feat(host/windows): WGC capture backend (overlay/HDR-correct) with watchdog'd DDA fallback
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The capture-architecture reset from the research: add a Windows.Graphics.Capture (WGC) backend that
captures the COMPOSED desktop — including the overlay/independent-flip/MPO planes DXGI Desktop
Duplication misses — which structurally fixes the frozen HDR animations + video (proven live: a WGC
frame decodes to the real 5120x1440 HDR content DDA freezes on). It reuses the whole pipeline
unchanged: the WGC frame's GPU texture → same scRGB→BT.2020-PQ shader → NVENC zero-copy; the OS
composites the cursor (IsCursorCaptureEnabled) so no manual cursor pass. crates/punktfunk-host/src/
capture/wgc.rs; find_output/make_device/HdrConverter/nudge_cursor_onto made pub(crate) for reuse.

Reliability findings + mitigations (live on the RTX 4090):
- WGC can't activate under the SYSTEM account (0x80070424) — it needs the interactive user token. The
  host must run as the user for WGC (run.cmd: drop PsExec -s). DDA still needs SYSTEM for the secure
  desktop — that token reconciliation (impersonation) is the remaining task.
- WGC's Direct3D11CaptureFramePool::CreateFreeThreaded intermittently HANGS on the headless SudoVDA
  (IddCx) display, correlated with accumulated SudoVDA churn (failed REMOVEs leaving lingering
  displays); clean-state opens reliably. Since it's a blocking hang, capture_virtual_output runs WGC
  open on a watchdog thread with a 5s timeout and falls back to DDA on hang/error — the session is
  NEVER left black: WGC when it opens (fixed animations), DDA otherwise. First-frame nudge added (WGC
  fires FrameArrived on change; a static desktop otherwise never delivers the first frame).
- Default WGC; PUNKTFUNK_CAPTURE=dda forces DDA. DDA path unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-16 06:32:54 +00:00
parent 84e17fbb49
commit 28ab448a29
4 changed files with 544 additions and 8 deletions
+8
View File
@@ -126,6 +126,14 @@ windows = { version = "0.62", features = [
"Win32_Graphics_Direct3D11",
"Win32_Graphics_Direct3D_Fxc",
"Win32_Graphics_Gdi",
# Windows.Graphics.Capture (WGC) backend — composed-desktop capture (overlay/MPO-correct HDR).
"Foundation",
"Graphics",
"Graphics_Capture",
"Graphics_DirectX",
"Graphics_DirectX_Direct3D11",
"Win32_System_WinRT_Direct3D11",
"Win32_System_WinRT_Graphics_Capture",
] }
# Software H.264 encoder (GPU-less path + NVENC fallback). The default `source` feature statically
# compiles OpenH264 (BSD-2) — no system lib, builds on MSVC; nasm on PATH adds the SIMD fast path.
+50 -2
View File
@@ -265,8 +265,54 @@ pub fn capture_virtual_output(vout: crate::vdisplay::VirtualOutput) -> Result<Bo
"SudoVDA target not yet an active display (needs a WDDM GPU to activate it)"
)
})?;
dxgi::DuplCapturer::open(target, vout.preferred_mode, vout.keepalive)
.map(|c| Box::new(c) as Box<dyn Capturer>)
let pref = vout.preferred_mode;
let keep = vout.keepalive;
// WGC (Windows.Graphics.Capture) is the default: it captures the COMPOSED desktop including the
// overlay/independent-flip planes DXGI Desktop Duplication misses (the frozen-HDR-animation bug),
// and has no ACCESS_LOST-on-overlay churn. DDA stays available via PUNKTFUNK_CAPTURE=dda and is
// the secure-desktop (lock/UAC) fallback (WGC can't capture those). `keep` is moved into the
// chosen backend (it owns the SudoVDA keepalive), so there's no open-time auto-fallback.
