fix(video): honor the signaled CSC matrix end-to-end + tvOS HDR presentation

Clients derive Y'CbCr->RGB from the stream's SIGNALED matrix x range x depth
via shared csc rows (Rust csc_rows + Swift CscRows) instead of hardcoded
709/2020 - a BT.601-signaled stream (a Linux host's RGB-input NVENC) no longer
renders with a constant hue error. Host-side signaling made honest across
NVENC/VAAPI/openh264/GameStream and the session plan's chroma/bit-depth.
Decoded color-bar fixtures (601/709 x limited/full) pin the math in tests on
both cores.

Same presenter, tvOS HDR: tvOS has no Metal EDR API and a bare PQ colorspace
tag composites UNTONE-MAPPED (the "overblown" Apple TV report), so HDR now
splits on the display's live EDR headroom - PQ passthrough when the
per-session AVDisplayManager mode switch landed (a real HDR10 output
tone-maps itself), else an in-shader PQ->SDR tone-map (203-nit reference
white, extended-Reinhard 1000-nit knee, 2020->709) into the proven SDR layer
config. The 10-bit stream keeps its full decode depth either way.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 16:58:11 +02:00
parent db49904c6d
commit 1fcf9e11ec
26 changed files with 2268 additions and 409 deletions
+90 -85
View File
@@ -4,7 +4,9 @@
//! the dedicated render thread ([`crate::render`]) — presenting never touches (or is stalled by)
//! the XAML thread.
//!
//! Two frame sources, one pair of YUV shaders (identical colour math for both):
//! Two frame sources, ONE YCbCr→RGB shader whose conversion rows arrive per frame in a constant
//! buffer (`pf_client_core::video::csc_rows` from the frame's CICP signaling — identical colour
//! math for both sources, and the stream's signaled matrix/range is honored, not assumed):
//!
//! * **GPU (D3D11VA)** — [`crate::video::GpuFrame`] is a slice of the decoder-only NV12/P010
//! texture array. One `CopySubresourceRegion` with a display-size box moves the slice — **both
@@ -46,10 +48,14 @@ use windows::Win32::Graphics::Dxgi::Common::*;
use windows::Win32::Graphics::Dxgi::*;
use windows::Win32::System::Threading::WaitForSingleObject;
// One vertex shader (fullscreen triangle) + two pixel shaders, selected per frame colour space.
// tex0 is the luma plane, tex1 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.
// One vertex shader (fullscreen triangle) + ONE pixel shader for every colour combination:
// tex0 is the luma plane, tex1 the chroma plane, and the YCbCr→RGB conversion arrives as three
// constant-buffer rows precomputed on the CPU per frame (`pf_client_core::video::csc_rows` —
// bit-depth exact, range expansion + the P010 ×65535/65472 high-bit repack folded in). One shader
// honors whatever the stream signals (BT.601/709/2020, full/limited, 8/10-bit) instead of the old
// two hardcoded matrices — a BT.601-signaled stream (a Linux host's RGB-input NVENC) used to
// render with BT.709 coefficients, a constant hue error. A PQ stream's rows yield PQ-encoded
// RGB passed through as-is to the HDR10 swapchain, exactly as before.
const SHADER_HLSL: &str = r#"
struct VSOut { float4 pos : SV_Position; float2 uv : TEXCOORD0; };
VSOut vs_main(uint vid : SV_VertexID) {
@@ -62,47 +68,47 @@ VSOut vs_main(uint vid : SV_VertexID) {
Texture2D tex0 : register(t0);
Texture2D tex1 : register(t1);
SamplerState smp : register(s0);
cbuffer Csc : register(b0) {
float4 r0; // rgb[i] = dot(ri.xyz, yuv) + ri.w
float4 r1;
float4 r2;
};
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);
float4 ps_yuv(VSOut i) : SV_Target {
// 4:2:0 chroma is left-cosited (H.273 type 0 — the default inference when unsignaled, and
// what the hosts produce), but sampling the half-res plane at the luma UV assumes CENTER
// siting — a ~0.5-luma-px rightward chroma shift on hard colored edges. Offset +0.25 chroma
// texels to re-align (the same correction the Apple client applies). Self-disables when the
// plane widths match (a full-size 4:4:4 chroma plane has no subsampling to correct).
