feat(windows-host): IDD-push encodes native NV12/P010 (skip NVENC's SM-side CSC)
GPU-contention work (host-latency plan §5.A): the IDD-push output ring now hands NVENC native YUV instead of RGB, so NVENC skips its internal RGB→YUV colour conversion on the SM/3D engine the running game saturates. - idd_push.rs: out_ring is now NV12 (SDR, BT.709 limited) via a D3D11 VIDEO-engine BGRA→NV12 VideoConverter (keeps the CSC off the contended 3D/compute engine), or P010 (HDR, BT.2020 PQ limited) via the FP16→P010 shader (NVIDIA's VideoProcessor can't do RGB→P010). The ring drops its per-slot RTV (textures only), matching the WGC YUV ring; converters rebuild on a size/HDR flip. - nvenc.rs: NV12 input forces bit_depth=8 so an HDR→SDR toggle (or a 10-bit- negotiated client on an SDR display) re-inits the session at the matching depth — NV12 can't feed a 10-bit session (register_resource rejects it). - punktfunk1.rs: per-stage latency instrumentation under PUNKTFUNK_PERF (cap=try_latest, submit=encode_picture, wait=lock_bitstream µs p50/p99/max) to pinpoint where capture→encoded latency goes under GPU saturation.
This commit is contained in:
@@ -10,7 +10,7 @@
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//! [`pf_driver_proto::frame`] (which OWNS the contract, with `const` size asserts) — both sides
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//! `use` it, so drift is a compile error rather than a "must match" comment.
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use super::dxgi::{make_device, D3d11Frame, HdrConverter, WinCaptureTarget};
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use super::dxgi::{make_device, D3d11Frame, HdrP010Converter, VideoConverter, WinCaptureTarget};
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use super::{CapturedFrame, Capturer, FramePayload, PixelFormat};
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use anyhow::{bail, Context, Result};
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use pf_driver_proto::frame;
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@@ -20,13 +20,12 @@ use std::time::{Duration, Instant, SystemTime, UNIX_EPOCH};
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use windows::core::{w, Interface, HSTRING};
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use windows::Win32::Foundation::{HANDLE, INVALID_HANDLE_VALUE, LUID};
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use windows::Win32::Graphics::Direct3D11::{
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ID3D11Device, ID3D11DeviceContext, ID3D11RenderTargetView, ID3D11ShaderResourceView,
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ID3D11Texture2D, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE,
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D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX, D3D11_RESOURCE_MISC_SHARED_NTHANDLE,
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D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT,
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ID3D11Device, ID3D11DeviceContext, ID3D11ShaderResourceView, ID3D11Texture2D,
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D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX,
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D3D11_RESOURCE_MISC_SHARED_NTHANDLE, D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT,
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};
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use windows::Win32::Graphics::Dxgi::Common::{
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DXGI_FORMAT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM,
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DXGI_FORMAT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_NV12, DXGI_FORMAT_P010,
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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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@@ -205,15 +204,22 @@ pub struct IddPushCapturer {
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/// cleared when a fresh frame resumes. If it stays set past the recovery window, `try_consume` drops
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/// the session (recover-or-drop, no DDA).
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recovering_since: Option<Instant>,
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/// Host-owned ROTATING output ring NVENC encodes (texture + RTV per slot). Rotating it per frame is
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/// the precondition for pipelining the encode loop: while NVENC encodes frame N's texture on the
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/// ASIC, frame N+1's convert/copy writes a DIFFERENT texture on the 3D engine — the two overlap. The
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/// HDR convert and the SDR copy both write into the current slot. Format = `out_format()` (Rgb10a2 in
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/// HDR, Bgra in SDR); rebuilt on a display-mode flip. Built lazily.
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out_ring: Vec<(ID3D11Texture2D, ID3D11RenderTargetView)>,
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/// Host-owned ROTATING output ring NVENC encodes (one YUV texture per slot). Rotating it per frame
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/// is the precondition for pipelining the encode loop: while NVENC encodes frame N's texture on the
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/// ASIC, frame N+1's convert writes a DIFFERENT texture — the two overlap. Format = `out_format()`:
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/// NV12 (SDR, BT.709 limited) or P010 (HDR, BT.2020 PQ limited), so NVENC takes native YUV and skips
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/// its internal RGB→YUV CSC on the SM/3D engine the game saturates (plan §5.A). Rebuilt on a
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/// display-mode flip. Built lazily.
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out_ring: Vec<ID3D11Texture2D>,
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out_idx: usize,
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/// FP16 scRGB → `Rgb10a2` BT.2020 PQ converter, used while the display is HDR. Built lazily.
