chore(pf-capture): make the crate verifiable — Windows CI lint + two denies (sweep Phase 0)
Gate for the rest of design/pf-capture-sweep.md: today half this crate is compiled by no CI job
at all, so the Windows-side findings can't even be type-checked.
0.1 (X1) — windows-host.yml lints `-p pf-capture --all-targets`. The host lint above it builds
pf-capture only as a DEPENDENCY, so its `#[cfg(test)]` modules were never compiled anywhere: the
5 StallWatch tests, the DXGI HDR self-tests and the cursor-conversion tables were dead code in
CI. The workflow's own comment already diagnosed this blind spot and fixed it for pf-encode;
pf-capture never got the same treatment. No features on this crate, so no feature juggling and
no extra dep tree.
0.2 (X2) — `#![deny(unsafe_op_in_unsafe_fn)]` beside the existing
`deny(clippy::undocumented_unsafe_blocks)`. The crate declares "every unsafe block carries a
SAFETY proof; enforce it" in ten file headers, but in edition 2021 that lint has nothing to fire
on inside an `unsafe fn` — so the hardest FFI in the crate was exempt from its own program: the
ring/slot construction, the fence signal, the blend scratch, and every D3D converter ctor/convert.
119 operations across 16 functions now carry a proof. `shared_object_sa` loses its `unsafe`
marker instead (it states no precondition — only its RESULT is a raw pointer, which is the
caller's business).
0.3 (X4) — drop the crate-wide `#![allow(dead_code)]`. Verified: zero warnings on either target
without it, so it was hiding nothing the lint can see (W16's dead items are `pub`/written-once,
so they need Phase 1.7's deletion instead).
No behaviour change: only lint attributes, `unsafe { }` scoping and comments.
Linux `cargo test -p pf-capture` 6/6, clippy --all-targets clean on both targets (Windows
verified by cross-checking x86_64-pc-windows-msvc locally).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -7,10 +7,12 @@
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//! [`FrameChannelSender`] closure, so this crate reaches neither the encoder nor the host
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//! orchestrator).
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// Scaffold: trait defaults + synthetic sources are defined ahead of the backends that use them.
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#![allow(dead_code)]
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// Every unsafe block in this crate carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
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#![deny(clippy::undocumented_unsafe_blocks)]
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// …and that program only covers a whole `unsafe fn` body once the body needs its own block: in
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// edition 2021 `unsafe_op_in_unsafe_fn` is allow-by-default, which exempted the crate's hardest FFI
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// (the ring/slot construction, the channel broker, every D3D converter ctor) from the deny above.
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#![deny(unsafe_op_in_unsafe_fn)]
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use anyhow::Result;
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use pf_frame::{CapturedFrame, FramePayload, PixelFormat};
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@@ -65,7 +65,10 @@ unsafe extern "system" fn hybrid_query_hook(gpu_preference: *mut u32) -> i32 {
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if gpu_preference.is_null() {
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return 0xC000_000Du32 as i32; // STATUS_INVALID_PARAMETER
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}
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*gpu_preference = 3; // D3DKMT_GPU_PREFERENCE_STATE_UNSPECIFIED
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// SAFETY: win32u's contract for this export — the caller (DXGI) passes a writable `*mut u32`
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// out-param — and the null case has just been rejected above, so this is an in-bounds,
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// 4-aligned single-word store into the caller's live local.
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unsafe { *gpu_preference = 3 }; // D3DKMT_GPU_PREFERENCE_STATE_UNSPECIFIED
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0 // STATUS_SUCCESS
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}
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@@ -161,36 +164,49 @@ pub fn install_gpu_pref_hook() {
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});
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}
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/// Compile one HLSL entry point. Returns the bytecode blob's bytes.
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///
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/// # Safety
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/// `entry` and `target` must be valid NUL-terminated ASCII pointers (an `s!()` literal at every
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/// call site); `src` is a plain Rust `&str`, read only for the duration of the call.
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pub(crate) unsafe fn compile_shader(src: &str, entry: PCSTR, target: PCSTR) -> Result<Vec<u8>> {
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let mut blob: Option<ID3DBlob> = None;
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let mut errs: Option<ID3DBlob> = None;
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let r = D3DCompile(
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src.as_ptr() as *const c_void,
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src.len(),
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PCSTR::null(),
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None,
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None,
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entry,
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target,
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0,
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0,
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&mut blob,
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Some(&mut errs),
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);
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if r.is_err() {
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let msg = errs
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.as_ref()
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.map(|e| {
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let p = e.GetBufferPointer() as *const u8;
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String::from_utf8_lossy(std::slice::from_raw_parts(p, e.GetBufferSize()))
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.to_string()
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})
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.unwrap_or_default();
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bail!("D3DCompile failed: {msg}");
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// SAFETY: `D3DCompile` reads `src.as_ptr()` for exactly `src.len()` bytes (a live `&str` that
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// outlives the synchronous call) plus the two caller-supplied NUL-terminated `PCSTR`s (per the
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// contract above); `&mut blob` / `Some(&mut errs)` are live out-params. Both
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// `slice::from_raw_parts` calls pair a blob's OWN `GetBufferPointer` with its OWN
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// `GetBufferSize` while that blob is still alive, and the slice is copied
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// (`to_string` / `to_vec`) before it goes out of scope.
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unsafe {
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let mut blob: Option<ID3DBlob> = None;
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let mut errs: Option<ID3DBlob> = None;
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let r = D3DCompile(
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src.as_ptr() as *const c_void,
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src.len(),
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PCSTR::null(),
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None,
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None,
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entry,
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target,
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0,
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0,
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&mut blob,
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Some(&mut errs),
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);
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if r.is_err() {
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let msg = errs
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.as_ref()
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.map(|e| {
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let p = e.GetBufferPointer() as *const u8;
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String::from_utf8_lossy(std::slice::from_raw_parts(p, e.GetBufferSize()))
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.to_string()
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})
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.unwrap_or_default();
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bail!("D3DCompile failed: {msg}");
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}
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let blob = blob.context("no shader blob")?;
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let p = blob.GetBufferPointer() as *const u8;
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Ok(std::slice::from_raw_parts(p, blob.GetBufferSize()).to_vec())
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}
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let blob = blob.context("no shader blob")?;
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let p = blob.GetBufferPointer() as *const u8;
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Ok(std::slice::from_raw_parts(p, blob.GetBufferSize()).to_vec())
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}
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/// Fullscreen-triangle vertex shader for the HDR conversion pass (3 verts, no input layout).
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@@ -322,49 +338,55 @@ pub(crate) struct HdrP010Converter {
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impl HdrP010Converter {
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pub(crate) unsafe fn new(device: &ID3D11Device) -> Result<Self> {
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// Inline the shared HLSL (D3DCompile has no include handler wired here). The two PS sources
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// carry a `#include_common` marker we substitute before compiling.
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let y_src = HDR_P010_Y_PS.replace("#include_common", HDR_P010_COMMON);
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let uv_src = HDR_P010_UV_PS.replace("#include_common", HDR_P010_COMMON);
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let vsb = compile_shader(HDR_VS, s!("main"), s!("vs_5_0"))?;
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let yb = compile_shader(&y_src, s!("main"), s!("ps_5_0"))?;
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let uvb = compile_shader(&uv_src, s!("main"), s!("ps_5_0"))?;
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let mut vs = None;
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device.CreateVertexShader(&vsb, None, Some(&mut vs))?;
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let mut ps_y = None;
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device.CreatePixelShader(&yb, None, Some(&mut ps_y))?;
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let mut ps_uv = None;
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device.CreatePixelShader(&uvb, None, Some(&mut ps_uv))?;
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let sd = D3D11_SAMPLER_DESC {
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// POINT: the Y pass samples a single texel centre exactly, and the UV pass does its OWN
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// 2x2 box average via 4 explicit taps at texel centres (offset half a texel). Point
|
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// sampling keeps each tap exact; the averaging is in the shader, not the sampler.
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Filter: D3D11_FILTER_MIN_MAG_MIP_POINT,
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AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
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AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
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AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
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ComparisonFunc: D3D11_COMPARISON_NEVER,
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MaxLOD: f32::MAX,
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..Default::default()
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};
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let mut sampler = None;
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device.CreateSamplerState(&sd, Some(&mut sampler))?;
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let cbd = D3D11_BUFFER_DESC {
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ByteWidth: 16, // float2 inv_src + float2 pad
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Usage: D3D11_USAGE_DYNAMIC,
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BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
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..Default::default()
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};
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let mut cbuf = None;
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device.CreateBuffer(&cbd, None, Some(&mut cbuf))?;
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Ok(Self {
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vs: vs.context("p010 vs")?,
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ps_y: ps_y.context("p010 y ps")?,
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ps_uv: ps_uv.context("p010 uv ps")?,
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sampler: sampler.context("p010 sampler")?,
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cbuf: cbuf.context("p010 cbuf")?,
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})
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// SAFETY: every call is a `?`-checked D3D11 method on the live `device` borrow, over
|
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// fully-initialized stack descriptors and live `Option` out-params; `compile_shader` receives
|
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// `s!()` literals (its contract). Each created COM interface owns its own reference, and no
|
||||
// raw pointer outlives the call that produced it.
|
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unsafe {
|
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// Inline the shared HLSL (D3DCompile has no include handler wired here). The two PS sources
|
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// carry a `#include_common` marker we substitute before compiling.