float lw, lh, cw, ch;
tex0.GetDimensions(lw, lh);
tex1.GetDimensions(cw, ch);
float2 cuv = i.uv;
if (cw < lw) { cuv.x += 0.25 / cw; }
float3 yuv = float3(tex0.Sample(smp, i.uv).r, tex1.Sample(smp, cuv).rg);
float3 rgb = float3(dot(r0.xyz, yuv) + r0.w,
dot(r1.xyz, yuv) + r1.w,
dot(r2.xyz, yuv) + r2.w);
return float4(saturate(rgb), 1.0);
}
"#;
/// The currently bound frame: per-plane SRVs (over the GPU sample texture or the CPU plane
/// textures) + the colour space that picks the shader. Redraws (resize, letterbox) re-present it.
/// textures). Redraws (resize, letterbox) re-present it — the CSC constant buffer still holds
/// this frame's rows, and the swapchain mode was latched by `set_hdr` when the frame arrived.
struct Bound {
y: ID3D11ShaderResourceView,
c: ID3D11ShaderResourceView,
hdr: bool,
}
pub struct Presenter {
device: ID3D11Device,
context: ID3D11DeviceContext,
vs: ID3D11VertexShader,
ps_nv12: ID3D11PixelShader,
ps_p010: ID3D11PixelShader,
ps_yuv: ID3D11PixelShader,
/// Dynamic constant buffer holding the bound frame's three CSC rows (`csc_rows`), rewritten
/// on every bind (colour signaling can flip in-band, e.g. the host's SDR→HDR re-init).
csc_buf: ID3D11Buffer,
sampler: ID3D11SamplerState,
swap: IDXGISwapChain1,
/// Creation flags — MUST be re-passed to every `ResizeBuffers` or it fails.
@@ -157,7 +163,22 @@ impl Presenter {
let shared = crate::gpu::shared().ok_or_else(|| anyhow!("no shared D3D11 device"))?;
let device = shared.device.clone();
let context = shared.context.clone();
let (vs, ps_nv12, ps_p010, sampler) = build_pipeline(&device)?;
let (vs, ps_yuv, sampler) = build_pipeline(&device)?;
// The per-frame CSC rows (three float4s). Dynamic: rewritten with Map-discard on bind.
let csc_desc = D3D11_BUFFER_DESC {
ByteWidth: 48,
Usage: D3D11_USAGE_DYNAMIC,
BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
..Default::default()
};
let csc_buf = unsafe {
let mut b = None;
device
.CreateBuffer(&csc_desc, None, Some(&mut b))
.context("CreateBuffer (CSC rows)")?;
b.ok_or_else(|| anyhow!("null CSC constant buffer"))?
};
let (swap, swap_flags) =
create_composition_swapchain(&device, width.max(1), height.max(1))?;
// ≤1 queued present: the render thread blocks on the waitable, so a frame is only drawn
@@ -175,8 +196,8 @@ impl Presenter {
device,
context,
vs,
ps_nv12,
ps_p010,
ps_yuv,
csc_buf,
sampler,
swap,
swap_flags,
@@ -327,12 +348,10 @@ impl Presenter {
let (fy, fc) = plane_formats(g.ten_bit);
let y = self.plane_srv(&dst, fy)?;
let c = self.plane_srv(&dst, fc)?;
if g.ten_bit != g.hdr {
warn_bitdepth_mismatch_once(g.ten_bit, g.hdr);
}
self.write_csc_rows(g.color, g.ten_bit)?;
self.src_w = g.width;
self.src_h = g.height;
self.bound = Some(Bound { y, c, hdr: g.hdr });
self.bound = Some(Bound { y, c });
// Hold the frame until the next bind: its decode surface stays out of the reuse pool
// until this copy is queued ahead of any later decoder write (previous frame drops here).
