perf(latency): T2.2 Linux NVENC two-thread retrieve + T2.3 REALTIME auto-gate
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design/latency-reduction-2026-07.md tier 2, the two code-side halves:

- T2.2: the Linux direct-NVENC backend gains the two-thread retrieve
  (PUNKTFUNK_NVENC_ASYNC, the same opt-in knob as Windows): the session stays
  sync-mode (async events are Windows-only) but the blocking lock_bitstream
  moves to a dedicated pf-nvenc-out thread — the NVENC guide's sanctioned
  submit-thread/output-thread split. poll() drains completions non-blocking,
  submit() backpressures at PUNKTFUNK_NVENC_ASYNC_DEPTH (default 4) in-flight;
  map/unmap and every other session call stay on the encode thread; teardown
  joins the thread before destroying the session. Under a GPU-saturating game
  completed frames queue instead of serializing capture on the encode wait.
- T2.3: PUNKTFUNK_GPU_PRIORITY_CLASS gains 'auto' AND IT IS THE NEW DEFAULT
  (gpu-contention §5.C): HIGH immediately, then REALTIME where the documented
  NVIDIA+HAGS+near-full-VRAM NVENC hang cannot bite — HAGS probed once via
  D3DKMT WDDM_2_7_CAPS (off => REALTIME outright); HAGS on => a pf-gpu-prio
  monitor flips REALTIME<->HIGH on LOCAL-segment VRAM headroom (downgrade
  >92% of budget, restore <=85% for 3x2s polls). 'high' restores the old
  static default; 'realtime' pins it (operator owns the hazard).

Validated: .21 clippy -D warnings (punktfunk-host --features nvenc) against
the QSV-merged main; .133 Windows cargo check of pf-frame + punktfunk-host.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-17 19:57:28 +02:00
parent 399ea9a0f1
commit 1bc156aab0
2 changed files with 511 additions and 22 deletions
+241 -6
View File
@@ -20,9 +20,21 @@
//! pointer-keyed, so registering a fresh pool pointer each frame would thrash it) — so it is
//! zero regression versus today; true zero-copy input registration is a follow-up.
//!
//! **Sync-only.** NVENC async mode (`enableEncodeAsync` + Win32 completion events) is Windows-only,
//! so the whole two-thread async-retrieve subsystem of the Windows backend is absent here: `poll`
//! does the blocking `lock_bitstream`, exactly like the libav path.
//! **Two-thread retrieve** (`PUNKTFUNK_NVENC_ASYNC=1`, the same opt-in knob as the Windows
//! backend — gpu-contention plan §5.B, latency plan T2.2): NVENC *async mode*
//! (`enableEncodeAsync` + completion events) is Windows-only, so the session here stays SYNC —
//! but the NVENC guide's threading model still applies: the main thread should only *submit*
//! while a secondary thread does the (blocking) `nvEncLockBitstream`. With the flag set, an
//! internal retrieve thread owns exactly that blocking lock (+ copy + unlock); `submit` returns
//! after `encode_picture` and `poll` drains finished AUs without blocking, so under a
//! GPU-saturating game completed frames queue instead of serializing capture on the scheduler
//! wait. All input-resource calls (register/map/unmap) and every other session call stay on the
//! encode thread. Backpressure: `submit` blocks on the oldest completion at
//! `PUNKTFUNK_NVENC_ASYNC_DEPTH` (default 4) in-flight encodes. Without the flag, `poll` does
//! the blocking `lock_bitstream` on the encode thread, exactly like the libav path (unchanged
//! default). Caveat shared with the sync path: a driver wedge that hangs `lock_bitstream` hangs
//! the retrieve thread the same way it would hang the encode thread today (Linux has no
//! event-timeout escape) — no regression, just no new watchdog either.
//!