|
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let y_src = HDR_P010_Y_PS.replace("#include_common", HDR_P010_COMMON);
|
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let uv_src = HDR_P010_UV_PS.replace("#include_common", HDR_P010_COMMON);
|
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let vsb = compile_shader(HDR_VS, s!("main"), s!("vs_5_0"))?;
|
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let yb = compile_shader(&y_src, s!("main"), s!("ps_5_0"))?;
|
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let uvb = compile_shader(&uv_src, s!("main"), s!("ps_5_0"))?;
|
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let mut vs = None;
|
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device.CreateVertexShader(&vsb, None, Some(&mut vs))?;
|
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let mut ps_y = None;
|
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device.CreatePixelShader(&yb, None, Some(&mut ps_y))?;
|
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let mut ps_uv = None;
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device.CreatePixelShader(&uvb, None, Some(&mut ps_uv))?;
|
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let sd = D3D11_SAMPLER_DESC {
|
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// POINT: the Y pass samples a single texel centre exactly, and the UV pass does its OWN
|
||||
// 2x2 box average via 4 explicit taps at texel centres (offset half a texel). Point
|
||||
// sampling keeps each tap exact; the averaging is in the shader, not the sampler.
|
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Filter: D3D11_FILTER_MIN_MAG_MIP_POINT,
|
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AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
|
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AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
|
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AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
|
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ComparisonFunc: D3D11_COMPARISON_NEVER,
|
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MaxLOD: f32::MAX,
|
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..Default::default()
|
||||
};
|
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let mut sampler = None;
|
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device.CreateSamplerState(&sd, Some(&mut sampler))?;
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let cbd = D3D11_BUFFER_DESC {
|
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ByteWidth: 16, // float2 inv_src + float2 pad
|
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Usage: D3D11_USAGE_DYNAMIC,
|
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BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
|
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
|
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..Default::default()
|
||||
};
|
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let mut cbuf = None;
|
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device.CreateBuffer(&cbd, None, Some(&mut cbuf))?;
|
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Ok(Self {
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vs: vs.context("p010 vs")?,
|
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ps_y: ps_y.context("p010 y ps")?,
|
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ps_uv: ps_uv.context("p010 uv ps")?,
|
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sampler: sampler.context("p010 sampler")?,
|
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cbuf: cbuf.context("p010 cbuf")?,
|
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})
|
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}
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}
|
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|
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/// Create a per-plane RTV of the P010 texture `dst` with the given single-plane `format`
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@@ -375,15 +397,19 @@ impl HdrP010Converter {
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dst: &ID3D11Texture2D,
|
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format: DXGI_FORMAT,
|
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) -> Result<ID3D11RenderTargetView> {
|
||||
let desc = D3D11_RENDER_TARGET_VIEW_DESC {
|
||||
Format: format,
|
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ViewDimension: D3D11_RTV_DIMENSION_TEXTURE2D,
|
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Anonymous: D3D11_RENDER_TARGET_VIEW_DESC_0 {
|
||||
Texture2D: D3D11_TEX2D_RTV { MipSlice: 0 },
|
||||
},
|
||||
};
|
||||
let mut rtv: Option<ID3D11RenderTargetView> = None;
|
||||
device
|
||||
// SAFETY: one `?`-checked `CreateRenderTargetView` on the live `device` borrow, with a
|
||||
// fully-initialized `D3D11_RENDER_TARGET_VIEW_DESC` local whose address is taken only for the
|
||||
// duration of the synchronous call, plus a live `Option` out-param.
|
||||
unsafe {
|
||||
let desc = D3D11_RENDER_TARGET_VIEW_DESC {
|
||||
Format: format,
|
||||
ViewDimension: D3D11_RTV_DIMENSION_TEXTURE2D,
|
||||
Anonymous: D3D11_RENDER_TARGET_VIEW_DESC_0 {
|
||||
Texture2D: D3D11_TEX2D_RTV { MipSlice: 0 },
|
||||
},
|
||||
};
|
||||
let mut rtv: Option<ID3D11RenderTargetView> = None;
|
||||
device
|
||||
.CreateRenderTargetView(
|
||||
dst,
|
||||
Some(&desc as *const D3D11_RENDER_TARGET_VIEW_DESC),
|
||||
@@ -392,7 +418,8 @@ impl HdrP010Converter {
|
||||
.with_context(|| {
|
||||
format!("CreateRenderTargetView(P010 plane, format={format:?}) — driver may not support planar RTVs")
|
||||
})?;
|
||||
rtv.context("p010 plane rtv null")
|
||||
rtv.context("p010 plane rtv null")
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert `src_srv` (FP16 scRGB, WxH) into `dst` (a `DXGI_FORMAT_P010` texture with
|
||||
@@ -408,62 +435,70 @@ impl HdrP010Converter {
|
||||
w: u32,
|
||||
h: u32,
|
||||
) -> Result<()> {
|
||||
let y_rtv = Self::plane_rtv(device, dst, DXGI_FORMAT_R16_UNORM)?;
|
||||
let uv_rtv = Self::plane_rtv(device, dst, DXGI_FORMAT_R16G16_UNORM)?;
|
||||
// SAFETY: all D3D11 work runs on the caller's live `device`/`ctx` borrows (`ctx` is the
|
||||
// owning capture thread's immediate context), and `plane_rtv` receives that same device. The
|
||||
// `copy_nonoverlapping` writes `cb.len()` `f32`s into `mapped.pData` — the pointer the
|
||||
// immediately preceding `Map` of `self.cbuf` returned, a 16-byte (4×`f32`) DYNAMIC constant
|
||||
// buffer — inside the `is_ok()` arm only, before the paired `Unmap`. Every `OMSet*`/`PSSet*`/
|
||||
// `RSSetViewports`/`Draw` takes borrowed slices of live locals or clones of live interfaces.
|
||||
unsafe {
|
||||
let y_rtv = Self::plane_rtv(device, dst, DXGI_FORMAT_R16_UNORM)?;
|
||||
let uv_rtv = Self::plane_rtv(device, dst, DXGI_FORMAT_R16G16_UNORM)?;
|
||||
|
||||
// Update the chroma constant buffer (inverse source texel size).
|
||||
let cb: [f32; 4] = [1.0 / w as f32, 1.0 / h as f32, 0.0, 0.0];
|
||||
let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
|
||||
if ctx
|
||||
.Map(&self.cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped))
|
||||
.is_ok()
|
||||
{
|
||||
std::ptr::copy_nonoverlapping(cb.as_ptr(), mapped.pData as *mut f32, cb.len());
|
||||
ctx.Unmap(&self.cbuf, 0);
|
||||
// Update the chroma constant buffer (inverse source texel size).
|
||||
let cb: [f32; 4] = [1.0 / w as f32, 1.0 / h as f32, 0.0, 0.0];
|
||||
let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
|
||||
if ctx
|
||||
.Map(&self.cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped))
|
||||
.is_ok()
|
||||
{
|
||||
std::ptr::copy_nonoverlapping(cb.as_ptr(), mapped.pData as *mut f32, cb.len());
|
||||
ctx.Unmap(&self.cbuf, 0);
|
||||
}
|
||||
|
||||
// Shared pipeline state.
|
||||
ctx.OMSetBlendState(None, None, 0xffff_ffff); // opaque overwrite
|
||||
ctx.VSSetShader(&self.vs, None);
|
||||
ctx.PSSetShaderResources(0, Some(&[Some(src_srv.clone())]));
|
||||
ctx.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
|
||||
ctx.IASetInputLayout(None);
|
||||
ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
// --- LUMA pass: full-res, plane 0 ---
|
||||
let vp_y = D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: w as f32,
|
||||
Height: h as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[vp_y]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(y_rtv.clone())]), None);
|
||||
ctx.PSSetShader(&self.ps_y, None);
|
||||
ctx.Draw(3, 0);
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
|
||||
// --- CHROMA pass: half-res, plane 1 ---
|
||||
let vp_uv = D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: (w / 2) as f32,
|
||||
Height: (h / 2) as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[vp_uv]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(uv_rtv.clone())]), None);
|
||||
ctx.PSSetShader(&self.ps_uv, None);
|
||||
ctx.PSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())]));
|
||||
ctx.Draw(3, 0);
|
||||
|
||||
// Unbind for the next frame's re-RTV / NVENC read.
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
ctx.PSSetShaderResources(0, Some(&[None]));
|
||||
Ok(())
|
||||
}
|
||||
|
||||
// Shared pipeline state.
|
||||
ctx.OMSetBlendState(None, None, 0xffff_ffff); // opaque overwrite
|
||||
ctx.VSSetShader(&self.vs, None);
|
||||
ctx.PSSetShaderResources(0, Some(&[Some(src_srv.clone())]));
|
||||
ctx.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
|
||||
ctx.IASetInputLayout(None);
|
||||
ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
// --- LUMA pass: full-res, plane 0 ---
|
||||
let vp_y = D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: w as f32,
|
||||
Height: h as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[vp_y]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(y_rtv.clone())]), None);
|
||||
ctx.PSSetShader(&self.ps_y, None);
|
||||
ctx.Draw(3, 0);
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
|
||||
// --- CHROMA pass: half-res, plane 1 ---
|
||||
let vp_uv = D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: (w / 2) as f32,
|
||||
Height: (h / 2) as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[vp_uv]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(uv_rtv.clone())]), None);
|
||||
ctx.PSSetShader(&self.ps_uv, None);
|
||||
ctx.PSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())]));
|
||||
ctx.Draw(3, 0);
|
||||
|
||||
// Unbind for the next frame's re-RTV / NVENC read.