let backend = std::env::var("PUNKTFUNK_CAPTURE")
.unwrap_or_default()
.to_ascii_lowercase();
if backend == "dda" || backend == "dxgi" {
return dxgi::DuplCapturer::open(target, pref, keep)
.map(|c| Box::new(c) as Box<dyn Capturer>);
}
// WGC default, with a watchdog'd DDA fallback. WGC's Direct3D11CaptureFramePool::CreateFreeThreaded
// intermittently HANGS on the headless SudoVDA (IddCx) display — a blocking call we can't error out
// of in place. So run WGC open on a dedicated thread and bound it: if it doesn't finish in time
// (hang) or errors, fall back to the reliable DDA path so the session is NEVER left black. WGC,
// when it opens, captures the composed desktop (overlay/MPO-correct HDR — fixes frozen animations);
// DDA is the safety net (+ the secure-desktop path). The encode thread is set MTA so the WGC
// objects built on the watchdog thread (also MTA) are usable here; the keepalive is handed to WGC
// only on success, else to DDA. A hung watchdog thread is abandoned (holds no keepalive).
unsafe {
let _ = windows::Win32::System::WinRT::RoInitialize(
windows::Win32::System::WinRT::RO_INIT_MULTITHREADED,
);
}
let (tx, rx) = std::sync::mpsc::channel();
let t = target.clone();
let _ = std::thread::Builder::new()
.name("wgc-open".into())
.spawn(move || {
let _ = tx.send(wgc::WgcCapturer::open(t, pref));
});
match rx.recv_timeout(std::time::Duration::from_secs(5)) {
Ok(Ok(mut c)) => {
c.attach_keepalive(keep);
Ok(Box::new(c) as Box<dyn Capturer>)
}
Ok(Err(e)) => {
tracing::warn!(error = %format!("{e:#}"), "WGC open failed — falling back to DDA");
dxgi::DuplCapturer::open(target, pref, keep).map(|c| Box::new(c) as Box<dyn Capturer>)
}
Err(_) => {
tracing::warn!("WGC open timed out (CreateFreeThreaded hang on the virtual display) — falling back to DDA");
dxgi::DuplCapturer::open(target, pref, keep).map(|c| Box::new(c) as Box<dyn Capturer>)
}
}
}
#[cfg(not(any(target_os = "linux", target_os = "windows")))]
@@ -278,3 +324,5 @@ pub fn capture_virtual_output(_vout: crate::vdisplay::VirtualOutput) -> Result<B
pub mod dxgi;
#[cfg(target_os = "linux")]
mod linux;
#[cfg(target_os = "windows")]
pub mod wgc;
+8 -6
View File
@@ -92,7 +92,7 @@ fn depad_bgra(src: &[u8], pitch: usize, w: usize, h: usize) -> Vec<u8> {
/// Re-find the live `IDXGIOutput1` for a GDI name across all adapters (the SudoVDA monitor is
/// enumerated under the rendering GPU). Used to recover after ACCESS_LOST, where the cached handle
/// may be stale.
unsafe fn find_output(gdi_name: &str) -> Result<(IDXGIAdapter1, IDXGIOutput1)> {
pub(crate) unsafe fn find_output(gdi_name: &str) -> Result<(IDXGIAdapter1, IDXGIOutput1)> {
let factory: IDXGIFactory1 = CreateDXGIFactory1().context("CreateDXGIFactory1")?;
let mut i = 0u32;
while let Ok(a) = factory.EnumAdapters1(i) {
@@ -113,7 +113,9 @@ unsafe fn find_output(gdi_name: &str) -> Result<(IDXGIAdapter1, IDXGIOutput1)> {
/// adapter). Used at open and on every ACCESS_LOST: a device created on one desktop cannot sustain a
/// duplication on a *different* desktop (perpetual ACCESS_LOST), so the secure-desktop switch needs a
/// device made while the thread is attached to that desktop.