//! Needs a real NVIDIA GPU at runtime (session creation fails otherwise); compiles GPU-less and
//! starts driver-less (the `.so` resolves at runtime — on an AMD/Intel box [`try_api`] fails cleanly
@@ -42,6 +54,7 @@ use pf_zerocopy::cuda::{self, InputSurface};
use std::collections::VecDeque;
use std::ffi::c_void;
use std::ptr;
use std::sync::mpsc;
use nvidia_video_codec_sdk::sys::nvEncodeAPI as nv;
@@ -205,11 +218,135 @@ fn load_api() -> std::result::Result<EncodeApi, String> {
}
}
/// Output bitstream buffers = max in-flight encodes; equals the input-surface ring depth. The host
/// loop deep-pipelines (submits several frames before locking the oldest) so this must be ≥ the
/// helper's `PUNKTFUNK_ENCODE_DEPTH` (default 4, clamped ≤ 6).
/// Output bitstream buffers = max in-flight encodes; equals the input-surface ring depth. Must
/// stay ≥ the two-thread retrieve's in-flight cap ([`async_inflight_cap`], ≤ `POOL - 1`) so a
/// bitstream/ring slot is never reused mid-encode.
const POOL: usize = 8;
/// Whether the operator asked for the two-thread retrieve (`PUNKTFUNK_NVENC_ASYNC` truthy — the
/// SAME knob as the Windows backend, so one env drives the split on either host OS). Opt-in
/// until on-glass validated. Unlike Windows this changes NO session parameter (Linux stays sync
/// mode; only the blocking lock moves off the encode thread), so there is no async-rejecting
/// config to fail the open.
fn async_retrieve_requested() -> bool {
std::env::var("PUNKTFUNK_NVENC_ASYNC")
.map(|v| matches!(v.trim(), "1" | "true" | "yes" | "on"))
.unwrap_or(false)
}
/// Max encodes in flight in two-thread mode (`PUNKTFUNK_NVENC_ASYNC_DEPTH`, default 4, clamped
/// `2..=POOL-1` — a bitstream must never be reused mid-encode, and the input ring is the same
/// depth). Mirrors the Windows knob exactly.
fn async_inflight_cap() -> usize {
std::env::var("PUNKTFUNK_NVENC_ASYNC_DEPTH")
.ok()
.and_then(|s| s.parse::<usize>().ok())
.unwrap_or(4)
.clamp(2, POOL - 1)
}
/// One in-flight encode handed to the retrieve thread: the output bitstream to (blocking-)lock.
/// Raw pointer travels as `usize` (a process-global driver handle; the thread is joined before
/// the session it belongs to is destroyed).
struct RetrieveJob {
bs: usize,
}
/// A finished retrieve: the locked-and-copied AU (or the retrieve-side error) for the oldest
/// in-flight bitstream. `bs` lets the encode thread cross-check FIFO pairing with `pending`.
struct RetrieveDone {
bs: usize,
result: std::result::Result<(Vec<u8>, bool), String>,
}
/// The two-thread-retrieve runtime: the job channel feeding the retrieve thread, the completion
/// channel back, the thread handle (joined in `teardown` BEFORE the session is destroyed), and
/// AUs already absorbed by backpressure that `poll` hands out first.
struct AsyncRetrieve {
work_tx: Option<mpsc::SyncSender<RetrieveJob>>,
done_rx: mpsc::Receiver<RetrieveDone>,
join: Option<std::thread::JoinHandle<()>>,
ready: VecDeque<EncodedFrame>,
}
impl AsyncRetrieve {
fn spawn(enc: usize) -> Self {
let (work_tx, work_rx) = mpsc::sync_channel::<RetrieveJob>(POOL);
let (done_tx, done_rx) = mpsc::channel::<RetrieveDone>();
let join = std::thread::Builder::new()
.name("pf-nvenc-out".into())
.spawn(move || retrieve_loop(enc, work_rx, done_tx))
.expect("spawn pf-nvenc-out");
AsyncRetrieve {
work_tx: Some(work_tx),
done_rx,
join: Some(join),
ready: VecDeque::new(),
}
}
}
/// The retrieve-thread body (latency plan T2.2, the Linux half of gpu-contention §5.B): for each
/// submitted frame, BLOCKING-lock the bitstream (sync-mode `nvEncLockBitstream` returns when the
/// encode completes — the guide's sanctioned secondary-thread surface), copy the AU out, unlock,
/// and send it back. Exits when the job channel closes (teardown drops the sender and joins
/// BEFORE destroying the session, so `enc` and every `bs` outlive their uses here).