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
ctx.PSSetShaderResources(0, Some(&[None]));
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
@@ -604,33 +639,37 @@ pub(crate) struct BgraToYuvPlanes {
|
||||
|
||||
impl BgraToYuvPlanes {
|
||||
pub(crate) unsafe fn new(device: &ID3D11Device, hdr: bool, chroma444: bool) -> Result<Self> {
|
||||
let (y_src, uv_src) = match (hdr, chroma444) {
|
||||
(false, false) => (PYRO_Y_PS.to_string(), PYRO_UV_PS.to_string()),
|
||||
(false, true) => (PYRO_Y_PS.to_string(), PYRO_UV444_PS.to_string()),
|
||||
(true, false) => (
|
||||
PYRO_HDR_Y_PS.replace("#include_common", PYRO_HDR_COMMON),
|
||||
PYRO_HDR_UV_PS.replace("#include_common", PYRO_HDR_COMMON),
|
||||
),
|
||||
(true, true) => (
|
||||
PYRO_HDR_Y_PS.replace("#include_common", PYRO_HDR_COMMON),
|
||||
PYRO_HDR_UV444_PS.replace("#include_common", PYRO_HDR_COMMON),
|
||||
),
|
||||
};
|
||||
let vsb = compile_shader(HDR_VS, s!("main"), s!("vs_5_0"))?;
|
||||
let yb = compile_shader(&y_src, s!("main"), s!("ps_5_0"))?;
|
||||
let uvb = compile_shader(&uv_src, s!("main"), s!("ps_5_0"))?;
|
||||
let mut vs = None;
|
||||
device.CreateVertexShader(&vsb, None, Some(&mut vs))?;
|
||||
let mut ps_y = None;
|
||||
device.CreatePixelShader(&yb, None, Some(&mut ps_y))?;
|
||||
let mut ps_uv = None;
|
||||
device.CreatePixelShader(&uvb, None, Some(&mut ps_uv))?;
|
||||
Ok(Self {
|
||||
vs: vs.context("pyro vs")?,
|
||||
ps_y: ps_y.context("pyro y ps")?,
|
||||
ps_uv: ps_uv.context("pyro uv ps")?,
|
||||
chroma444,
|
||||
})
|
||||
// SAFETY: as `HdrP010Converter::new` — `?`-checked D3D11 shader creation on the live
|
||||
// `device` borrow, with `s!()` literals into `compile_shader` and live out-params.
|
||||
unsafe {
|
||||
let (y_src, uv_src) = match (hdr, chroma444) {
|
||||
(false, false) => (PYRO_Y_PS.to_string(), PYRO_UV_PS.to_string()),
|
||||
(false, true) => (PYRO_Y_PS.to_string(), PYRO_UV444_PS.to_string()),
|
||||
(true, false) => (
|
||||
PYRO_HDR_Y_PS.replace("#include_common", PYRO_HDR_COMMON),
|
||||
PYRO_HDR_UV_PS.replace("#include_common", PYRO_HDR_COMMON),
|
||||
),
|
||||
(true, true) => (
|
||||
PYRO_HDR_Y_PS.replace("#include_common", PYRO_HDR_COMMON),
|
||||
PYRO_HDR_UV444_PS.replace("#include_common", PYRO_HDR_COMMON),
|
||||
),
|
||||
};
|
||||
let vsb = compile_shader(HDR_VS, s!("main"), s!("vs_5_0"))?;
|
||||
let yb = compile_shader(&y_src, s!("main"), s!("ps_5_0"))?;
|
||||
let uvb = compile_shader(&uv_src, s!("main"), s!("ps_5_0"))?;
|
||||
let mut vs = None;
|
||||
device.CreateVertexShader(&vsb, None, Some(&mut vs))?;
|
||||
let mut ps_y = None;
|
||||
device.CreatePixelShader(&yb, None, Some(&mut ps_y))?;
|
||||
let mut ps_uv = None;
|
||||
device.CreatePixelShader(&uvb, None, Some(&mut ps_uv))?;
|
||||
Ok(Self {
|
||||
vs: vs.context("pyro vs")?,
|
||||
ps_y: ps_y.context("pyro y ps")?,
|
||||
ps_uv: ps_uv.context("pyro uv ps")?,
|
||||
chroma444,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert `src_srv` (BGRA slot for SDR / scRGB FP16 slot for HDR, WxH) → `y_rtv` (full-res Y
|
||||
@@ -646,47 +685,52 @@ impl BgraToYuvPlanes {
|
||||
w: u32,
|
||||
h: u32,
|
||||
) -> Result<()> {
|
||||
ctx.OMSetBlendState(None, None, 0xffff_ffff); // opaque overwrite
|
||||
ctx.VSSetShader(&self.vs, None);
|
||||
ctx.PSSetShaderResources(0, Some(&[Some(src_srv.clone())]));
|
||||
ctx.IASetInputLayout(None);
|
||||
ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
// SAFETY: D3D11 state-setting plus two `Draw`s on the caller's live immediate-context
|
||||
// borrow, over borrowed slices of fully-initialized locals (the viewports) and clones of the
|
||||
// caller's live SRV/RTVs. No raw pointers and no mapping on this path.
|
||||
unsafe {
|
||||
ctx.OMSetBlendState(None, None, 0xffff_ffff); // opaque overwrite
|
||||
ctx.VSSetShader(&self.vs, None);
|
||||
ctx.PSSetShaderResources(0, Some(&[Some(src_srv.clone())]));
|
||||
ctx.IASetInputLayout(None);
|
||||
ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
// LUMA pass: full-res → the R8 Y texture.
|
||||
ctx.RSSetViewports(Some(&[D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: w as f32,
|
||||
Height: h as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
}]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(y_rtv.clone())]), None);
|
||||
ctx.PSSetShader(&self.ps_y, None);
|
||||
ctx.Draw(3, 0);
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
// LUMA pass: full-res → the R8 Y texture.
|
||||
ctx.RSSetViewports(Some(&[D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: w as f32,
|
||||
Height: h as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
}]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(y_rtv.clone())]), None);
|
||||
ctx.PSSetShader(&self.ps_y, None);
|
||||
ctx.Draw(3, 0);
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
|
||||
// CHROMA pass: half-res (4:2:0) or full-res (4:4:4) → the CbCr texture.
|
||||
let (cw, ch) = if self.chroma444 {
|
||||
(w, h)
|
||||
} else {
|
||||
(w / 2, h / 2)
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: cw as f32,
|
||||
Height: ch as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
}]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(cbcr_rtv.clone())]), None);
|
||||
ctx.PSSetShader(&self.ps_uv, None);
|
||||
ctx.Draw(3, 0);
|
||||
// CHROMA pass: half-res (4:2:0) or full-res (4:4:4) → the CbCr texture.
|
||||
let (cw, ch) = if self.chroma444 {
|
||||
(w, h)
|
||||
} else {
|
||||
(w / 2, h / 2)
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: cw as f32,
|
||||
Height: ch as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
}]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(cbcr_rtv.clone())]), None);
|
||||
ctx.PSSetShader(&self.ps_uv, None);
|
||||
ctx.Draw(3, 0);
|
||||
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
ctx.PSSetShaderResources(0, Some(&[None]));
|
||||
Ok(())
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
ctx.PSSetShaderResources(0, Some(&[None]));
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1264,49 +1308,57 @@ impl VideoConverter {
|
||||
height: u32,
|
||||
scrgb_input: bool,
|
||||
) -> Result<Self> {
|
||||
let vdev: ID3D11VideoDevice = device.cast().context("device -> ID3D11VideoDevice")?;
|
||||
let vctx: ID3D11VideoContext1 = context.cast().context("context -> ID3D11VideoContext1")?;
|
||||
let rate = DXGI_RATIONAL {
|
||||
Numerator: 240,
|
||||
Denominator: 1,
|
||||
};
|
||||
let desc = D3D11_VIDEO_PROCESSOR_CONTENT_DESC {
|
||||
InputFrameFormat: D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE,
|
||||
InputFrameRate: rate,
|
||||
InputWidth: width,
|
||||
InputHeight: height,
|
||||
OutputFrameRate: rate,
|
||||
OutputWidth: width,
|
||||
OutputHeight: height,
|
||||
Usage: D3D11_VIDEO_USAGE_PLAYBACK_NORMAL,
|
||||
};
|
||||
let enumr = vdev
|
||||
.CreateVideoProcessorEnumerator(&desc)
|
||||
.context("CreateVideoProcessorEnumerator")?;
|
||||
let vp = vdev
|
||||
.CreateVideoProcessor(&enumr, 0)
|
||||
.context("CreateVideoProcessor")?;
|
||||
// SAFETY: the `cast()`s and the `?`-checked video-device factory calls run on the caller's
|
||||
// live `device`/`context` borrows; `&desc` is a fully-initialized stack
|
||||
// `D3D11_VIDEO_PROCESSOR_CONTENT_DESC` read only for the duration of the call, and the
|
||||
// colour-space/frame-format setters take the just-created processor by borrow plus plain
|
||||
// enum values.
|
||||
unsafe {
|
||||
let vdev: ID3D11VideoDevice = device.cast().context("device -> ID3D11VideoDevice")?;
|
||||
let vctx: ID3D11VideoContext1 =
|
||||
context.cast().context("context -> ID3D11VideoContext1")?;
|
||||
let rate = DXGI_RATIONAL {
|
||||
Numerator: 240,
|
||||
Denominator: 1,
|
||||
};
|
||||
let desc = D3D11_VIDEO_PROCESSOR_CONTENT_DESC {
|
||||
InputFrameFormat: D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE,
|
||||
InputFrameRate: rate,
|
||||
InputWidth: width,
|
||||
InputHeight: height,
|
||||
OutputFrameRate: rate,
|
||||
OutputWidth: width,
|
||||
OutputHeight: height,
|
||||
Usage: D3D11_VIDEO_USAGE_PLAYBACK_NORMAL,
|
||||
};
|
||||
let enumr = vdev
|
||||
.CreateVideoProcessorEnumerator(&desc)
|
||||
.context("CreateVideoProcessorEnumerator")?;
|
||||
let vp = vdev
|
||||
.CreateVideoProcessor(&enumr, 0)
|
||||
.context("CreateVideoProcessor")?;
|
||||
|
||||
// Full-range RGB in → studio-range BT.709 NV12 out. Input gamma follows the ring format:
|
||||
// scRGB linear (G10) for the FP16 HDR ring, sRGB (G22) for the 8-bit BGRA SDR ring. The
|
||||
// output is always BT.709 SDR (the video processor tone-maps the scRGB case).
