContext1,
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enumr: ID3D11VideoProcessorEnumerator,
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vp: ID3D11VideoProcessor,
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}
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impl VideoConverter {
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pub(crate) unsafe fn new(
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device: &ID3D11Device,
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context: &ID3D11DeviceContext,
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width: u32,
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height: u32,
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hdr: bool,
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) -> Result<Self> {
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let vdev: ID3D11VideoDevice = device.cast().context("device -> ID3D11VideoDevice")?;
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let vctx: ID3D11VideoContext1 = context.cast().context("context -> ID3D11VideoContext1")?;
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let rate = DXGI_RATIONAL {
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Numerator: 240,
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Denominator: 1,
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};
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let desc = D3D11_VIDEO_PROCESSOR_CONTENT_DESC {
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InputFrameFormat: D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE,
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InputFrameRate: rate,
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InputWidth: width,
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InputHeight: height,
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OutputFrameRate: rate,
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OutputWidth: width,
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OutputHeight: height,
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Usage: D3D11_VIDEO_USAGE_PLAYBACK_NORMAL,
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};
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let enumr = vdev
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.CreateVideoProcessorEnumerator(&desc)
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.context("CreateVideoProcessorEnumerator")?;
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let vp = vdev
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.CreateVideoProcessor(&enumr, 0)
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.context("CreateVideoProcessor")?;
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// Full-range RGB in → studio-range YUV out. HDR: scRGB linear (G10) → BT.2020 PQ (G2084).
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// SDR: sRGB (G22) → BT.709 (G22).
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let (in_cs, out_cs) = if hdr {
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(
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DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709,
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DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020,
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)
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} else {
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(
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DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709,
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DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709,
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)
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};
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vctx.VideoProcessorSetStreamColorSpace1(&vp, 0, in_cs);
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vctx.VideoProcessorSetOutputColorSpace1(&vp, out_cs);
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// One frame in, one frame out — no interpolation/auto-processing.
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vctx.VideoProcessorSetStreamFrameFormat(&vp, 0, D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE);
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Ok(Self {
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vdev,
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vctx,
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enumr,
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vp,
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})
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}
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/// Convert `input` (BGRA or scRGB FP16) → `output` (NV12 or P010) on the video engine. Views are
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/// created per call (cheap relative to the Blt) so the input texture can vary frame to frame.
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pub(crate) unsafe fn convert(
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&self,
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input: &ID3D11Texture2D,
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output: &ID3D11Texture2D,
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) -> Result<()> {
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let in_desc = D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC {
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FourCC: 0,
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ViewDimension: D3D11_VPIV_DIMENSION_TEXTURE2D,
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Anonymous: D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC_0 {
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Texture2D: D3D11_TEX2D_VPIV {
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MipSlice: 0,
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ArraySlice: 0,
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},
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},
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};
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let mut in_view: Option<ID3D11VideoProcessorInputView> = None;
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self.vdev
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.CreateVideoProcessorInputView(input, &self.enumr, &in_desc, Some(&mut in_view))
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.context("CreateVideoProcessorInputView")?;
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let out_desc = D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC {
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ViewDimension: D3D11_VPOV_DIMENSION_TEXTURE2D,
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Anonymous: D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC_0 {
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Texture2D: D3D11_TEX2D_VPOV { MipSlice: 0 },
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},
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};
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let mut out_view: Option<ID3D11VideoProcessorOutputView> = None;
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self.vdev
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.CreateVideoProcessorOutputView(output, &self.enumr, &out_desc, Some(&mut out_view))
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.context("CreateVideoProcessorOutputView")?;
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let out_view = out_view.context("null output view")?;
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let stream = D3D11_VIDEO_PROCESSOR_STREAM {
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Enable: true.into(),
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pInputSurface: std::mem::ManuallyDrop::new(in_view),
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..Default::default()
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};
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self.vctx
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.VideoProcessorBlt(&self.vp, &out_view, 0, &[stream])
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.context("VideoProcessorBlt")
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}
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}
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/// Convert a DXGI pointer shape (color / masked-color / monochrome) into top-down BGRA.
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fn convert_pointer_shape(buf: &[u8], si: &DXGI_OUTDUPL_POINTER_SHAPE_INFO) -> Option<CursorShape> {
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let w = si.Width as usize;
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@@ -1055,6 +1293,17 @@ pub struct DuplCapturer {
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hdr10_out: Option<ID3D11Texture2D>,
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/// scRGB→PQ conversion pass; rebuilt on device recreate.
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hdr_conv: Option<HdrConverter>,
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/// Video-processor RGB→YUV converter (runs on the VIDEO engine, not the 3D engine) + its NV12
|
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/// (SDR) / P010 (HDR) output texture. This is the zero-3D path: the per-frame colour conversion and
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/// NVENC's RGB→YUV both move off the 3D engine so capture+encode don't fight a GPU-saturating game.
|
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/// Lazily built for the current size+HDR; rebuilt on change. `None`/error → falls back to the
|
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/// legacy RGB path. Disabled with `PUNKTFUNK_NO_VIDEO_PROCESSOR=1`.