fn retrieve_loop(
enc: usize,
work_rx: mpsc::Receiver<RetrieveJob>,
done_tx: mpsc::Sender<RetrieveDone>,
) {
pf_frame::thread_qos::boost_thread_priority(false);
// The session is bound to the shared process-wide CUDA context; make it current here the
// same way the encode thread does before its own NVENC calls.
if let Err(e) = cuda::make_current() {
tracing::warn!(error = %format!("{e:#}"), "pf-nvenc-out: cuCtxSetCurrent failed");
}
while let Ok(job) = work_rx.recv() {
// SAFETY: `job.bs` is one of the session's pool bitstreams a prior `encode_picture`
// targeted; both it and the session stay valid until `teardown`, which joins this thread
// first. `lock_bitstream` (version set, struct a live stack local for the synchronous
// call) BLOCKS until that encode finishes, then yields a CPU-readable
// `bitstreamBufferPtr`/`bitstreamSizeInBytes` valid until `unlock_bitstream`; the slice
// is copied (`to_vec`) before the unlock on the same buffer. Lock/unlock from a
// secondary thread while the encode thread submits is the NVENC guide's documented
// threading model.
let result = unsafe {
let mut lock = nv::NV_ENC_LOCK_BITSTREAM {
version: nv::NV_ENC_LOCK_BITSTREAM_VER,
outputBitstream: job.bs as *mut c_void,
..Default::default()
};
match (api().lock_bitstream)(enc as *mut c_void, &mut lock).nv_ok() {
Ok(()) => {
let data = std::slice::from_raw_parts(
lock.bitstreamBufferPtr as *const u8,
lock.bitstreamSizeInBytes as usize,
)
.to_vec();
let keyframe = matches!(
lock.pictureType,
nv::NV_ENC_PIC_TYPE::NV_ENC_PIC_TYPE_IDR
| nv::NV_ENC_PIC_TYPE::NV_ENC_PIC_TYPE_I
);
let _ = (api().unlock_bitstream)(
enc as *mut c_void,
job.bs as nv::NV_ENC_OUTPUT_PTR,
);
Ok((data, keyframe))
}
Err(e) => Err(format!(
"lock_bitstream (retrieve thread): {e:?}{}",
nvenc_status::explain(e)
)),
}
};
if done_tx.send(RetrieveDone { bs: job.bs, result }).is_err() {
break; // encoder side gone (teardown drains us via join)
}
}
}
/// The NVENC input buffer format for a captured `DeviceBuffer`'s layout. NV12/YUV444 are the zero-
/// copy worker's convert outputs; packed RGB (`ABGR`) is the fallback where NVENC does the internal
/// CSC. 10-bit is never produced on Linux today (Phase 5.1), so everything is 8-bit.
@@ -300,6 +437,9 @@ pub struct NvencCudaEncoder {
/// One-shot latch for [`diagnose_failed_open`](Self::diagnose_failed_open) so a rebuild-retry
/// burst (the session loop's bounded encoder resets) logs the diagnosis once, not per attempt.
diagnosed: bool,
/// The two-thread retrieve runtime (`PUNKTFUNK_NVENC_ASYNC`) — `None` in the default
/// single-thread mode and between sessions. Exists only `init_session`→`teardown`.
async_rt: Option<AsyncRetrieve>,
}
// SAFETY: the `!Send` fields are the raw NVENC session handle (`encoder`), the shared `CUcontext`
@@ -373,6 +513,7 @@ impl NvencCudaEncoder {
custom_vbv: false,
split_mode: nv::NV_ENC_SPLIT_ENCODE_MODE::NV_ENC_SPLIT_DISABLE_MODE as u32,
last_rfi_range: None,
async_rt: None,
})
}
@@ -381,6 +522,15 @@ impl NvencCudaEncoder {
if self.encoder.is_null() {
return;
}
// Stop the retrieve thread FIRST: close its job channel and join. Any in-flight blocking
// lock returns once its encode completes (≤ a frame time on a live driver), so the join
// is bounded; after it no other thread can touch the session the code below destroys.