unsafe fn make_device(adapter: &IDXGIAdapter1) -> Result<(ID3D11Device, ID3D11DeviceContext)> {
pub(crate) unsafe fn make_device(
adapter: &IDXGIAdapter1,
) -> Result<(ID3D11Device, ID3D11DeviceContext)> {
let mut device: Option<ID3D11Device> = None;
let mut context: Option<ID3D11DeviceContext> = None;
D3D11CreateDevice(
@@ -179,7 +181,7 @@ unsafe fn attach_input_desktop() {
}
}
unsafe fn nudge_cursor_onto(output: &IDXGIOutput1) {
pub(crate) unsafe fn nudge_cursor_onto(output: &IDXGIOutput1) {
if let Ok(od) = output.GetDesc() {
let r = od.DesktopCoordinates;
let _ = SetCursorPos(r.left + 8, r.top + 8);
@@ -495,14 +497,14 @@ float4 main(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_TARGET {
/// scRGB FP16 → BT.2020 PQ 10-bit conversion pass. One per capture device (rebuilt on device
/// recreate, like [`CursorCompositor`]). A single fullscreen draw samples the FP16 source SRV and
/// writes PQ-encoded BT.2020 to the bound R10G10B10A2 render target.
struct HdrConverter {
pub(crate) struct HdrConverter {
vs: ID3D11VertexShader,
ps: ID3D11PixelShader,
sampler: ID3D11SamplerState,
}
impl HdrConverter {
unsafe fn new(device: &ID3D11Device) -> Result<Self> {
pub(crate) unsafe fn new(device: &ID3D11Device) -> Result<Self> {
let vsb = compile_shader(HDR_VS, s!("main"), s!("vs_5_0"))?;
let psb = compile_shader(HDR_PS, s!("main"), s!("ps_5_0"))?;
let mut vs = None;
@@ -528,7 +530,7 @@ impl HdrConverter {
}
/// Convert `src_srv` (FP16 scRGB) into `dst_rtv` (R10G10B10A2 PQ BT.2020). Opaque pass, no blend.
unsafe fn convert(
pub(crate) unsafe fn convert(
&self,
ctx: &ID3D11DeviceContext,
src_srv: &ID3D11ShaderResourceView,
+478
View File
@@ -0,0 +1,478 @@
//! Windows.Graphics.Capture (WGC) capture backend — the HDR/animation-correct path.
//!
//! Why WGC over DXGI Desktop Duplication: DDA duplicates only the DWM-composed primary surface, so
//! HDR desktop animations the OS routes onto hardware overlay / independent-flip / MPO planes (Start
//! menu, Win11 Mica/acrylic, window resize) never enter the surface DDA reads — the stream shows a
//! frozen desktop ("broken HDR animations"). Engaging WGC capture pulls that content back through DWM
//! composition, so the surface WGC hands back contains the animations. WGC also has no
//! ACCESS_LOST-on-overlay-flip churn.
//!
//! It reuses the rest of the pipeline UNCHANGED: the frame's GPU texture (the OS already composited
//! the cursor into it — `IsCursorCaptureEnabled(true)`) goes through the same scRGB→BT.2020-PQ shader
//! ([`super::dxgi::HdrConverter`]) into a host-owned `R10G10B10A2` texture (HDR) or is copied into a
//! BGRA texture (SDR), which is handed to NVENC zero-copy (registered by pointer, encoded in place).
//! Shares the D3D11 device with NVENC via `FramePayload::D3d11`.
//!
//! Limitation: WGC cannot capture the secure desktop (lock / UAC / login) — the caller falls back to
//! the DDA backend ([`super::dxgi::DuplCapturer`]) for those (see capture.rs).