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video_conv: Option<VideoConverter>,
|
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yuv_out: Option<ID3D11Texture2D>,
|
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/// HDR-ness the current `video_conv`/`yuv_out` were built for, so an HDR toggle rebuilds them.
|
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yuv_is_hdr: bool,
|
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/// Latched off after a VideoConverter failure so we don't retry it every frame (fall back to RGB).
|
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vp_disabled: bool,
|
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/// Last time a duplication rebuild was attempted, to throttle retries during an outage (e.g. a
|
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/// secure-desktop dwell where the output is gone) so we don't block the encode loop or hammer
|
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/// DuplicateOutput — between attempts the last good frame is repeated. `None` = never attempted.
|
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@@ -1306,6 +1555,10 @@ impl DuplCapturer {
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fp16_srv: None,
|
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hdr10_out: None,
|
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hdr_conv: None,
|
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video_conv: None,
|
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yuv_out: None,
|
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yuv_is_hdr: false,
|
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vp_disabled: std::env::var_os("PUNKTFUNK_NO_VIDEO_PROCESSOR").is_some(),
|
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last_rebuild: None,
|
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last_recover: None,
|
||||
ever_got_frame: false,
|
||||
@@ -1375,6 +1628,85 @@ impl DuplCapturer {
|
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Ok(())
|
||||
}
|
||||
|
||||
/// Convert `input` (BGRA for SDR, scRGB FP16 for HDR) to NVENC's native YUV (NV12 / P010) via the
|
||||
/// D3D11 **video processor** (video engine) — keeping the per-frame colour conversion AND NVENC's
|
||||
/// RGB→YUV off the 3D engine so capture+encode don't fight a GPU-saturating game. Returns the YUV
|
||||
/// texture, or `None` to fall back to the legacy RGB path (processor disabled/unavailable). Lazily
|
||||
/// builds + caches the processor + output texture for the current size + HDR-ness.
|
||||
unsafe fn convert_to_yuv(
|
||||
&mut self,
|
||||
input: &ID3D11Texture2D,
|
||||
hdr: bool,
|
||||
) -> Option<ID3D11Texture2D> {
|
||||
if self.vp_disabled {
|
||||
return None;
|
||||
}
|
||||
if self.video_conv.is_none() || self.yuv_out.is_none() || self.yuv_is_hdr != hdr {
|
||||
self.video_conv = None;
|
||||
self.yuv_out = None;
|
||||
let vc = match VideoConverter::new(
|
||||
&self.device,
|
||||
&self.context,
|
||||
self.width,
|
||||
self.height,
|
||||
hdr,
|
||||
) {
|
||||
Ok(vc) => vc,
|
||||
Err(e) => {
|
||||
tracing::warn!(error = %format!("{e:#}"),
|
||||
"video processor unavailable — falling back to RGB encode path");
|
||||
self.vp_disabled = true;
|
||||
return None;
|
||||
}
|
||||
};
|
||||
let fmt = if hdr {
|
||||
windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_P010
|
||||
} else {
|
||||
windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_NV12
|
||||
};
|
||||
let desc = D3D11_TEXTURE2D_DESC {
|
||||
Width: self.width,
|
||||
Height: self.height,
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
Format: fmt,
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: D3D11_USAGE_DEFAULT,
|
||||
BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32,
|
||||
CPUAccessFlags: 0,
|
||||
MiscFlags: 0,
|
||||
};
|
||||
let mut t: Option<ID3D11Texture2D> = None;
|
||||
if let Err(e) = self.device.CreateTexture2D(&desc, None, Some(&mut t)) {
|
||||
tracing::warn!(error = %format!("{e:?}"),
|
||||
"CreateTexture2D(YUV out) failed — falling back to RGB encode path");
|
||||
self.vp_disabled = true;
|
||||
return None;
|
||||
}
|
||||
self.video_conv = Some(vc);
|
||||
self.yuv_out = t;
|
||||
self.yuv_is_hdr = hdr;
|
||||
tracing::info!(
|
||||
hdr,
|
||||
"video-processor YUV path active ({} on the video engine, 0% 3D)",
|
||||
if hdr { "P010" } else { "NV12" }
|
||||
);
|
||||
}
|
||||
let out = self.yuv_out.clone()?;
|
||||
if let Err(e) = self.video_conv.as_ref()?.convert(input, &out) {
|
||||
tracing::warn!(error = %format!("{e:#}"),
|
||||
"VideoProcessorBlt failed — falling back to RGB encode path");
|
||||
self.vp_disabled = true;
|
||||
self.video_conv = None;
|
||||
self.yuv_out = None;
|
||||
return None;
|
||||
}
|
||||
Some(out)
|
||||
}
|
||||
|
||||
/// FP16 (`R16G16B16A16_FLOAT`) copy of the HDR duplication surface (RT for the cursor composite +
|
||||
/// SRV for the converter). Reallocated when absent (device/size change drops it).