if let Some(mut rt) = self.async_rt.take() {
rt.work_tx.take();
if let Some(j) = rt.join.take() {
let _ = j.join();
}
}
// Unmap any in-flight inputs, unregister every ring surface, destroy the bitstreams.
for (_, map, _, _) in &self.pending {
if !map.is_null() {
@@ -804,6 +954,15 @@ impl NvencCudaEncoder {
}
self.inited = true;
// Two-thread retrieve (T2.2): spawn the lock thread against the live session. No
// session parameter differs — teardown/rebuild always stops it before destroy.
if async_retrieve_requested() {
self.async_rt = Some(AsyncRetrieve::spawn(self.encoder as usize));
tracing::info!(
depth = async_inflight_cap(),
"NVENC two-thread retrieve enabled (submit thread + blocking-lock thread)"
);
}
tracing::info!(
mode = %format_args!("{}x{}@{}", self.width, self.height, self.fps),
bit_depth = self.bit_depth,
@@ -845,6 +1004,40 @@ impl NvencCudaEncoder {
_ => cuda::copy_device_to_device(buf, base, pitch),
}
}
/// Fold one retrieve-thread completion into `ready` (two-thread mode only): pop the oldest
/// in-flight entry, cross-check FIFO pairing, unmap its input HERE (the encode thread — the
/// retrieve thread never touches input resources), and queue the finished AU.
fn absorb_done(&mut self, done: RetrieveDone) -> Result<()> {
let Some((bs, map, pts_ns, anchor)) = self.pending.pop_front() else {
bail!("NVENC retrieve: completion with no in-flight frame (pairing bug)");
};
if bs as usize != done.bs {
bail!("NVENC retrieve: completion out of order (pairing bug)");
}
// SAFETY: `map` is the mapped input `submit` recorded for exactly this now-completed
// encode; the session is live (`async_rt` exists only between `init_session` and
// `teardown`) and this runs on the encode thread — the single unmap here mirrors the
// sync path's poll-side unmap, exactly once per mapping.
unsafe {
if !map.is_null() {
let _ = (api().unmap_input_resource)(self.encoder, map);
}
}
let (data, keyframe) = done.result.map_err(|e| anyhow!("{e}"))?;
self.async_rt
.as_mut()
.expect("absorb_done is only reachable in two-thread mode")
.ready
.push_back(EncodedFrame {
data,
pts_ns,
keyframe,
recovery_anchor: anchor,
chunk_aligned: false,
});
Ok(())
}
}
impl Encoder for NvencCudaEncoder {
@@ -891,6 +1084,19 @@ impl Encoder for NvencCudaEncoder {
// output slot counter (`teardown` zeroes it), NOT `pts`: `submit_indexed` pins pts to the
// wire frame index, non-zero on a mid-session rebuild's first frame.
let opening = self.next == 0;
// Two-thread backpressure: never more than the cap in flight — block on the OLDEST
// completion first, absorbing its AU into `ready` for `poll`. Bounds the added latency
// exactly like the sync path's blocking poll, just `cap` deep instead of 1, and keeps
// this slot's bitstream/input surface free before they're reused below.
while self.async_rt.is_some() && self.pending.len() >= async_inflight_cap() {
let done = {
let rt = self.async_rt.as_mut().expect("checked in loop condition");
rt.done_rx
.recv_timeout(std::time::Duration::from_secs(5))
.map_err(|_| anyhow!("NVENC retrieve stalled (5s) — encoder wedged?"))?
};
self.absorb_done(done)?;
}
let slot = self.next % POOL;
self.next += 1;
@@ -1057,6 +1263,15 @@ impl Encoder for NvencCudaEncoder {
anchor,
));
}
// Two-thread mode: hand the blocking lock for this bitstream to the retrieve thread.