use super::dxgi::{
find_output, make_device, nudge_cursor_onto, D3d11Frame, HdrConverter, WinCaptureTarget,
};
use super::{CapturedFrame, Capturer, FramePayload, PixelFormat};
use anyhow::{anyhow, bail, Context, Result};
use std::sync::atomic::{AtomicU64, Ordering};
use std::sync::{Arc, Condvar, Mutex};
use std::time::{Duration, Instant};
use windows::core::{IInspectable, Interface};
use windows::Foundation::{TimeSpan, TypedEventHandler};
use windows::Graphics::Capture::{
Direct3D11CaptureFrame, Direct3D11CaptureFramePool, GraphicsCaptureItem, GraphicsCaptureSession,
};
use windows::Graphics::DirectX::DirectXPixelFormat;
use windows::Graphics::SizeInt32;
use windows::Win32::Graphics::Direct3D11::{
ID3D11Device, ID3D11DeviceContext, ID3D11RenderTargetView, ID3D11ShaderResourceView,
ID3D11Texture2D, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_TEXTURE2D_DESC,
D3D11_USAGE_DEFAULT,
};
use windows::Win32::Graphics::Dxgi::Common::{
DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020, DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_SAMPLE_DESC,
};
use windows::Win32::Graphics::Dxgi::{IDXGIDevice, IDXGIOutput6};
use windows::Win32::System::WinRT::Direct3D11::{
CreateDirect3D11DeviceFromDXGIDevice, IDirect3DDxgiInterfaceAccess,
};
use windows::Win32::System::WinRT::Graphics::Capture::IGraphicsCaptureItemInterop;
use windows::Win32::System::WinRT::{RoInitialize, RO_INIT_MULTITHREADED};
/// Signal from the free-threaded FrameArrived callback to the encode thread: a monotonically
/// increasing count of arrived frames + a condvar to wake `next_frame`. The encode thread tracks how
/// many it has consumed; `TryGetNextFrame` is called exactly `available - consumed` times so we never
/// hit the empty-pool ambiguity, and draining to the newest keeps latency at one frame.
struct WgcSignal {
available: AtomicU64,
mtx: Mutex<()>,
cv: Condvar,
}
pub struct WgcCapturer {
device: ID3D11Device,
context: ID3D11DeviceContext,
// WGC objects — kept alive for the session's lifetime.
pool: Direct3D11CaptureFramePool,
session: GraphicsCaptureSession,
_item: GraphicsCaptureItem,
_frame_arrived_token: i64,
signal: Arc<WgcSignal>,
consumed: u64,
width: u32,
height: u32,
timeout_ms: u64,
first_frame: bool,
hdr: bool,
hdr_conv: Option<HdrConverter>,
fp16_src: Option<ID3D11Texture2D>,
fp16_srv: Option<ID3D11ShaderResourceView>,
hdr10_out: Option<ID3D11Texture2D>,
bgra_copy: Option<ID3D11Texture2D>,
/// Last presentable GPU texture + format, repeated when no new frame arrived (static desktop).
last_present: Option<(ID3D11Texture2D, PixelFormat)>,
/// Owns the SudoVDA keepalive once attached (after WGC is confirmed open) — dropping the capturer
/// then REMOVEs the virtual output. `None` between open and attach so a WGC-open failure leaves
/// the keepalive with the caller for the DDA fallback.
_keepalive: Option<Box<dyn Send>>,
}
// COM + WinRT pointers; confined to the single owning (encode) thread, like DuplCapturer.
unsafe impl Send for WgcCapturer {}
impl WgcCapturer {
/// Open WGC capture. Does NOT take the keepalive — the caller attaches it via
/// [`attach_keepalive`](Self::attach_keepalive) only after open succeeds, so a failure leaves the
/// keepalive with the caller to hand to the DDA fallback.
pub fn open(target: WinCaptureTarget, preferred: Option<(u32, u32, u32)>) -> Result<Self> {
unsafe {
// WGC is WinRT — the calling thread needs a COM/WinRT apartment for the GraphicsCaptureItem
// activation factory (RoGetActivationFactory). Initialize MTA; ignore "already initialized"
// / "changed mode" (another component on this thread may have init'd a compatible apartment).
let ro = RoInitialize(RO_INIT_MULTITHREADED);
tracing::info!(ro_result = ?ro, "WGC: RoInitialize(MTA)");
// The SudoVDA output appears a beat after the display is created — settle-retry like DDA.