|
||||
unsafe fn ensure_fp16_src(&mut self) -> Result<()> {
|
||||
@@ -1718,6 +2050,9 @@ impl DuplCapturer {
|
||||
self.fp16_srv = None;
|
||||
self.hdr10_out = None;
|
||||
self.hdr_conv = None;
|
||||
// Video processor + its YUV output belonged to the old device / size / HDR-ness — rebuild lazily.
|
||||
self.video_conv = None;
|
||||
self.yuv_out = None;
|
||||
self.first_frame = true;
|
||||
// Capture the CURRENT desktop frame as `last_present` (instead of seeding black). The secure
|
||||
// (lock/login/UAC) desktop is STATIC, so DDA only emits a frame on change — if we seeded black
|
||||
@@ -1982,6 +2317,22 @@ impl DuplCapturer {
|
||||
let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame());
|
||||
self.holding_frame = false;
|
||||
self.composite_cursor_gpu(&src, true)?; // onto the FP16 surface (HDR: decode + nits scale)
|
||||
// Video-engine path: scRGB FP16 → BT.2020 PQ P010 on the VIDEO engine (no 3D shader, and
|
||||
// NVENC encodes P010 natively). Fall back to the HdrConverter pixel shader (3D) only if the
|
||||
// video processor is unavailable.
|
||||
if let Some(p010) = self.convert_to_yuv(&src, true) {
|
||||
self.last_present = Some((p010.clone(), PixelFormat::P010));
|
||||
return Ok(CapturedFrame {
|
||||
width: self.width,
|
||||
height: self.height,
|
||||
pts_ns: now_ns(),
|
||||
format: PixelFormat::P010,
|
||||
payload: FramePayload::D3d11(D3d11Frame {
|
||||
texture: p010,
|
||||
device: self.device.clone(),
|
||||
}),
|
||||
});
|
||||
}
|
||||
self.ensure_hdr10_out()?;
|
||||
let out = self.hdr10_out.clone().context("hdr10 out texture")?;
|
||||
if self.hdr_conv.is_none() {
|
||||
@@ -2014,12 +2365,34 @@ impl DuplCapturer {
|
||||
if self.gpu_mode {
|
||||
// Zero-copy path: keep the frame on the GPU for NVENC. Copy the transient duplication
|
||||
// surface into a reused owned texture, release the duplication frame, hand off the texture.
|
||||
// NOTE: do NOT convert the duplication surface directly on the video processor to skip this
|
||||
// copy — the VP colour-convert (3D/compute on NVIDIA) holds the DDA surface until it
|
||||
// completes, blocking ReleaseFrame/AcquireNextFrame and SERIALIZING capture+convert (~60 fps,
|
||||
// encode_us 15-20 ms measured). The fast same-format CopyResource decouples them: it releases
|
||||
// the DDA frame immediately so the convert runs independently (40-200 fps). Worth ~5% 3D.
|
||||
self.ensure_gpu_copy()?;
|
||||
let gpu = self.gpu_copy.clone().context("gpu copy texture")?;
|
||||
self.context.CopyResource(&gpu, &tex);
|
||||
let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame());
|
||||
self.holding_frame = false;
|
||||
self.composite_cursor_gpu(&gpu, false)?;
|
||||
// Prefer the video-engine YUV path (BGRA → NV12 on the video engine) so the colour
|
||||
// conversion AND NVENC's encode stay OFF the 3D engine — the only way to keep up when a
|
||||
// game pins the 3D engine at ~100%. Fall back to handing NVENC the BGRA texture (it then
|
||||
// does RGB→YUV internally on the 3D/compute engine).
|
||||
if let Some(nv12) = self.convert_to_yuv(&gpu, false) {
|
||||
self.last_present = Some((nv12.clone(), PixelFormat::Nv12));
|
||||
return Ok(CapturedFrame {
|
||||
width: self.width,
|
||||
height: self.height,
|
||||
pts_ns: now_ns(),
|
||||
format: PixelFormat::Nv12,
|
||||
payload: FramePayload::D3d11(D3d11Frame {
|
||||
texture: nv12,
|
||||
device: self.device.clone(),
|
||||
}),
|
||||
});
|
||||
}
|
||||
self.last_present = Some((gpu.clone(), PixelFormat::Bgra));
|
||||
return Ok(CapturedFrame {
|
||||
width: self.width,
|
||||
|
||||
Reference in New Issue
Block a user