|
||||
let in_cs = if scrgb_input {
|
||||
DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709
|
||||
} else {
|
||||
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
|
||||
};
|
||||
let out_cs = DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709;
|
||||
vctx.VideoProcessorSetStreamColorSpace1(&vp, 0, in_cs);
|
||||
vctx.VideoProcessorSetOutputColorSpace1(&vp, out_cs);
|
||||
// One frame in, one frame out — no interpolation/auto-processing.
|
||||
vctx.VideoProcessorSetStreamFrameFormat(&vp, 0, D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE);
|
||||
// Full-range RGB in → studio-range BT.709 NV12 out. Input gamma follows the ring format:
|
||||
// scRGB linear (G10) for the FP16 HDR ring, sRGB (G22) for the 8-bit BGRA SDR ring. The
|
||||
// output is always BT.709 SDR (the video processor tone-maps the scRGB case).
|
||||
let in_cs = if scrgb_input {
|
||||
DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709
|
||||
} else {
|
||||
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
|
||||
};
|
||||
let out_cs = DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709;
|
||||
vctx.VideoProcessorSetStreamColorSpace1(&vp, 0, in_cs);
|
||||
vctx.VideoProcessorSetOutputColorSpace1(&vp, out_cs);
|
||||
// One frame in, one frame out — no interpolation/auto-processing.
|
||||
vctx.VideoProcessorSetStreamFrameFormat(&vp, 0, D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE);
|
||||
|
||||
Ok(Self {
|
||||
vdev,
|
||||
vctx,
|
||||
enumr,
|
||||
vp,
|
||||
})
|
||||
Ok(Self {
|
||||
vdev,
|
||||
vctx,
|
||||
enumr,
|
||||
vp,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert `input` (BGRA or scRGB FP16) → `output` (NV12 or P010) on the video engine. Views are
|
||||
@@ -1316,47 +1368,54 @@ impl VideoConverter {
|
||||
input: &ID3D11Texture2D,
|
||||
output: &ID3D11Texture2D,
|
||||
) -> Result<()> {
|
||||
let in_desc = D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC {
|
||||
FourCC: 0,
|
||||
ViewDimension: D3D11_VPIV_DIMENSION_TEXTURE2D,
|
||||
Anonymous: D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC_0 {
|
||||
Texture2D: D3D11_TEX2D_VPIV {
|
||||
MipSlice: 0,
|
||||
ArraySlice: 0,
|
||||
// SAFETY: both view creations are `?`-checked calls on `self.vdev` with fully-initialized
|
||||
// stack descriptors and live out-params. `stream.pInputSurface` is a `ManuallyDrop` of the
|
||||
// input view just created: `VideoProcessorBlt` only BORROWS it (a COM in-param never transfers
|
||||
// ownership), and the explicit `into_inner` drop below releases that reference exactly once on
|
||||
// both the success and the failure path. `slice::from_ref(&stream)` borrows the live local.
|
||||
unsafe {
|
||||
let in_desc = D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC {
|
||||
FourCC: 0,
|
||||
ViewDimension: D3D11_VPIV_DIMENSION_TEXTURE2D,
|
||||
Anonymous: D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC_0 {
|
||||
Texture2D: D3D11_TEX2D_VPIV {
|
||||
MipSlice: 0,
|
||||
ArraySlice: 0,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
let mut in_view: Option<ID3D11VideoProcessorInputView> = None;
|
||||
self.vdev
|
||||
.CreateVideoProcessorInputView(input, &self.enumr, &in_desc, Some(&mut in_view))
|
||||
.context("CreateVideoProcessorInputView")?;
|
||||
};
|
||||
let mut in_view: Option<ID3D11VideoProcessorInputView> = None;
|
||||
self.vdev
|
||||
.CreateVideoProcessorInputView(input, &self.enumr, &in_desc, Some(&mut in_view))
|
||||
.context("CreateVideoProcessorInputView")?;
|
||||
|
||||
let out_desc = D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC {
|
||||
ViewDimension: D3D11_VPOV_DIMENSION_TEXTURE2D,
|
||||
Anonymous: D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC_0 {
|
||||
Texture2D: D3D11_TEX2D_VPOV { MipSlice: 0 },
|
||||
},
|
||||
};
|
||||
let mut out_view: Option<ID3D11VideoProcessorOutputView> = None;
|
||||
self.vdev
|
||||
.CreateVideoProcessorOutputView(output, &self.enumr, &out_desc, Some(&mut out_view))
|
||||
.context("CreateVideoProcessorOutputView")?;
|
||||
let out_view = out_view.context("null output view")?;
|
||||
let out_desc = D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC {
|
||||
ViewDimension: D3D11_VPOV_DIMENSION_TEXTURE2D,
|
||||
Anonymous: D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC_0 {
|
||||
Texture2D: D3D11_TEX2D_VPOV { MipSlice: 0 },
|
||||
},
|
||||
};
|
||||
let mut out_view: Option<ID3D11VideoProcessorOutputView> = None;
|
||||
self.vdev
|
||||
.CreateVideoProcessorOutputView(output, &self.enumr, &out_desc, Some(&mut out_view))
|
||||
.context("CreateVideoProcessorOutputView")?;
|
||||
let out_view = out_view.context("null output view")?;
|
||||
|
||||
let stream = D3D11_VIDEO_PROCESSOR_STREAM {
|
||||
Enable: true.into(),
|
||||
pInputSurface: std::mem::ManuallyDrop::new(in_view),
|
||||
..Default::default()
|
||||
};
|
||||
let blt =
|
||||
self.vctx
|
||||
.VideoProcessorBlt(&self.vp, &out_view, 0, std::slice::from_ref(&stream));
|
||||
// COM in-params never transfer ownership: the Blt only borrowed the input view, and the
|
||||
// struct's `ManuallyDrop` field suppressed its release — drop it by hand, success or not.
|
||||
// (Skipping this leaked one view + its UMD allocation PER CONVERTED FRAME — the SDR hot
|
||||
// path; D3D11 defers the actual destruction until the GPU is done with the blit.)
|
||||
drop(std::mem::ManuallyDrop::into_inner(stream.pInputSurface));
|
||||
blt.context("VideoProcessorBlt")
|
||||
let stream = D3D11_VIDEO_PROCESSOR_STREAM {
|
||||
Enable: true.into(),
|
||||
pInputSurface: std::mem::ManuallyDrop::new(in_view),
|
||||
..Default::default()
|
||||
};
|
||||
let blt =
|
||||
self.vctx
|
||||
.VideoProcessorBlt(&self.vp, &out_view, 0, std::slice::from_ref(&stream));
|
||||
// COM in-params never transfer ownership: the Blt only borrowed the input view, and the
|
||||
// struct's `ManuallyDrop` field suppressed its release — drop it by hand, success or not.
|
||||
// (Skipping this leaked one view + its UMD allocation PER CONVERTED FRAME — the SDR hot
|
||||
// path; D3D11 defers the actual destruction until the GPU is done with the blit.)
|
||||
drop(std::mem::ManuallyDrop::into_inner(stream.pInputSurface));
|
||||
blt.context("VideoProcessorBlt")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -582,21 +582,28 @@ unsafe impl Send for IddPushCapturer {}
|
||||
/// 2026-07-03), so it cannot dup the handles out either. History: `Global\`-named + world-openable
|
||||
/// (`WD`, security-review 2026-06-28 #5) → SY+LS-scoped → nameless → now SY-only. `psd` must outlive
|
||||
/// `sa`. See `design/idd-push-security.md`.
|
||||
unsafe fn shared_object_sa() -> Result<(SECURITY_ATTRIBUTES, PSECURITY_DESCRIPTOR)> {
|
||||
let mut psd = PSECURITY_DESCRIPTOR::default();
|
||||
ConvertStringSecurityDescriptorToSecurityDescriptorW(
|
||||
w!("D:P(A;;GA;;;SY)"),
|
||||
SDDL_REVISION_1,
|
||||
&mut psd,
|
||||
None,
|
||||
)
|
||||
.context("build SDDL for IDD-push shared objects")?;
|
||||
let sa = SECURITY_ATTRIBUTES {
|
||||
nLength: std::mem::size_of::<SECURITY_ATTRIBUTES>() as u32,
|
||||
lpSecurityDescriptor: psd.0,
|
||||
bInheritHandle: false.into(),
|
||||
};
|
||||
Ok((sa, psd))
|
||||
fn shared_object_sa() -> Result<(SECURITY_ATTRIBUTES, PSECURITY_DESCRIPTOR)> {
|
||||
// SAFETY: `ConvertStringSecurityDescriptorToSecurityDescriptorW` reads the `w!()` literal
|
||||
// and writes the descriptor it allocates into the live local `psd`; `?` rejects a failure
|
||||
// before `psd` is read. The `SECURITY_ATTRIBUTES` returned alongside merely CARRIES `psd.0` as
|
||||
// a raw pointer — keeping the two paired (and freeing the descriptor) is the caller's unsafe
|
||||
// business, so this fn itself has no precondition to state and needs no `unsafe` marker.
|
||||
unsafe {
|
||||
let mut psd = PSECURITY_DESCRIPTOR::default();
|
||||
ConvertStringSecurityDescriptorToSecurityDescriptorW(
|
||||
w!("D:P(A;;GA;;;SY)"),
|
||||
SDDL_REVISION_1,
|
||||
&mut psd,
|
||||
None,
|
||||
)
|
||||
.context("build SDDL for IDD-push shared objects")?;
|
||||
let sa = SECURITY_ATTRIBUTES {
|
||||
nLength: std::mem::size_of::<SECURITY_ATTRIBUTES>() as u32,
|
||||
lpSecurityDescriptor: psd.0,
|
||||
bInheritHandle: false.into(),
|
||||
};
|
||||
Ok((sa, psd))
|
||||
}
|
||||
}
|
||||
|
||||
impl IddPushCapturer {
|
||||
@@ -610,56 +617,64 @@ impl IddPushCapturer {
|
||||
h: u32,
|
||||
format: DXGI_FORMAT,
|
||||
) -> Result<Vec<HostSlot>> {
|
||||
let (sa, _psd) = shared_object_sa()?;
|
||||
let mut slots = Vec::new();
|
||||
for _ in 0..RING_LEN {
|
||||
let desc = D3D11_TEXTURE2D_DESC {
|
||||
Width: w,
|
||||
Height: h,
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
// Match the OS-composed swap-chain surfaces so the driver's CopyResource into the slot +
|
||||
// its format-guard both succeed.