// The sync_channel(POOL) can never fill (in-flight is capped < POOL above).
if let Some(rt) = &self.async_rt {
if let Some(tx) = &rt.work_tx {
let _ = tx.send(RetrieveJob {
bs: self.bitstreams[slot] as usize,
});
}
}
Ok(())
}
@@ -1130,6 +1345,26 @@ impl Encoder for NvencCudaEncoder {
}
fn poll(&mut self) -> Result<Option<EncodedFrame>> {
// Two-thread mode: drain whatever the retrieve thread has finished (non-blocking) and
// hand out the oldest ready AU. `None` = nothing completed yet — the session loop keeps
// the frame in flight and re-polls next tick; capture never blocks on the encode wait.
if self.async_rt.is_some() {
while let Ok(done) = self
.async_rt
.as_mut()
.expect("checked just above")
.done_rx
.try_recv()
{
self.absorb_done(done)?;
}
return Ok(self
.async_rt
.as_mut()
.expect("checked just above")
.ready
.pop_front());
}
let Some((bs, map, pts_ns, anchor)) = self.pending.pop_front() else {
return Ok(None);
};
+268 -14
View File
@@ -98,21 +98,40 @@ pub unsafe fn make_device(adapter: &IDXGIAdapter1) -> Result<(ID3D11Device, ID3D
if let Ok(dxgi1) = device.cast::<IDXGIDevice1>() {
let _ = dxgi1.SetMaximumFrameLatency(1);
}
// REALTIME auto-gate (gpu-contention §5.C / latency plan T2.3) — needs the device's adapter,
// so it runs here, after creation; internally once-per-process.
auto_priority_gate(&device);
Ok((device, context))
}
/// Resolve the configured GPU scheduling-priority class from `PUNKTFUNK_GPU_PRIORITY_CLASS`
/// (`off|normal|high|realtime`, default high). `None` = leave it at the OS default (the `off` opt-out).
/// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4, REALTIME 5.
fn configured_gpu_priority_class() -> Option<i32> {
/// The configured GPU scheduling-priority policy (`PUNKTFUNK_GPU_PRIORITY_CLASS`).
enum PrioMode {
/// Leave the OS default untouched (`off`).
Off,
/// A fixed class the operator pinned (`normal`=2 / `high`=4 / `realtime`=5).
Static(i32),
/// The default: HIGH immediately, then upgrade to REALTIME when it is safe — HAGS off, or
/// HAGS on with comfortable VRAM headroom (with a monitor that downgrades the moment VRAM
/// tightens). REALTIME is the proven ceiling-raiser (it is how our brief encode preempts a
/// saturating game), but REALTIME + NVIDIA + HAGS + near-full VRAM is a documented NVENC
/// hang — the gate takes the win everywhere it cannot hit the hazard.
Auto,
}
/// Resolve `PUNKTFUNK_GPU_PRIORITY_CLASS` (`off|normal|high|realtime|auto`, default **auto**).
/// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4,
/// REALTIME 5. `realtime` pins REALTIME statically (no gate — the operator owns the hazard);
/// `high` restores the pre-T2.3 static default.
fn configured_gpu_priority_mode() -> PrioMode {
match std::env::var("PUNKTFUNK_GPU_PRIORITY_CLASS")
.ok()
.as_deref()
{
Some("off") => None,
Some("normal") => Some(2),
Some("realtime") => Some(5),
_ => Some(4), // HIGH — safe on NVIDIA+HAGS (realtime can freeze NVENC)
Some("off") => PrioMode::Off,
Some("normal") => PrioMode::Static(2),
Some("high") => PrioMode::Static(4),
Some("realtime") => PrioMode::Static(5),
_ => PrioMode::Auto,
}
}
@@ -186,11 +205,14 @@ unsafe fn d3dkmt_set_scheduling_priority_class(
/// GPU-saturated game our capture+encode process is starved of GPU time slices — NVENC sits ~idle but
/// `lock_bitstream` waits ~20 ms for our context to be scheduled. Elevating the PROCESS GPU scheduling
/// priority class (the strong cross-process lever — far more effective than `SetGPUThreadPriority`
/// alone, which we measured as no help) lets our brief encode preempt the game. Uses HIGH, NOT
/// realtime: realtime on NVIDIA + HAGS can freeze/crash NVENC (Apollo downgrades it for exactly this).