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hdr_conv: Option<HdrConverter>,
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/// BGRA slot → NV12 (BT.709 limited) on the dedicated D3D11 VIDEO engine, used while the display is
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/// SDR — keeps the colour-convert OFF the contended 3D/compute engine. Built lazily; rebuilt on a
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/// size/HDR flip.
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video_conv: Option<VideoConverter>,
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/// FP16 scRGB slot → P010 (BT.2020 PQ limited) via two shader passes, used while the display is HDR
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/// (NVIDIA's VideoProcessor can't do RGB→P010). The passes run on the 3D engine, but it still skips
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/// NVENC's internal SM-side CSC. Built lazily.
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hdr_p010_conv: Option<HdrP010Converter>,
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last_seq: u64,
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last_present: Option<(ID3D11Texture2D, PixelFormat)>,
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status_logged: bool,
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@@ -504,7 +510,8 @@ impl IddPushCapturer {
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recovering_since: None,
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out_ring: Vec::new(),
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out_idx: 0,
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hdr_conv: None,
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video_conv: None,
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hdr_p010_conv: None,
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last_seq: 0,
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last_present: None,
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status_logged: false,
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@@ -625,16 +632,17 @@ impl IddPushCapturer {
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);
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}
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/// The output texture format + the [`PixelFormat`] it presents as, driven SOLELY by the DISPLAY's
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/// HDR state (like the WGC path): HDR → `Rgb10a2` BT.2020 PQ → NVENC Main10, and the client
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/// auto-detects PQ from the HEVC VUI; SDR → 8-bit `Bgra`. We do NOT gate HDR on the client's
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/// advertised `VIDEO_CAP_10BIT` — clients under-report it (e.g. the Mac advertises 10-bit only when
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/// its OWN display is HDR), yet all decode Main10 + auto-switch, exactly as on the WGC path.
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/// The output texture format + the [`PixelFormat`] NVENC encodes, driven SOLELY by the DISPLAY's HDR
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/// state (like the WGC path): HDR → `P010` (BT.2020 PQ 10-bit limited) → NVENC Main10, and the client
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/// auto-detects PQ from the HEVC VUI; SDR → `Nv12` (BT.709 8-bit limited). Both are native YUV so
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/// NVENC skips its internal RGB→YUV CSC on the contended SM (plan §5.A). We do NOT gate HDR on the
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/// client's advertised `VIDEO_CAP_10BIT` — clients under-report it (e.g. the Mac advertises 10-bit
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/// only when its OWN display is HDR), yet all decode Main10 + auto-switch, exactly as on the WGC path.
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fn out_format(&self) -> (DXGI_FORMAT, PixelFormat) {
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if self.display_hdr {
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(DXGI_FORMAT_R10G10B10A2_UNORM, PixelFormat::Rgb10a2)
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(DXGI_FORMAT_P010, PixelFormat::P010)
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} else {
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(DXGI_FORMAT_B8G8R8A8_UNORM, PixelFormat::Bgra)
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(DXGI_FORMAT_NV12, PixelFormat::Nv12)
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}
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}
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@@ -688,6 +696,8 @@ impl IddPushCapturer {
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self.generation = new_gen;
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self.last_seq = 0;
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self.out_ring.clear(); // the output format changed → rebuild lazily at the new format
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self.video_conv = None; // converters are sized + HDR-specific → rebuild at the new mode
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self.hdr_p010_conv = None;
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self.out_idx = 0;
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self.last_present = None;
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Ok(())
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@@ -742,31 +752,35 @@ impl IddPushCapturer {
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Quality: 0,
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},
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Usage: D3D11_USAGE_DEFAULT,
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BindFlags: (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
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// RENDER_TARGET: the VIDEO processor (NV12) and the P010 shader passes both write here, and
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// NVENC registers it as encode input — matching the WGC YUV ring.
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BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32,
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CPUAccessFlags: 0,
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MiscFlags: 0,
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};
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for _ in 0..OUT_RING {
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let mut t: Option<ID3D11Texture2D> = None;
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let mut rtv: Option<ID3D11RenderTargetView> = None;
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unsafe {
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self.device
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.CreateTexture2D(&desc, None, Some(&mut t))
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.context("CreateTexture2D(IDD out ring)")?;
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let t = t.context("null out-ring texture")?;
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self.device
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.CreateRenderTargetView(&t, None, Some(&mut rtv))
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.context("CreateRenderTargetView(IDD out ring)")?;
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self.out_ring.push((t, rtv.context("null out-ring rtv")?));
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self.out_ring.push(t.context("null out-ring texture")?);
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}
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}
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Ok(())
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}
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/// Build the HDR converter if not already built (HDR-display path only — an SDR display is a copy).