|
||||
Format: format,
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: D3D11_USAGE_DEFAULT,
|
||||
BindFlags: (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
|
||||
CPUAccessFlags: 0,
|
||||
MiscFlags: (D3D11_RESOURCE_MISC_SHARED_NTHANDLE.0
|
||||
| D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX.0) as u32,
|
||||
};
|
||||
let mut tex: Option<ID3D11Texture2D> = None;
|
||||
device
|
||||
.CreateTexture2D(&desc, None, Some(&mut tex))
|
||||
.context("CreateTexture2D(IDD-push ring slot)")?;
|
||||
let tex = tex.context("null ring texture")?;
|
||||
let res1: IDXGIResource1 = tex.cast()?;
|
||||
let shared = res1
|
||||
.CreateSharedHandle(
|
||||
Some(&sa as *const SECURITY_ATTRIBUTES),
|
||||
DXGI_SHARED_RESOURCE_RW,
|
||||
PCWSTR::null(), // UNNAMED — reachable only through the broker's duplicate
|
||||
)
|
||||
.context("CreateSharedHandle(IDD-push ring slot)")?;
|
||||
// Own the shared handle so the slot's `Drop` closes it via RAII (was a manual `CloseHandle`).
|
||||
let shared = OwnedHandle::from_raw_handle(shared.0 as _);
|
||||
let mutex: IDXGIKeyedMutex = tex.cast()?;
|
||||
let mut srv: Option<ID3D11ShaderResourceView> = None;
|
||||
device
|
||||
.CreateShaderResourceView(&tex, None, Some(&mut srv))
|
||||
.context("CreateShaderResourceView(IDD-push ring slot)")?;
|
||||
let srv = srv.context("null slot srv")?;
|
||||
slots.push(HostSlot {
|
||||
tex,
|
||||
mutex,
|
||||
shared,
|
||||
srv,
|
||||
});
|
||||
// SAFETY: every D3D11/DXGI call is `?`-checked on the live `device` borrow, over
|
||||
// fully-initialized stack descriptors and live out-params; `&sa` stays valid for the whole loop
|
||||
// because `_psd`, the security descriptor backing it, is held in scope alongside.
|
||||
// `OwnedHandle::from_raw_handle` adopts the handle `CreateSharedHandle` JUST minted for this
|
||||
// slot — a unique, still-open NT handle owned by this process — making the slot its sole owner.
|
||||
unsafe {
|
||||
let (sa, _psd) = shared_object_sa()?;
|
||||
let mut slots = Vec::new();
|
||||
for _ in 0..RING_LEN {
|
||||
let desc = D3D11_TEXTURE2D_DESC {
|
||||
Width: w,
|
||||
Height: h,
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
// Match the OS-composed swap-chain surfaces so the driver's CopyResource into the slot +
|
||||
// its format-guard both succeed.
|
||||
Format: format,
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: D3D11_USAGE_DEFAULT,
|
||||
BindFlags: (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
|
||||
CPUAccessFlags: 0,
|
||||
MiscFlags: (D3D11_RESOURCE_MISC_SHARED_NTHANDLE.0
|
||||
| D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX.0)
|
||||
as u32,
|
||||
};
|
||||
let mut tex: Option<ID3D11Texture2D> = None;
|
||||
device
|
||||
.CreateTexture2D(&desc, None, Some(&mut tex))
|
||||
.context("CreateTexture2D(IDD-push ring slot)")?;
|
||||
let tex = tex.context("null ring texture")?;
|
||||
let res1: IDXGIResource1 = tex.cast()?;
|
||||
let shared = res1
|
||||
.CreateSharedHandle(
|
||||
Some(&sa as *const SECURITY_ATTRIBUTES),
|
||||
DXGI_SHARED_RESOURCE_RW,
|
||||
PCWSTR::null(), // UNNAMED — reachable only through the broker's duplicate
|
||||
)
|
||||
.context("CreateSharedHandle(IDD-push ring slot)")?;
|
||||
// Own the shared handle so the slot's `Drop` closes it via RAII (was a manual `CloseHandle`).
|
||||
let shared = OwnedHandle::from_raw_handle(shared.0 as _);
|
||||
let mutex: IDXGIKeyedMutex = tex.cast()?;
|
||||
let mut srv: Option<ID3D11ShaderResourceView> = None;
|
||||
device
|
||||
.CreateShaderResourceView(&tex, None, Some(&mut srv))
|
||||
.context("CreateShaderResourceView(IDD-push ring slot)")?;
|
||||
let srv = srv.context("null slot srv")?;
|
||||
slots.push(HostSlot {
|
||||
tex,
|
||||
mutex,
|
||||
shared,
|
||||
srv,
|
||||
});
|
||||
}
|
||||
Ok(slots)
|
||||
}
|
||||
Ok(slots)
|
||||
}
|
||||
|
||||
/// Open the IDD-push capturer. On success the caller's `keepalive` is attached (the capturer owns the
|
||||
@@ -1739,46 +1754,52 @@ impl IddPushCapturer {
|
||||
/// Runs on the owning capture/encode thread that holds the immediate context; forms no lasting
|
||||
/// borrow of `self`'s COM objects.
|
||||
unsafe fn pyro_fence_signal(&mut self) -> Result<Option<(Option<isize>, u64)>> {
|
||||
if !self.pyrowave {
|
||||
return Ok(None);
|
||||
}
|
||||
if self.pyro_fence.is_none() {
|
||||
let dev5: ID3D11Device5 = self
|
||||
.device
|
||||
// SAFETY: per the contract above this runs on the owning capture/encode thread, which holds
|
||||
// the immediate context. Every call is a `?`-checked COM method on `self`'s live device or
|
||||
// context (or on a `cast()` of one), and `CreateSharedHandle` yields a fresh NT handle whose
|
||||
// raw value is only STORED here — never dereferenced, and never closed on this path.
|
||||
unsafe {
|
||||
if !self.pyrowave {
|
||||
return Ok(None);
|
||||
}
|
||||
if self.pyro_fence.is_none() {
|
||||
let dev5: ID3D11Device5 = self
|
||||
.device
|
||||
.cast()
|
||||
.context("ID3D11Device -> ID3D11Device5 (shared fence)")?;
|
||||
// windows-rs returns COM interfaces via an out-param (unlike the HANDLE-returning
|
||||
// CreateSharedHandle below).
|
||||
let mut fence_out: Option<ID3D11Fence> = None;
|
||||
dev5.CreateFence(0, D3D11_FENCE_FLAG_SHARED, &mut fence_out)
|
||||
.context("CreateFence(D3D11_FENCE_FLAG_SHARED)")?;
|
||||
let fence = fence_out.context("null D3D11 fence")?;
|
||||
// GENERIC_ALL (0x1000_0000) — the access the pyrowave interop test hands the handle.
|
||||
let handle: HANDLE = fence
|
||||
.CreateSharedHandle(None, 0x1000_0000, PCWSTR::null())
|
||||
.context("ID3D11Fence::CreateSharedHandle")?;
|
||||
self.pyro_fence = Some(fence);
|
||||
self.pyro_fence_handle = Some(handle.0 as isize);
|
||||
self.pyro_fence_value = 0;
|
||||
}
|
||||
self.pyro_fence_value += 1;
|
||||
let value = self.pyro_fence_value;
|
||||
let ctx4: ID3D11DeviceContext4 = self
|
||||
.context
|
||||
.cast()
|
||||
.context("ID3D11Device -> ID3D11Device5 (shared fence)")?;
|
||||
// windows-rs returns COM interfaces via an out-param (unlike the HANDLE-returning
|
||||
// CreateSharedHandle below).
|
||||
let mut fence_out: Option<ID3D11Fence> = None;
|
||||
dev5.CreateFence(0, D3D11_FENCE_FLAG_SHARED, &mut fence_out)
|
||||
.context("CreateFence(D3D11_FENCE_FLAG_SHARED)")?;
|
||||
let fence = fence_out.context("null D3D11 fence")?;
|
||||
// GENERIC_ALL (0x1000_0000) — the access the pyrowave interop test hands the handle.
|
||||
let handle: HANDLE = fence
|
||||
.CreateSharedHandle(None, 0x1000_0000, PCWSTR::null())
|
||||
.context("ID3D11Fence::CreateSharedHandle")?;
|
||||
self.pyro_fence = Some(fence);
|
||||
self.pyro_fence_handle = Some(handle.0 as isize);
|
||||
self.pyro_fence_value = 0;
|
||||
.context("ID3D11DeviceContext -> ID3D11DeviceContext4 (fence signal)")?;
|
||||
{
|
||||
let fence = self.pyro_fence.as_ref().expect("fence just created");
|
||||
ctx4.Signal(fence, value)
|
||||
.context("ID3D11 fence Signal after convert")?;
|
||||
}
|
||||
// Submit the queued convert + signal so the encoder's Vulkan timeline wait can resolve.
|
||||
self.context.Flush();
|
||||
// Pass the persistent shared handle EVERY frame (not once): the encoder can be rebuilt on a
|
||||
// client mode-switch, and a rebuilt encoder needs to re-import the fence into its fresh Vulkan
|
||||
// device. The encoder imports only when it has no timeline yet (and DUPLICATES the handle so
|
||||
// this original stays valid for the next rebuild).