/// Runs once per process; best-effort. `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime`
/// (default high). Best-effort: silently no-ops under a UAC-filtered token (the process will not
/// hold SE_INC_BASE_PRIORITY, so the D3DKMT call is a no-op).
/// alone, which we measured as no help) lets our brief encode preempt the game. Default is the
/// T2.3 `auto` mode: HIGH immediately here, then [`auto_priority_gate`] upgrades to REALTIME
/// where the NVIDIA+HAGS+full-VRAM NVENC-hang hazard cannot bite (and a monitor downgrades when
/// it could). Runs once per process; best-effort.
/// `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime|auto` (default auto; `high` = the
/// pre-gate static behavior; `realtime` = pinned, operator owns the hazard). Best-effort:
/// silently no-ops under a UAC-filtered token (the process will not hold SE_INC_BASE_PRIORITY,
/// so the D3DKMT call is a no-op).
fn elevate_process_gpu_priority() {
use std::sync::Once;
static ONCE: Once = Once::new();
@@ -202,9 +224,15 @@ fn elevate_process_gpu_priority() {
// `Once::call_once`; no raw pointers are dereferenced here.
ONCE.call_once(|| unsafe {
use windows::Win32::System::Threading::GetCurrentProcess;
let Some(prio) = configured_gpu_priority_class() else {
let prio = match configured_gpu_priority_mode() {
PrioMode::Off => {
tracing::info!("GPU process scheduling priority class left at default (off)");
return;
}
PrioMode::Static(p) => p,
// Auto: HIGH is the immediately-safe floor; `auto_priority_gate` (running once a
// device exists, so it can see the adapter) decides the REALTIME upgrade.
PrioMode::Auto => 4,
};
enable_inc_base_priority();
match d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), prio) {
@@ -220,3 +248,229 @@ fn elevate_process_gpu_priority() {
}
});
}
// --- REALTIME auto-gate (gpu-contention §5.C / latency plan T2.3) --------------------------------
//
// REALTIME GPU scheduling priority is the genuine cross-process ceiling-raiser under a saturating
// game (a higher-priority context preempts at pixel granularity — the Async-TimeWarp mechanism),
// and our SYSTEM service uniquely holds the SE_INC_BASE_PRIORITY it needs. The one documented
// hazard: REALTIME + NVIDIA + HAGS-on + near-full VRAM can hang NVENC. So: probe HAGS once via
// D3DKMT; HAGS off ⇒ REALTIME unconditionally; HAGS on ⇒ REALTIME gated on LOCAL-segment VRAM
// headroom, with a monitor thread that downgrades to HIGH the moment usage crosses
// [`VRAM_DOWNGRADE_PCT`] of the OS budget and restores REALTIME after it has stayed under
// [`VRAM_RESTORE_PCT`] for [`VRAM_RESTORE_TICKS`] consecutive polls (hysteresis against flapping
// on the boundary of the hazard window).
/// Downgrade REALTIME→HIGH when local VRAM usage exceeds this share of the OS budget.
const VRAM_DOWNGRADE_PCT: u64 = 92;
/// Restore HIGH→REALTIME once usage has stayed at/below this share…
const VRAM_RESTORE_PCT: u64 = 85;
/// …for this many consecutive 2 s polls.
const VRAM_RESTORE_TICKS: u32 = 3;
/// `KMTQAITYPE_WDDM_2_7_CAPS` — the adapter-info query that carries the HAGS (hardware GPU
/// scheduling) state. `D3DKMT_WDDM_2_7_CAPS` is a 4-byte bitfield: bit 0 `HwSchSupported`,
/// bit 1 `HwSchEnabled` (the one that matters — "is HAGS actually ON for this adapter").
const KMTQAITYPE_WDDM_2_7_CAPS: u32 = 70;
/// Probe whether HAGS (WDDM hardware scheduling) is ENABLED on the adapter with `luid`, via the
/// gdi32 D3DKMT surface (loaded by name — no stable windows-rs bindings, same as the priority
/// setter). `None` = could not determine (missing exports / query failed) — the caller treats
/// unknown as "assume the hazard exists".