self.gpu_frame = Some(g);
@@ -428,12 +447,13 @@ impl Presenter {
w.div_ceil(2) as usize * 2 * bytes,
h.div_ceil(2) as usize,
)?;
let (y_srv, uv_srv) = (y_srv.clone(), uv_srv.clone());
self.write_csc_rows(frame.color, frame.ten_bit)?;
self.src_w = w;
self.src_h = h;
self.bound = Some(Bound {
y: y_srv.clone(),
c: uv_srv.clone(),
hdr: frame.hdr,
y: y_srv,
c: uv_srv,
});
self.gpu_frame = None; // drop any held GPU frame
Ok(())
@@ -464,6 +484,26 @@ impl Presenter {
}
}
/// Recompute the bound frame's YCbCr→RGB rows from its CICP signaling and Map-discard them
/// into the CSC constant buffer. `ten_bit` selects the 10-bit code points AND the P010
/// high-bit repack (the plane SRVs are R16/R16G16 UNORM for 10-bit).
fn write_csc_rows(&self, color: pf_client_core::video::ColorDesc, ten_bit: bool) -> Result<()> {
let rows = pf_client_core::video::csc_rows(color, if ten_bit { 10 } else { 8 }, ten_bit);
unsafe {
let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
self.context
.Map(&self.csc_buf, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped))
.context("Map CSC constant buffer")?;
std::ptr::copy_nonoverlapping(
rows.as_ptr() as *const u8,
mapped.pData as *mut u8,
48, // [[f32; 4]; 3]
);
self.context.Unmap(&self.csc_buf, 0);
}
Ok(())
}
/// Map-discard `tex` and copy `rows` rows of `row_bytes` from `src` (stride `src_pitch`).
fn map_rows(
&self,
@@ -525,14 +565,8 @@ impl Presenter {
c.IASetInputLayout(None);
c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
c.VSSetShader(&self.vs, None);
c.PSSetShader(
if bound.hdr {
&self.ps_p010
} else {
&self.ps_nv12
},
None,
);
c.PSSetShader(&self.ps_yuv, None);
c.PSSetConstantBuffers(0, Some(&[Some(self.csc_buf.clone())]));
c.PSSetShaderResources(0, Some(&[Some(bound.y.clone()), Some(bound.c.clone())]));
c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
c.Draw(3, 0);
@@ -645,20 +679,6 @@ fn plane_formats(ten_bit: bool) -> (DXGI_FORMAT, DXGI_FORMAT) {
}
}
/// The host couples 10-bit ⟺ HDR today; a mismatch means the shader's transfer/matrix assumption
/// is off for this stream (rendered anyway — approximate colour beats no picture).
fn warn_bitdepth_mismatch_once(ten_bit: bool, hdr: bool) {
use std::sync::atomic::{AtomicBool, Ordering};
static ONCE: AtomicBool = AtomicBool::new(true);
if ONCE.swap(false, Ordering::Relaxed) {
tracing::warn!(
ten_bit,
hdr,
"bit depth / HDR mismatch — colour may be approximate"
);
}
}
/// A composition flip-model swapchain (no HWND) for binding to a XAML `SwapChainPanel`, with the
/// frame-latency waitable when the driver allows it. Returns the swapchain + the flags it was
/// created with (every `ResizeBuffers` must re-pass them).
@@ -708,28 +728,18 @@ fn create_composition_swapchain(
fn build_pipeline(
device: &ID3D11Device,
) -> Result<(
ID3D11VertexShader,
ID3D11PixelShader,
ID3D11PixelShader,
ID3D11SamplerState,
)> {
) -> Result<(ID3D11VertexShader, ID3D11PixelShader, ID3D11SamplerState)> {
let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?;
let nv12_blob = compile(SHADER_HLSL, "ps_nv12", "ps_5_0")?;
let p010_blob = compile(SHADER_HLSL, "ps_p010", "ps_5_0")?;
let yuv_blob = compile(SHADER_HLSL, "ps_yuv", "ps_5_0")?;
unsafe {
let mut vs = None;
device
.CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs))
.context("CreateVertexShader")?;
let mut ps_nv12 = None;
let mut ps_yuv = 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)")?;
.CreatePixelShader(blob_bytes(&yuv_blob), None, Some(&mut ps_yuv))
.context("CreatePixelShader (yuv)")?;
let sdesc = D3D11_SAMPLER_DESC {
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
@@ -742,12 +752,7 @@ fn build_pipeline(
device
.CreateSamplerState(&sdesc, Some(&mut sampler))
.context("CreateSamplerState")?;
Ok((
vs.unwrap(),
ps_nv12.unwrap(),
ps_p010.unwrap(),
sampler.unwrap(),
))
Ok((vs.unwrap(), ps_yuv.unwrap(), sampler.unwrap()))
}
}
+18 -7
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@@ -32,6 +32,7 @@ use ffmpeg::format::Pixel;
use ffmpeg::software::scaling;
use ffmpeg::util::frame::Video as AvFrame;
use ffmpeg_next as ffmpeg;
use pf_client_core::video::ColorDesc;
use std::ffi::c_void;
use std::ptr;
use windows::core::{Interface, GUID};
@@ -95,8 +96,12 @@ pub struct CpuFrame {
pub uv_stride: usize,
/// P010 sample layout (10 bits in the high bits of 16) vs NV12. Selects texture/SRV formats.