|
||||
Ok(Some((self.pyro_fence_handle, value)))
|
||||
}
|
||||
self.pyro_fence_value += 1;
|
||||
let value = self.pyro_fence_value;
|
||||
let ctx4: ID3D11DeviceContext4 = self
|
||||
.context
|
||||
.cast()
|
||||
.context("ID3D11DeviceContext -> ID3D11DeviceContext4 (fence signal)")?;
|
||||
{
|
||||
let fence = self.pyro_fence.as_ref().expect("fence just created");
|
||||
ctx4.Signal(fence, value)
|
||||
.context("ID3D11 fence Signal after convert")?;
|
||||
}
|
||||
// Submit the queued convert + signal so the encoder's Vulkan timeline wait can resolve.
|
||||
self.context.Flush();
|
||||
// Pass the persistent shared handle EVERY frame (not once): the encoder can be rebuilt on a
|
||||
// client mode-switch, and a rebuilt encoder needs to re-import the fence into its fresh Vulkan
|
||||
// device. The encoder imports only when it has no timeline yet (and DUPLICATES the handle so
|
||||
// this original stays valid for the next rebuild).
|
||||
Ok(Some((self.pyro_fence_handle, value)))
|
||||
}
|
||||
|
||||
/// The (serial, x, y, visible) of the CURRENT polled cursor — the composite-regen change
|
||||
@@ -1803,112 +1824,120 @@ impl IddPushCapturer {
|
||||
&mut self,
|
||||
slot_tex: &ID3D11Texture2D,
|
||||
) -> Option<(ID3D11Texture2D, ID3D11ShaderResourceView)> {
|
||||
let fmt = self.ring_format();
|
||||
// (Re)build the scratch at the current ring geometry.
|
||||
let stale = self
|
||||
.blend_scratch
|
||||
.as_ref()
|
||||
.is_none_or(|(_, _, w, h, f)| (*w, *h, *f) != (self.width, self.height, fmt));
|
||||
if stale {
|
||||
self.blend_scratch = None;
|
||||
let desc = D3D11_TEXTURE2D_DESC {
|
||||
Width: self.width,
|
||||
Height: self.height,
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
Format: fmt,
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: D3D11_USAGE_DEFAULT,
|
||||
BindFlags: (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
|
||||
..Default::default()
|
||||
};
|
||||
let mut tex: Option<ID3D11Texture2D> = None;
|
||||
let built = self
|
||||
.device
|
||||
.CreateTexture2D(&desc, None, Some(&mut tex))
|
||||
.ok()
|
||||
.and(tex)
|
||||
.and_then(|t| {
|
||||
let mut srv: Option<ID3D11ShaderResourceView> = None;
|
||||
self.device
|
||||
.CreateShaderResourceView(&t, None, Some(&mut srv))
|
||||
.ok()
|
||||
.and(srv)
|
||||
.map(|v| (t, v))
|
||||
});
|
||||
match built {
|
||||
Some((t, v)) => {
|
||||
self.blend_scratch = Some((t, v, self.width, self.height, fmt));
|
||||
if self.display_hdr {
|
||||
// Where DWM places SDR white on this HDR desktop — the composited
|
||||
// cursor must match or it reads dark (~2.5x at the Windows default).
|
||||
// Queried only here: scratch rebuilds are rare, and the CCD query
|
||||
// contends on the display-config lock, which must stay OFF the
|
||||
// per-frame path.
|
||||
// Safety: read-only CCD query over owned locals (within unsafe fn).
|
||||
let queried =
|
||||
pf_win_display::win_display::sdr_white_level_scale(self.target_id);
|
||||
self.sdr_white_scale = queried.unwrap_or(self.sdr_white_scale);
|
||||
tracing::info!(
|
||||
target_id = self.target_id,
|
||||
queried = ?queried,
|
||||
applied = self.sdr_white_scale,
|
||||
"cursor composite: HDR SDR-white scale (1.0 = 80 nits; None = \
|
||||
query failed — keeping the prior value)"
|
||||
);
|
||||
}
|
||||
}
|
||||
None => {
|
||||
if !self.cursor_blend_failed {
|
||||
self.cursor_blend_failed = true;
|
||||
tracing::warn!(
|
||||
"cursor blend scratch creation failed — capture-model frames stay \
|
||||
pointer-less this session"
|
||||
);
|
||||
}
|
||||
return None;
|
||||
}
|
||||
}
|
||||
}
|
||||
let (tex, srv, ..) = self.blend_scratch.as_ref().expect("just ensured");
|
||||
let (tex, srv) = (tex.clone(), srv.clone());
|
||||
self.context.CopyResource(&tex, slot_tex);
|
||||
// Blend the pointer (visible shapes only; hidden = the copy alone is the frame).
|
||||
let overlay = self.cursor_poll.as_ref().and_then(|p| p.read());
|
||||
self.last_blend_key = overlay.as_ref().map(|o| (o.serial, o.x, o.y, o.visible));
|
||||
if let Some(ov) = overlay.filter(|o| o.visible) {
|
||||
if self.cursor_blend.is_none() && !self.cursor_blend_failed {
|
||||
match cursor_blend::CursorBlendPass::new(&self.device) {
|
||||
Ok(p) => self.cursor_blend = Some(p),
|
||||
Err(e) => {
|
||||
self.cursor_blend_failed = true;
|
||||
tracing::warn!(
|
||||
"cursor blend pass build failed — capture-model frames stay \
|
||||
pointer-less this session: {e:#}"
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
if let Some(pass) = self.cursor_blend.as_mut() {
|
||||
// FP16 ring = scRGB linear composition (HDR): linearize the sRGB shape and
|
||||
// scale it to the target's SDR white so it matches the desktop around it.
|
||||
let scale = if self.display_hdr {
|
||||
self.sdr_white_scale
|
||||
} else {
|
||||
0.0
|
||||
// SAFETY: per the contract above, D3D11 calls on the owning thread's device + immediate
|
||||
// context while the slot's keyed mutex is held. `CreateTexture2D`/`CreateShaderResourceView`
|
||||
// take a fully-initialized stack descriptor plus live out-params and are `.ok()`-checked before
|
||||
// use; `CopyResource` moves between our own scratch and the caller's live slot texture, which
|
||||
// share format and size by construction (the scratch is rebuilt whenever the ring geometry
|
||||
// changes). `sdr_white_level_scale` is a read-only CCD query over owned locals.
|
||||
unsafe {
|
||||
let fmt = self.ring_format();
|
||||
// (Re)build the scratch at the current ring geometry.
|
||||
let stale = self
|
||||
.blend_scratch
|
||||
.as_ref()
|
||||
.is_none_or(|(_, _, w, h, f)| (*w, *h, *f) != (self.width, self.height, fmt));
|
||||
if stale {
|
||||
self.blend_scratch = None;
|
||||
let desc = D3D11_TEXTURE2D_DESC {
|
||||
Width: self.width,
|
||||
Height: self.height,
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
Format: fmt,
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: D3D11_USAGE_DEFAULT,
|
||||
BindFlags: (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
|
||||
..Default::default()
|
||||
};
|
||||
if let Err(e) = pass.blend(&self.device, &self.context, &tex, &ov, scale) {
|
||||
if !self.cursor_blend_failed {
|
||||
self.cursor_blend_failed = true;
|
||||
tracing::warn!("cursor blend draw failed — pointer-less frames: {e:#}");
|
||||
let mut tex: Option<ID3D11Texture2D> = None;
|
||||
let built = self
|
||||
.device
|
||||
.CreateTexture2D(&desc, None, Some(&mut tex))
|
||||
.ok()
|
||||
.and(tex)
|
||||
.and_then(|t| {
|
||||
let mut srv: Option<ID3D11ShaderResourceView> = None;
|
||||
self.device
|
||||
.CreateShaderResourceView(&t, None, Some(&mut srv))
|
||||
.ok()
|
||||
.and(srv)
|
||||
.map(|v| (t, v))
|
||||
});
|
||||
match built {
|
||||
Some((t, v)) => {
|
||||
self.blend_scratch = Some((t, v, self.width, self.height, fmt));
|
||||
if self.display_hdr {
|
||||
// Where DWM places SDR white on this HDR desktop — the composited
|
||||
// cursor must match or it reads dark (~2.5x at the Windows default).
|
||||
// Queried only here: scratch rebuilds are rare, and the CCD query
|
||||
// contends on the display-config lock, which must stay OFF the
|
||||
// per-frame path.
|
||||
// Safety: read-only CCD query over owned locals (within unsafe fn).
|
||||
let queried =
|
||||
pf_win_display::win_display::sdr_white_level_scale(self.target_id);
|
||||
self.sdr_white_scale = queried.unwrap_or(self.sdr_white_scale);
|
||||
tracing::info!(
|
||||
target_id = self.target_id,
|
||||
queried = ?queried,
|
||||
applied = self.sdr_white_scale,
|
||||
"cursor composite: HDR SDR-white scale (1.0 = 80 nits; None = \
|
||||
query failed — keeping the prior value)"
|
||||
);
|
||||
}
|
||||
}
|
||||
None => {
|
||||
if !self.cursor_blend_failed {
|
||||
self.cursor_blend_failed = true;
|
||||
tracing::warn!(
|
||||
"cursor blend scratch creation failed — capture-model frames stay \
|
||||
pointer-less this session"
|
||||
);
|
||||
}
|
||||
return None;
|
||||
}
|
||||
}
|
||||
}
|
||||
let (tex, srv, ..) = self.blend_scratch.as_ref().expect("just ensured");
|
||||
let (tex, srv) = (tex.clone(), srv.clone());
|
||||
self.context.CopyResource(&tex, slot_tex);
|
||||
// Blend the pointer (visible shapes only; hidden = the copy alone is the frame).