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/// Build the per-mode YUV converter if not already built: a VIDEO-engine BGRA→NV12 processor on an
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/// SDR display, or the FP16→P010 shader on an HDR display. Both keep NVENC's RGB→YUV CSC off the SM.
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fn ensure_converter(&mut self) -> Result<()> {
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if self.hdr_conv.is_none() {
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self.hdr_conv = Some(unsafe { HdrConverter::new(&self.device)? });
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if self.display_hdr {
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if self.hdr_p010_conv.is_none() {
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self.hdr_p010_conv = Some(unsafe { HdrP010Converter::new(&self.device)? });
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}
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} else if self.video_conv.is_none() {
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self.video_conv = Some(unsafe {
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VideoConverter::new(&self.device, &self.context, self.width, self.height, false)?
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});
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}
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Ok(())
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}
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@@ -801,16 +815,11 @@ impl IddPushCapturer {
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return Ok(None);
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}
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self.ensure_out_ring()?;
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// Build the HDR converter BEFORE acquiring the slot so nothing between Acquire and Release can
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// Build the converter BEFORE acquiring the slot so nothing between Acquire and Release can
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// `?`-return and leak the keyed-mutex lock (which would stall the driver on that slot).
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if self.display_hdr {
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self.ensure_converter()?;
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}
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self.ensure_converter()?;
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let i = self.out_idx;
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let (out, out_rtv) = {
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let (t, rtv) = &self.out_ring[i];
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(t.clone(), rtv.clone())
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};
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let out = self.out_ring[i].clone();
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let (_, pf) = self.out_format();
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// Hold the slot's keyed mutex only across the convert/copy into the host out-ring (NOT across the
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@@ -824,16 +833,27 @@ impl IddPushCapturer {
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let Some(_lock) = KeyedMutexGuard::acquire(&s.mutex, 0, 8) else {
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return Ok(None);
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};
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// SAFETY: convert/copy on the owning (encode) thread's immediate context, holding the slot lock.
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// SAFETY: convert on the owning (encode) thread's immediate context, holding the slot lock.
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// A `?` here is leak-safe: `_lock` (the KeyedMutexGuard) drops on the early return, releasing
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// the slot back to the driver.
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unsafe {
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if self.display_hdr {
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// Sample the FP16 slot's SRV directly (no scratch copy) → BT.2020 PQ Rgb10a2.
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if let Some(conv) = self.hdr_conv.as_ref() {
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conv.convert(&self.context, &s.srv, &out_rtv, self.width, self.height);
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// HDR: FP16 slot SRV → P010 (BT.2020 PQ) via the shader; NVENC takes native P010.
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if let Some(conv) = self.hdr_p010_conv.as_ref() {
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conv.convert(
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&self.device,
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&self.context,
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&s.srv,
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&out,
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self.width,
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self.height,
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)?;
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}
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} else {
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// SDR: the slot is already 8-bit BGRA — one copy into the out-ring (hidden by pipelining).
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self.context.CopyResource(&out, &s.tex);
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// SDR: BGRA slot → NV12 on the VIDEO engine; NVENC takes native NV12, no SM-side CSC.
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if let Some(conv) = self.video_conv.as_ref() {
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conv.convert(&s.tex, &out)?;
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}
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}
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}
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// `_lock` drops here → `ReleaseSync(0)`.
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@@ -861,7 +881,7 @@ impl IddPushCapturer {
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// OUT_RING(3) > the max pipeline_depth(2) guarantees the rotated slot is not in flight.
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let (src, pf) = self.last_present.clone()?;
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let i = self.out_idx;
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let dst = self.out_ring.get(i)?.0.clone();
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let dst = self.out_ring.get(i)?.clone();
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// SAFETY: GPU copy on the owning thread's immediate context; src/dst are our out-ring textures of
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// identical format/size (src is a previous out-ring slot; dst the next).
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unsafe {
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@@ -609,7 +609,14 @@ impl Encoder for NvencD3d11Encoder {
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self.bit_depth = 10;
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nv::NV_ENC_BUFFER_FORMAT::NV_ENC_BUFFER_FORMAT_ABGR10
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}
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PixelFormat::Nv12 => nv::NV_ENC_BUFFER_FORMAT::NV_ENC_BUFFER_FORMAT_NV12,
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PixelFormat::Nv12 => {
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// NV12 is 8-bit 4:2:0. Force 8-bit so a transition from a prior P010 (10-bit) session
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// — or a 10-bit-negotiated client on an SDR display — re-inits at the matching depth.