let deadline = Instant::now() + Duration::from_millis(2000);
let (adapter, output) = loop {
if let Some(n) = crate::vdisplay::sudovda::resolve_gdi_name(target.target_id) {
if let Ok(found) = find_output(&n) {
break found;
}
}
if let Ok(found) = find_output(&target.gdi_name) {
break found;
}
if Instant::now() >= deadline {
bail!(
"WGC: no DXGI output for SudoVDA target {} yet",
target.target_id
);
}
std::thread::sleep(Duration::from_millis(100));
};
let (device, context) = make_device(&adapter)?;
let od = output.GetDesc().context("output GetDesc")?;
let hmonitor = od.Monitor;
// HDR iff the output's colour space is BT.2020 PQ (G2084) — matches the DDA FP16 detection.
let hdr = output
.cast::<IDXGIOutput6>()
.ok()
.and_then(|o6| o6.GetDesc1().ok())
.map(|d1| d1.ColorSpace == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
.unwrap_or(false);
// Wrap our D3D11 device as a WinRT IDirect3DDevice so the frame pool allocates on it (the
// pool textures land on our device → CopyResource + NVENC are same-device, no readback).
let dxgi_device: IDXGIDevice = device.cast().context("ID3D11Device as IDXGIDevice")?;
let inspectable: IInspectable = CreateDirect3D11DeviceFromDXGIDevice(&dxgi_device)
.context("CreateDirect3D11DeviceFromDXGIDevice")?;
let d3d_device: windows::Graphics::DirectX::Direct3D11::IDirect3DDevice = inspectable
.cast()
.context("IInspectable as IDirect3DDevice")?;
tracing::info!(hdr, "WGC: device ready, creating capture item");
// GraphicsCaptureItem for the monitor (the SudoVDA output enumerates as a normal monitor).
let interop: IGraphicsCaptureItemInterop =
windows::core::factory::<GraphicsCaptureItem, IGraphicsCaptureItemInterop>()
.context("GraphicsCaptureItem interop factory")?;
let item: GraphicsCaptureItem = interop
.CreateForMonitor(hmonitor)
.context("CreateForMonitor")?;
let size = item.Size().context("item Size")?;
let (width, height) = (size.Width.max(0) as u32, size.Height.max(0) as u32);
tracing::info!(
width,
height,
"WGC: capture item created, creating frame pool"
);
let pixel_format = if hdr {
DirectXPixelFormat::R16G16B16A16Float // scRGB FP16 — same surface DDA gives on HDR
} else {
DirectXPixelFormat::B8G8R8A8UIntNormalized
};
// ≥3 buffers for 240 Hz headroom (avoid the producer waiting on a free buffer).
let pool =
Direct3D11CaptureFramePool::CreateFreeThreaded(&d3d_device, pixel_format, 3, size)
.context("CreateFreeThreaded frame pool")?;
let signal = Arc::new(WgcSignal {
available: AtomicU64::new(0),
mtx: Mutex::new(()),
cv: Condvar::new(),
});
let sig = signal.clone();
let handler = TypedEventHandler::<Direct3D11CaptureFramePool, IInspectable>::new(
move |_pool, _arg| {
sig.available.fetch_add(1, Ordering::Release);
sig.cv.notify_one();
Ok(())
},
);
let token = pool.FrameArrived(&handler).context("FrameArrived")?;
tracing::info!("WGC: creating capture session");
let session = pool
.CreateCaptureSession(&item)
.context("CreateCaptureSession")?;
// OS composites the cursor into the frame (HDR-correct, no manual composite pass).
let _ = session.SetIsCursorCaptureEnabled(true);
// Drop the yellow capture border (best-effort — older builds reject it).
let _ = session.SetIsBorderRequired(false);
// Lift the 60 Hz cap: allow up to the client's refresh (Win11 24H2+; below that this is a
// no-op and WGC caps ~60). 100 ns ticks per frame.
let refresh = preferred
.map(|(_, _, hz)| hz)
.filter(|&hz| hz > 0)
.unwrap_or(60);
let ticks = (10_000_000i64 / refresh.max(1) as i64).max(1);
let _ = session.SetMinUpdateInterval(TimeSpan { Duration: ticks });
tracing::info!("WGC: StartCapture");
session.StartCapture().context("StartCapture")?;
// WGC fires FrameArrived on CHANGE; a static desktop may never deliver the first frame
// (→ black, then the next_frame deadline ends the session). Nudge the cursor onto the
// output to force the first composition change, exactly like the DDA path does.