///
/// # Safety
/// Calls gdi32 exports through by-name transmuted pointers with locally built, correctly sized
/// `repr(C)` argument structs; the adapter handle is closed before returning on every path.
unsafe fn hags_enabled(luid: LUID) -> Option<bool> {
use windows::core::s;
use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA};
#[repr(C)]
struct OpenFromLuid {
luid: LUID,
h_adapter: u32,
}
#[repr(C)]
struct CloseAdapter {
h_adapter: u32,
}
#[repr(C)]
struct QueryInfo {
h_adapter: u32,
ty: u32,
private_data: *mut std::ffi::c_void,
private_data_size: u32,
}
let gdi32 = LoadLibraryA(s!("gdi32.dll")).ok()?;
let open = GetProcAddress(gdi32, s!("D3DKMTOpenAdapterFromLuid"))?;
let query = GetProcAddress(gdi32, s!("D3DKMTQueryAdapterInfo"))?;
let close = GetProcAddress(gdi32, s!("D3DKMTCloseAdapter"))?;
type OpenFn = unsafe extern "system" fn(*mut OpenFromLuid) -> i32;
type QueryFn = unsafe extern "system" fn(*mut QueryInfo) -> i32;
type CloseFn = unsafe extern "system" fn(*mut CloseAdapter) -> i32;
let open: OpenFn = std::mem::transmute(open);
let query: QueryFn = std::mem::transmute(query);
let close: CloseFn = std::mem::transmute(close);
let mut oa = OpenFromLuid { luid, h_adapter: 0 };
if open(&mut oa) != 0 {
return None;
}
let mut caps: u32 = 0;
let mut qi = QueryInfo {
h_adapter: oa.h_adapter,
ty: KMTQAITYPE_WDDM_2_7_CAPS,
private_data: (&mut caps as *mut u32).cast(),
private_data_size: std::mem::size_of::<u32>() as u32,
};
let st = query(&mut qi);
let mut ca = CloseAdapter {
h_adapter: oa.h_adapter,
};
let _ = close(&mut ca);
if st != 0 {
return None; // pre-WDDM-2.7 driver: the query type doesn't exist ⇒ HAGS can't be on
}
Some(caps & 0x2 != 0) // bit 1 = HwSchEnabled
}
/// Apply the auto-gate decision for `device`'s adapter (no-op unless the mode is `Auto`; runs
/// once per process). HAGS off ⇒ REALTIME now. HAGS on (or unknown) ⇒ spawn the VRAM monitor,
/// which flips REALTIME⇄HIGH on headroom. See the section comment above for the policy.
fn auto_priority_gate(device: &ID3D11Device) {
use std::sync::Once;
static ONCE: Once = Once::new();
ONCE.call_once(|| {
if !matches!(configured_gpu_priority_mode(), PrioMode::Auto) {
return;
}
// The adapter identity this device runs on.
let luid = match device
.cast::<IDXGIDevice>()
.and_then(|d| unsafe { d.GetAdapter() })
.and_then(|a| unsafe { a.GetDesc() })
{
Ok(desc) => desc.AdapterLuid,
Err(e) => {
tracing::warn!(error = %e, "REALTIME auto-gate: no adapter LUID — staying HIGH");
return;
}
};
// SAFETY: `hags_enabled` builds all its FFI arguments locally and closes the adapter
// handle before returning (see its own contract); `luid` is a plain value.
let hags = unsafe { hags_enabled(luid) };
match hags {
Some(false) => {
// No HAGS ⇒ the NVENC-hang hazard cannot occur: take REALTIME outright.