|
||||
let overlay = self.cursor_poll.as_ref().and_then(|p| p.read());
|
||||
self.last_blend_key = overlay.as_ref().map(|o| (o.serial, o.x, o.y, o.visible));
|
||||
if let Some(ov) = overlay.filter(|o| o.visible) {
|
||||
if self.cursor_blend.is_none() && !self.cursor_blend_failed {
|
||||
match cursor_blend::CursorBlendPass::new(&self.device) {
|
||||
Ok(p) => self.cursor_blend = Some(p),
|
||||
Err(e) => {
|
||||
self.cursor_blend_failed = true;
|
||||
tracing::warn!(
|
||||
"cursor blend pass build failed — capture-model frames stay \
|
||||
pointer-less this session: {e:#}"
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
if let Some(pass) = self.cursor_blend.as_mut() {
|
||||
// FP16 ring = scRGB linear composition (HDR): linearize the sRGB shape and
|
||||
// scale it to the target's SDR white so it matches the desktop around it.
|
||||
let scale = if self.display_hdr {
|
||||
self.sdr_white_scale
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
if let Err(e) = pass.blend(&self.device, &self.context, &tex, &ov, scale) {
|
||||
if !self.cursor_blend_failed {
|
||||
self.cursor_blend_failed = true;
|
||||
tracing::warn!("cursor blend draw failed — pointer-less frames: {e:#}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Some((tex, srv))
|
||||
}
|
||||
Some((tex, srv))
|
||||
}
|
||||
|
||||
/// The secure-desktop guard (the 0.18.0 UAC/Winlogon regression). UAC consent and Winlogon
|
||||
|
||||
@@ -57,57 +57,62 @@ pub(super) struct CursorBlendPass {
|
||||
|
||||
impl CursorBlendPass {
|
||||
pub(super) unsafe fn new(device: &ID3D11Device) -> Result<Self> {
|
||||
let vsb = crate::dxgi::compile_shader(crate::dxgi::HDR_VS, s!("main"), s!("vs_5_0"))?;
|
||||
let psb = crate::dxgi::compile_shader(CURSOR_PS, s!("main"), s!("ps_5_0"))?;
|
||||
let mut vs = None;
|
||||
device.CreateVertexShader(&vsb, None, Some(&mut vs))?;
|
||||
let mut ps = None;
|
||||
device.CreatePixelShader(&psb, None, Some(&mut ps))?;
|
||||
let sd = D3D11_SAMPLER_DESC {
|
||||
// LINEAR: the quad is drawn 1:1 in frame pixels, so this only matters at the
|
||||
// half-texel edges; linear keeps them soft instead of ringing.
|
||||
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
|
||||
AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
ComparisonFunc: D3D11_COMPARISON_NEVER,
|
||||
MaxLOD: f32::MAX,
|
||||
..Default::default()
|
||||
};
|
||||
let mut sampler = None;
|
||||
device.CreateSamplerState(&sd, Some(&mut sampler))?;
|
||||
// Straight-alpha over: dst.rgb = src.rgb*a + dst.rgb*(1-a); keep dst alpha.
|
||||
let mut bd = D3D11_BLEND_DESC::default();
|
||||
bd.RenderTarget[0] = D3D11_RENDER_TARGET_BLEND_DESC {
|
||||
BlendEnable: true.into(),
|
||||
SrcBlend: D3D11_BLEND_SRC_ALPHA,
|
||||
DestBlend: D3D11_BLEND_INV_SRC_ALPHA,
|
||||
BlendOp: D3D11_BLEND_OP_ADD,
|
||||
SrcBlendAlpha: D3D11_BLEND_ONE,
|
||||
DestBlendAlpha: D3D11_BLEND_ONE,
|
||||
BlendOpAlpha: D3D11_BLEND_OP_ADD,
|
||||
RenderTargetWriteMask: 0x0F,
|
||||
};
|
||||
let mut blend = None;
|
||||
device.CreateBlendState(&bd, Some(&mut blend))?;
|
||||
let cbd = D3D11_BUFFER_DESC {
|
||||
ByteWidth: 16, // float to_linear + float3 pad
|
||||
Usage: D3D11_USAGE_DYNAMIC,
|
||||
BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
|
||||
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
|
||||
..Default::default()
|
||||
};
|
||||
let mut cbuf = None;
|
||||
device.CreateBuffer(&cbd, None, Some(&mut cbuf))?;
|
||||
Ok(Self {
|
||||
vs: vs.context("cursor blend vs")?,
|
||||
ps: ps.context("cursor blend ps")?,
|
||||
sampler: sampler.context("cursor blend sampler")?,
|
||||
blend: blend.context("cursor blend state")?,
|
||||
cbuf: cbuf.context("cursor blend cbuf")?,
|
||||
cbuf_scale: None,
|
||||
shape: None,
|
||||
})
|
||||
// SAFETY: `?`-checked D3D11 resource creation on the live `device` borrow, over
|
||||
// fully-initialized stack descriptors and live out-params; `compile_shader` receives `s!()`
|
||||
// literals (its contract).
|
||||
unsafe {
|
||||
let vsb = crate::dxgi::compile_shader(crate::dxgi::HDR_VS, s!("main"), s!("vs_5_0"))?;
|
||||
let psb = crate::dxgi::compile_shader(CURSOR_PS, s!("main"), s!("ps_5_0"))?;
|
||||
let mut vs = None;
|
||||
device.CreateVertexShader(&vsb, None, Some(&mut vs))?;
|
||||
let mut ps = None;
|
||||
device.CreatePixelShader(&psb, None, Some(&mut ps))?;
|
||||
let sd = D3D11_SAMPLER_DESC {
|
||||
// LINEAR: the quad is drawn 1:1 in frame pixels, so this only matters at the
|
||||
// half-texel edges; linear keeps them soft instead of ringing.
|
||||
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
|
||||
AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
ComparisonFunc: D3D11_COMPARISON_NEVER,
|
||||
MaxLOD: f32::MAX,
|
||||
..Default::default()
|
||||
};
|
||||
let mut sampler = None;
|
||||
device.CreateSamplerState(&sd, Some(&mut sampler))?;
|
||||
// Straight-alpha over: dst.rgb = src.rgb*a + dst.rgb*(1-a); keep dst alpha.
|
||||
let mut bd = D3D11_BLEND_DESC::default();
|
||||
bd.RenderTarget[0] = D3D11_RENDER_TARGET_BLEND_DESC {
|
||||
BlendEnable: true.into(),
|
||||
SrcBlend: D3D11_BLEND_SRC_ALPHA,
|
||||
DestBlend: D3D11_BLEND_INV_SRC_ALPHA,
|
||||
BlendOp: D3D11_BLEND_OP_ADD,
|
||||
SrcBlendAlpha: D3D11_BLEND_ONE,
|
||||
DestBlendAlpha: D3D11_BLEND_ONE,
|
||||
BlendOpAlpha: D3D11_BLEND_OP_ADD,
|
||||
RenderTargetWriteMask: 0x0F,
|
||||
};
|
||||
let mut blend = None;
|
||||
device.CreateBlendState(&bd, Some(&mut blend))?;
|
||||
let cbd = D3D11_BUFFER_DESC {
|
||||
ByteWidth: 16, // float to_linear + float3 pad
|
||||
Usage: D3D11_USAGE_DYNAMIC,
|
||||
BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
|
||||
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
|
||||
..Default::default()
|
||||
};
|
||||
let mut cbuf = None;
|
||||
device.CreateBuffer(&cbd, None, Some(&mut cbuf))?;
|
||||
Ok(Self {
|
||||
vs: vs.context("cursor blend vs")?,
|
||||
ps: ps.context("cursor blend ps")?,
|
||||
sampler: sampler.context("cursor blend sampler")?,
|
||||
blend: blend.context("cursor blend state")?,
|
||||
cbuf: cbuf.context("cursor blend cbuf")?,
|
||||
cbuf_scale: None,
|
||||
shape: None,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
/// Upload `ov`'s bitmap if its serial is new; reuse the cached SRV otherwise.
|
||||
@@ -116,42 +121,48 @@ impl CursorBlendPass {
|
||||
device: &ID3D11Device,
|
||||
ov: &pf_frame::CursorOverlay,
|
||||
) -> Result<()> {
|
||||
if self.shape.as_ref().is_some_and(|(s, ..)| *s == ov.serial) {
|
||||
return Ok(());
|
||||
// SAFETY: `CreateTexture2D`/`CreateShaderResourceView` are `?`-checked calls on the live
|
||||
// `device` borrow. `init.pSysMem` points into `ov.rgba`, which the length check above proves
|
||||
// holds at least `ov.w * ov.h * 4` bytes for the declared `SysMemPitch = ov.w * 4`, and which
|
||||
// outlives the synchronous upload.