nudge_cursor_onto(&output);
let timeout_ms = (2000 / refresh.max(1) as u64).max(8);
tracing::info!(
width,
height,
hdr,
refresh,
"WGC capture started ({})",
if hdr {
"HDR FP16→BT.2020 PQ"
} else {
"SDR BGRA"
}
);
Ok(Self {
device,
context,
pool,
session,
_item: item,
_frame_arrived_token: token,
signal,
consumed: 0,
width,
height,
timeout_ms,
first_frame: true,
hdr,
hdr_conv: None,
fp16_src: None,
fp16_srv: None,
hdr10_out: None,
bgra_copy: None,
last_present: None,
_keepalive: None,
})
}
}
/// Take ownership of the SudoVDA keepalive once the WGC session is confirmed open.
pub fn attach_keepalive(&mut self, keepalive: Box<dyn Send>) {
self._keepalive = Some(keepalive);
}
/// Block until a new frame arrives (cv), then drain `TryGetNextFrame` to the NEWEST queued frame
/// (skip stale → one-frame latency). Returns `None` on timeout (no new frame → caller repeats).
fn wait_and_drain(&mut self) -> Option<Direct3D11CaptureFrame> {
let wait_ms = if self.first_frame {
2000
} else {
self.timeout_ms
};
{
let mut g = self.signal.mtx.lock().unwrap();
while self.signal.available.load(Ordering::Acquire) <= self.consumed {
let (ng, res) = self
.signal
.cv
.wait_timeout(g, Duration::from_millis(wait_ms))
.unwrap();
g = ng;
if res.timed_out() {
return None;
}
}
}
let target = self.signal.available.load(Ordering::Acquire);
let mut last = None;
while self.consumed < target {
if let Ok(f) = self.pool.TryGetNextFrame() {
last = Some(f);
}
self.consumed += 1;
}
last
}
unsafe fn ensure_fp16_src(&mut self) -> Result<()> {
if self.fp16_src.is_some() {
return Ok(());
}
let desc = tex_desc(
self.width,
self.height,
DXGI_FORMAT_R16G16B16A16_FLOAT,
(D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
);
let mut t = None;
self.device
.CreateTexture2D(&desc, None, Some(&mut t))
.context("CreateTexture2D(wgc fp16 src)")?;
let t = t.context("fp16 src")?;
let mut srv = None;
self.device
.CreateShaderResourceView(&t, None, Some(&mut srv))?;
self.fp16_srv = Some(srv.context("fp16 srv")?);
self.fp16_src = Some(t);
Ok(())
}
unsafe fn ensure_hdr10_out(&mut self) -> Result<()> {
if self.hdr10_out.is_none() {
let desc = tex_desc(
self.width,
self.height,
DXGI_FORMAT_R10G10B10A2_UNORM,
D3D11_BIND_RENDER_TARGET.0 as u32,
);
let mut t = None;
self.device
.CreateTexture2D(&desc, None, Some(&mut t))
.context("CreateTexture2D(wgc hdr10 out)")?;
self.hdr10_out = t;
}
Ok(())
}
unsafe fn ensure_bgra(&mut self) -> Result<()> {
if self.bgra_copy.is_none() {
let desc = tex_desc(
self.width,
self.height,
DXGI_FORMAT_B8G8R8A8_UNORM,
D3D11_BIND_RENDER_TARGET.0 as u32,
);
let mut t = None;
self.device
.CreateTexture2D(&desc, None, Some(&mut t))
.context("CreateTexture2D(wgc bgra)")?;
self.bgra_copy = t;
}
Ok(())
}
fn process_frame(&mut self, frame: Direct3D11CaptureFrame) -> Result<CapturedFrame> {
unsafe {
let surface = frame.Surface().context("frame Surface")?;
let access: IDirect3DDxgiInterfaceAccess = surface
.cast()
.context("surface as IDirect3DDxgiInterfaceAccess")?;
let src: ID3D11Texture2D = access
.GetInterface()
.context("GetInterface ID3D11Texture2D")?;
if self.hdr {
// FP16 (cursor already composited by the OS) → BT.2020 PQ 10-bit for NVENC.