pub ten_bit: bool,
/// BT.2020 PQ HDR10 vs ordinary BT.709 SDR. Selects shader + swapchain colour space.
/// BT.2020 PQ HDR10 vs ordinary BT.709 SDR. Selects the swapchain colour space.
pub hdr: bool,
/// The frame's CICP signaling (HEVC VUI → `AVFrame`), read per-frame — the presenter derives
/// its YCbCr→RGB constant buffer from it (`csc_rows`), so a BT.601-signaled stream (a Linux
/// host's RGB-input NVENC) no longer renders with BT.709 coefficients.
pub color: ColorDesc,
}
/// A decoded frame still on the GPU: a D3D11 texture **array** plus the slice index the decoder
@@ -112,9 +117,11 @@ pub struct GpuFrame {
/// `sw_format`. The presenter keys its copy-texture/SRV formats off this: they must match the
/// source array exactly for `CopySubresourceRegion`.
pub ten_bit: bool,
/// BT.2020 PQ HDR10 (ST.2084 transfer) vs ordinary BT.709 SDR. Selects shader + swapchain
/// colour space only (the host couples 10-bit ⟺ HDR today, but formats key off `ten_bit`).
/// BT.2020 PQ HDR10 (ST.2084 transfer) vs ordinary BT.709 SDR. Selects the swapchain colour
/// space only (the host couples 10-bit ⟺ HDR today, but formats key off `ten_bit`).
pub hdr: bool,
/// Per-frame CICP signaling — see [`CpuFrame::color`].
pub color: ColorDesc,
guard: D3d11FrameGuard,
}
@@ -329,9 +336,10 @@ impl SoftwareDecoder {
/// matrix/range/transfer handling all lives in the presenter's shaders, shared with the
/// D3D11VA path, so software frames are bit-comparable with hardware ones.
fn convert(&mut self, frame: &AvFrame) -> Result<CpuFrame> {
use ffmpeg::color::TransferCharacteristic;
let (fmt, w, h) = (frame.format(), frame.width(), frame.height());
let hdr = frame.color_transfer_characteristic() == TransferCharacteristic::SMPTE2084;
// SAFETY: `frame` wraps a live decoded AVFrame for the duration of this call.
let color = unsafe { ColorDesc::from_raw(frame.as_ptr()) };
let hdr = color.is_pq();
// Source bit depth from the pix-fmt descriptor (stable FFmpeg public API).
let ten_bit = unsafe {
let desc = ffmpeg::ffi::av_pix_fmt_desc_get(fmt.into());
@@ -356,6 +364,7 @@ impl SoftwareDecoder {
uv_stride: conv.stride(1),
ten_bit,
hdr,
color,
})
}
}
@@ -586,8 +595,9 @@ impl D3d11vaDecoder {
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;
// SAFETY: `self.frame` is the live decoded AVFrame for the duration of this call.
let color = ColorDesc::from_raw(self.frame);
let hdr = color.is_pq();
let ten_bit = {
let hwfc = (*self.frame).hw_frames_ctx;
!hwfc.is_null()
@@ -604,6 +614,7 @@ impl D3d11vaDecoder {
index: (*self.frame).data[1] as usize as u32,
ten_bit,
hdr,
color,
guard: D3d11FrameGuard(cloned),
};
log_layout_once(frame.width, frame.height, frame.index, hdr, ten_bit);