|
||||
unsafe {
|
||||
if self.shape.as_ref().is_some_and(|(s, ..)| *s == ov.serial) {
|
||||
return Ok(());
|
||||
}
|
||||
if ov.rgba.len() < (ov.w as usize) * (ov.h as usize) * 4 || ov.w == 0 || ov.h == 0 {
|
||||
bail!("malformed cursor overlay ({}x{})", ov.w, ov.h);
|
||||
}
|
||||
let desc = D3D11_TEXTURE2D_DESC {
|
||||
Width: ov.w,
|
||||
Height: ov.h,
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
Format: DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: D3D11_USAGE_DEFAULT,
|
||||
BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
|
||||
..Default::default()
|
||||
};
|
||||
let init = D3D11_SUBRESOURCE_DATA {
|
||||
pSysMem: ov.rgba.as_ptr().cast(),
|
||||
SysMemPitch: ov.w * 4,
|
||||
SysMemSlicePitch: 0,
|
||||
};
|
||||
let mut tex: Option<ID3D11Texture2D> = None;
|
||||
device
|
||||
.CreateTexture2D(&desc, Some(&init), Some(&mut tex))
|
||||
.context("CreateTexture2D(cursor shape)")?;
|
||||
let tex = tex.context("null cursor shape texture")?;
|
||||
let mut srv: Option<ID3D11ShaderResourceView> = None;
|
||||
device
|
||||
.CreateShaderResourceView(&tex, None, Some(&mut srv))
|
||||
.context("CreateShaderResourceView(cursor shape)")?;
|
||||
self.shape = Some((ov.serial, srv.context("null cursor shape srv")?, ov.w, ov.h));
|
||||
Ok(())
|
||||
}
|
||||
if ov.rgba.len() < (ov.w as usize) * (ov.h as usize) * 4 || ov.w == 0 || ov.h == 0 {
|
||||
bail!("malformed cursor overlay ({}x{})", ov.w, ov.h);
|
||||
}
|
||||
let desc = D3D11_TEXTURE2D_DESC {
|
||||
Width: ov.w,
|
||||
Height: ov.h,
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
Format: DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: D3D11_USAGE_DEFAULT,
|
||||
BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
|
||||
..Default::default()
|
||||
};
|
||||
let init = D3D11_SUBRESOURCE_DATA {
|
||||
pSysMem: ov.rgba.as_ptr().cast(),
|
||||
SysMemPitch: ov.w * 4,
|
||||
SysMemSlicePitch: 0,
|
||||
};
|
||||
let mut tex: Option<ID3D11Texture2D> = None;
|
||||
device
|
||||
.CreateTexture2D(&desc, Some(&init), Some(&mut tex))
|
||||
.context("CreateTexture2D(cursor shape)")?;
|
||||
let tex = tex.context("null cursor shape texture")?;
|
||||
let mut srv: Option<ID3D11ShaderResourceView> = None;
|
||||
device
|
||||
.CreateShaderResourceView(&tex, None, Some(&mut srv))
|
||||
.context("CreateShaderResourceView(cursor shape)")?;
|
||||
self.shape = Some((ov.serial, srv.context("null cursor shape srv")?, ov.w, ov.h));
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Alpha-blend `ov` onto `dst` (frame-sized, RENDER_TARGET-capable — the blend scratch).
|
||||
@@ -167,50 +178,58 @@ impl CursorBlendPass {
|
||||
ov: &pf_frame::CursorOverlay,
|
||||
linear_scale: f32,
|
||||
) -> Result<()> {
|
||||
self.ensure_shape(device, ov)?;
|
||||
let (_, srv, w, h) = self.shape.as_ref().expect("shape just ensured");
|
||||
if self.cbuf_scale != Some(linear_scale) {
|
||||
let cb: [f32; 4] = [linear_scale, 0.0, 0.0, 0.0];
|
||||
let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
|
||||
if ctx
|
||||
.Map(&self.cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped))
|
||||
.is_ok()
|
||||
{
|
||||
std::ptr::copy_nonoverlapping(cb.as_ptr(), mapped.pData as *mut f32, cb.len());
|
||||
ctx.Unmap(&self.cbuf, 0);
|
||||
// SAFETY: all D3D11 work on the caller's live `device`/`ctx` borrows. The
|
||||
// `copy_nonoverlapping` writes `cb.len()` `f32`s into the pointer the immediately preceding
|
||||
// `Map` of `self.cbuf` (16 bytes = 4×`f32`, DYNAMIC/WRITE_DISCARD) returned, inside the
|
||||
// `is_ok()` arm and before the paired `Unmap`. `ensure_shape` forwards this fn's `device`
|
||||
// borrow, and every `*Set*`/`Draw` takes borrowed slices of live locals or clones of live COM
|
||||
// interfaces.
|
||||
unsafe {
|
||||
self.ensure_shape(device, ov)?;
|
||||
let (_, srv, w, h) = self.shape.as_ref().expect("shape just ensured");
|
||||
if self.cbuf_scale != Some(linear_scale) {
|
||||
let cb: [f32; 4] = [linear_scale, 0.0, 0.0, 0.0];
|
||||
let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
|
||||
if ctx
|
||||
.Map(&self.cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped))
|
||||
.is_ok()
|
||||
{
|
||||
std::ptr::copy_nonoverlapping(cb.as_ptr(), mapped.pData as *mut f32, cb.len());
|
||||
ctx.Unmap(&self.cbuf, 0);
|
||||
}
|
||||
self.cbuf_scale = Some(linear_scale);
|
||||
}
|
||||
self.cbuf_scale = Some(linear_scale);
|
||||
}
|
||||
let mut rtv: Option<ID3D11RenderTargetView> = None;
|
||||
device
|
||||
.CreateRenderTargetView(dst, None, Some(&mut rtv))
|
||||
.context("CreateRenderTargetView(cursor blend scratch)")?;
|
||||
let rtv = rtv.context("null cursor blend rtv")?;
|
||||
let mut rtv: Option<ID3D11RenderTargetView> = None;
|
||||
device
|
||||
.CreateRenderTargetView(dst, None, Some(&mut rtv))
|
||||
.context("CreateRenderTargetView(cursor blend scratch)")?;
|
||||
let rtv = rtv.context("null cursor blend rtv")?;
|
||||
|
||||
ctx.OMSetRenderTargets(Some(&[Some(rtv)]), None);
|
||||
ctx.OMSetBlendState(&self.blend, None, 0xffff_ffff);
|
||||
ctx.VSSetShader(&self.vs, None);
|
||||
ctx.PSSetShader(&self.ps, None);
|
||||
ctx.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
|
||||
ctx.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
|
||||
ctx.PSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())]));
|
||||
ctx.IASetInputLayout(None);
|
||||
ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
// Placement IS the viewport: the VS fills it, the OS clips it to the target.
|
||||
let vp = D3D11_VIEWPORT {
|
||||
TopLeftX: ov.x as f32,
|
||||
TopLeftY: ov.y as f32,
|
||||
Width: *w as f32,
|
||||
Height: *h as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[vp]));
|
||||
ctx.Draw(3, 0);
|
||||
// Unbind so the scratch can be bound as a conversion INPUT without a hazard warning.
|
||||
ctx.OMSetRenderTargets(None, None);
|
||||
let none_srv: [Option<ID3D11ShaderResourceView>; 1] = [None];
|
||||
ctx.PSSetShaderResources(0, Some(&none_srv));
|
||||
Ok(())
|
||||
ctx.OMSetRenderTargets(Some(&[Some(rtv)]), None);
|
||||
ctx.OMSetBlendState(&self.blend, None, 0xffff_ffff);
|
||||
ctx.VSSetShader(&self.vs, None);
|
||||
ctx.PSSetShader(&self.ps, None);
|
||||
ctx.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
|
||||
ctx.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
|
||||
ctx.PSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())]));
|
||||
ctx.IASetInputLayout(None);
|
||||
ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
// Placement IS the viewport: the VS fills it, the OS clips it to the target.
|
||||
let vp = D3D11_VIEWPORT {
|
||||
TopLeftX: ov.x as f32,
|
||||
TopLeftY: ov.y as f32,
|
||||
Width: *w as f32,
|
||||
Height: *h as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[vp]));
|
||||
ctx.Draw(3, 0);
|
||||
// Unbind so the scratch can be bound as a conversion INPUT without a hazard warning.
|
||||
ctx.OMSetRenderTargets(None, None);
|
||||
let none_srv: [Option<ID3D11ShaderResourceView>; 1] = [None];
|
||||
ctx.PSSetShaderResources(0, Some(&none_srv));
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -140,13 +140,17 @@ impl Capturer for SyntheticNv12Capturer {
|
||||
/// # Safety
|
||||
/// Calls DXGI factory/adapter enumeration; returns owned COM objects or an error.
|
||||
unsafe fn resolve_render_adapter() -> Result<IDXGIAdapter1> {
|
||||
let factory: IDXGIFactory4 = CreateDXGIFactory1().context("CreateDXGIFactory1")?;
|
||||
if let Some(luid) = pf_gpu::resolve_render_adapter_luid() {
|
||||
if let Ok(a) = factory.EnumAdapterByLuid::<IDXGIAdapter1>(luid) {
|
||||
return Ok(a);
|
||||
// SAFETY: three `?`/`Ok`-checked DXGI enumeration calls over owned locals — the factory is
|
||||
// created here and the adapters it returns own their own COM references. No raw pointers.
|
||||
unsafe {
|
||||
let factory: IDXGIFactory4 = CreateDXGIFactory1().context("CreateDXGIFactory1")?;
|
||||
if let Some(luid) = pf_gpu::resolve_render_adapter_luid() {
|
||||
if let Ok(a) = factory.EnumAdapterByLuid::<IDXGIAdapter1>(luid) {
|
||||
return Ok(a);
|
||||
}
|
||||
}
|
||||
factory.EnumAdapters1(0).context("EnumAdapters1(0)")
|
||||
}
|
||||
factory.EnumAdapters1(0).context("EnumAdapters1(0)")
|
||||
}
|
||||
|
||||
/// Create an NV12 `Texture2D` with the given usage/CPU-access/bind flags.
|
||||
@@ -177,8 +181,12 @@ unsafe fn create_nv12(
|
||||
..Default::default()
|
||||
};
|
||||
let mut tex: Option<ID3D11Texture2D> = None;
|
||||
device
|
||||
.CreateTexture2D(&desc, None, Some(&mut tex))
|
||||
.context("CreateTexture2D(NV12)")?;
|
||||
// SAFETY: one `?`-checked `CreateTexture2D` on the live `device` borrow (per the contract
|
||||
// above), with a fully-initialized stack descriptor and a live `Option` out-param.
|
||||
unsafe {
|
||||
device
|
||||
.CreateTexture2D(&desc, None, Some(&mut tex))
|
||||
.context("CreateTexture2D(NV12)")?;
|
||||
}
|
||||
tex.context("CreateTexture2D returned a null NV12 texture")
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user