self.ensure_fp16_src()?;
let fp16 = self.fp16_src.clone().context("fp16 src")?;
self.context.CopyResource(&fp16, &src);
self.ensure_hdr10_out()?;
let out = self.hdr10_out.clone().context("hdr10 out")?;
if self.hdr_conv.is_none() {
self.hdr_conv = Some(HdrConverter::new(&self.device)?);
}
let srv = self.fp16_srv.clone().context("fp16 srv")?;
let mut rtv: Option<ID3D11RenderTargetView> = None;
self.device
.CreateRenderTargetView(&out, None, Some(&mut rtv))?;
let rtv = rtv.context("hdr10 rtv")?;
self.hdr_conv.as_ref().unwrap().convert(
&self.context,
&srv,
&rtv,
self.width,
self.height,
);
self.last_present = Some((out.clone(), PixelFormat::Rgb10a2));
Ok(self.d3d11_frame(out, PixelFormat::Rgb10a2))
} else {
// SDR: copy out of the recycled pool texture (cursor already composited) and hand off.
self.ensure_bgra()?;
let bgra = self.bgra_copy.clone().context("bgra copy")?;
self.context.CopyResource(&bgra, &src);
self.last_present = Some((bgra.clone(), PixelFormat::Bgra));
Ok(self.d3d11_frame(bgra, PixelFormat::Bgra))
}
}
}
fn d3d11_frame(&self, texture: ID3D11Texture2D, format: PixelFormat) -> CapturedFrame {
CapturedFrame {
width: self.width,
height: self.height,
pts_ns: now_ns(),
format,
payload: FramePayload::D3d11(D3d11Frame {
texture,
device: self.device.clone(),
}),
}
}
}
impl Capturer for WgcCapturer {
fn next_frame(&mut self) -> Result<CapturedFrame> {
let overall = Instant::now() + Duration::from_secs(20);
loop {
if let Some(frame) = self.wait_and_drain() {
self.first_frame = false;
return self.process_frame(frame);
}
// No new frame within the wait — repeat the last presented frame (static desktop).
if let Some((tex, fmt)) = &self.last_present {
return Ok(self.d3d11_frame(tex.clone(), *fmt));
}
if Instant::now() > overall {
bail!("no WGC frame within 20s (SudoVDA monitor not lit / no capture access?)");
}
}
}
fn try_latest(&mut self) -> Result<Option<CapturedFrame>> {
let target = self.signal.available.load(Ordering::Acquire);
if target <= self.consumed {
return Ok(None);
}
let mut last = None;
while self.consumed < target {
if let Ok(f) = self.pool.TryGetNextFrame() {
last = Some(f);
}
self.consumed += 1;
}
match last {
Some(frame) => self.process_frame(frame).map(Some),
None => Ok(None),
}
}
// set_active: the trait default (no-op) is correct — WGC keeps its session running across the
// active/idle gate (cheap; the frame pool just recycles), like the DDA duplication.
}
impl Drop for WgcCapturer {
fn drop(&mut self) {
let _ = self.session.Close();
let _ = self.pool.Close();
// _keepalive drops after, REMOVEing the SudoVDA monitor.
}
}
fn tex_desc(
width: u32,
height: u32,
format: windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT,
bind: u32,
) -> D3D11_TEXTURE2D_DESC {
D3D11_TEXTURE2D_DESC {
Width: width,
Height: height,
MipLevels: 1,
ArraySize: 1,
Format: format,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Usage: D3D11_USAGE_DEFAULT,
BindFlags: bind,
CPUAccessFlags: 0,
MiscFlags: 0,
}
}
fn now_ns() -> u64 {
std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.map(|d| d.as_nanos() as u64)
.unwrap_or(0)
}