// SAFETY: `GetCurrentProcess` returns the always-valid pseudo-handle; the setter
// loads gdi32 by name (its own contract).
let st = unsafe {
d3dkmt_set_scheduling_priority_class(
windows::Win32::System::Threading::GetCurrentProcess(),
5,
)
};
match st {
Some(0) => tracing::info!(
"GPU priority REALTIME (auto: HAGS off — hang hazard not possible)"
),
_ => {
tracing::warn!("REALTIME auto-gate: could not set REALTIME (staying HIGH)")
}
}
}
hags => {
let unknown = hags.is_none();
tracing::info!(
hags_unknown = unknown,
"GPU priority auto-gate: HAGS on (or undeterminable) — REALTIME rides VRAM \
headroom (monitor thread)"
);
spawn_vram_gate(luid);
}
}
});
}
/// The VRAM-headroom monitor (auto mode, HAGS on): flips the process class REALTIME⇄HIGH on the
/// LOCAL memory segment's usage-vs-budget, with hysteresis. Its own DXGI factory/adapter (COM
/// objects never cross threads); polling a 2 s cadence — VRAM exhaustion is a seconds-scale
/// process, and the downgrade only has to beat the *next* NVENC submission pile-up, not a frame.
fn spawn_vram_gate(luid: LUID) {
let _ = std::thread::Builder::new()
.name("pf-gpu-prio".into())
.spawn(move || {
use windows::Win32::Graphics::Dxgi::{
CreateDXGIFactory1, IDXGIAdapter3, IDXGIFactory4, DXGI_MEMORY_SEGMENT_GROUP_LOCAL,
DXGI_QUERY_VIDEO_MEMORY_INFO,
};
use windows::Win32::System::Threading::GetCurrentProcess;
// SAFETY: plain DXGI object creation + LUID lookup; the COM objects are created on
// and confined to this thread.
let adapter: Option<IDXGIAdapter3> = unsafe {
CreateDXGIFactory1::<IDXGIFactory4>()
.and_then(|f| f.EnumAdapterByLuid::<IDXGIAdapter3>(luid))
.ok()
};
let Some(adapter) = adapter else {
tracing::warn!("pf-gpu-prio: adapter lookup failed — staying HIGH");
return;
};
let mut realtime = false; // we start at the HIGH floor
let mut clean_ticks = 0u32;
loop {
// SAFETY: `adapter` is a live IDXGIAdapter3 owned by this thread; the query
// fills the local out-struct `mi`.
let mut mi = DXGI_QUERY_VIDEO_MEMORY_INFO::default();
let info = unsafe {
adapter.QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &mut mi)
};
if info.is_ok() {
let (usage, budget) = (mi.CurrentUsage, mi.Budget);
if budget > 0 {
let pct = usage * 100 / budget;
if realtime && pct > VRAM_DOWNGRADE_PCT {
// SAFETY: pseudo-handle + by-name gdi32 call (setter's contract).
let st = unsafe {
d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), 4)
};
if st == Some(0) {
realtime = false;
clean_ticks = 0;
tracing::warn!(
vram_pct = pct,
"GPU priority REALTIME→HIGH (VRAM tightened — NVENC-hang \
hazard window)"
);
}
} else if !realtime && pct <= VRAM_RESTORE_PCT {
clean_ticks += 1;
if clean_ticks >= VRAM_RESTORE_TICKS {
// SAFETY: same setter contract as above.
let st = unsafe {
d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), 5)
};
if st == Some(0) {
realtime = true;
tracing::info!(
vram_pct = pct,
"GPU priority HIGH→REALTIME (auto: VRAM headroom \
comfortable)"
);
} else {
// Can't ever reach REALTIME (privilege) — stop burning polls.
tracing::info!(
"pf-gpu-prio: REALTIME unavailable — monitor exiting \
(HIGH stands)"
);
return;
}
}
} else if !realtime {
clean_ticks = 0;
}
}
}
std::thread::sleep(std::time::Duration::from_secs(2));
}
});
}