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// Unlike ARGB (which NVENC upconverts to Main10), NV12 cannot feed a 10-bit session:
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// `register_resource` rejects it as InvalidParam (the HDR→SDR-toggle stream drop).
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self.bit_depth = 8;
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nv::NV_ENC_BUFFER_FORMAT::NV_ENC_BUFFER_FORMAT_NV12
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}
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_ => nv::NV_ENC_BUFFER_FORMAT::NV_ENC_BUFFER_FORMAT_ARGB,
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};
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let device = frame.device.clone();
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@@ -2356,6 +2356,12 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
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// compositing), NOT an encoder problem. Logged every 2 s when `PUNKTFUNK_PERF`.
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let (mut diag_new, mut diag_repeat) = (0u64, 0u64);
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let mut diag_at = std::time::Instant::now();
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// Per-stage latency breakdown (PUNKTFUNK_PERF): per-call µs for the GPU-bound stages so we see
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// exactly where the capture→encoded latency goes — cap=try_latest (ring read + colour convert),
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// submit=encode_picture launch, wait=lock_bitstream (the scheduling wait + ASIC encode, the one
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// that dominates under a GPU-saturating game).
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let (mut st_cap, mut st_submit, mut st_wait): (Vec<u32>, Vec<u32>, Vec<u32>) =
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(Vec::new(), Vec::new(), Vec::new());
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while !stop.load(Ordering::SeqCst) && std::time::Instant::now() < deadline {
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// Mid-stream session switch (the box flipped Gaming↔Desktop): rebuild the WHOLE backend in
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// place — a different compositor at the SAME client mode — keeping the Session + send thread
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@@ -2462,7 +2468,12 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
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tracing::debug!("forcing keyframe (client decode recovery)");
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enc.request_keyframe();
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}
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match capturer.try_latest() {
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let t_cap = std::time::Instant::now();
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let cap_result = capturer.try_latest();
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if perf {
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st_cap.push(t_cap.elapsed().as_micros() as u32);
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}
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match cap_result {
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Ok(Some(f)) => {
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frame = f;
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diag_new += 1;
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@@ -2501,6 +2512,20 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
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"capture diag: NEW frames from the source vs REPEATS (low new_fps at high send rate ⇒ \
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the source isn't producing frames, not an encode stall)"
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);
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let wait_max = st_wait.iter().copied().max().unwrap_or(0);
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tracing::info!(
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cap_us_p50 = percentile(&mut st_cap, 0.50),
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cap_us_p99 = percentile(&mut st_cap, 0.99),
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submit_us_p50 = percentile(&mut st_submit, 0.50),
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submit_us_p99 = percentile(&mut st_submit, 0.99),
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wait_us_p50 = percentile(&mut st_wait, 0.50),
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wait_us_p99 = percentile(&mut st_wait, 0.99),
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wait_us_max = wait_max,
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"stage perf (µs/call): cap=try_latest(ring+convert) submit=encode_picture wait=lock_bitstream(sched+ASIC)"
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);
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st_cap.clear();
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st_submit.clear();
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st_wait.clear();
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diag_new = 0;
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diag_repeat = 0;
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diag_at = std::time::Instant::now();
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@@ -2519,7 +2544,11 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
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// capturer hands a rotating ring of output textures, so it returns >1; other capturers default 1.
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let depth = capturer.pipeline_depth().max(1);
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let capture_ns = now_ns();
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let t_submit = std::time::Instant::now();
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enc.submit(&frame).context("encoder submit")?;
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if perf {
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st_submit.push(t_submit.elapsed().as_micros() as u32);
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}
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// This frame's pacing deadline (the next frame's due time); the send thread spreads a big frame
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// up to here. Each in-flight frame carries its own (capture_ns, deadline) for when it's polled.
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next += interval;
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@@ -2530,7 +2559,12 @@ fn virtual_stream(ctx: SessionContext) -> Result<()> {
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// the oldest submitted frame's AU — matching `inflight.pop_front()`.
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let mut send_gone = false;
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while inflight.len() >= depth {
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let au = match enc.poll().context("encoder poll")? {
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let t_wait = std::time::Instant::now();
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let polled = enc.poll().context("encoder poll")?;
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if perf {
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st_wait.push(t_wait.elapsed().as_micros() as u32);
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}
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let au = match polled {
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Some(au) => au,
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None => break, // no AU ready for a submitted frame (shouldn't happen — poll blocks)
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};
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Reference in New Issue
Block a user