feat(presenter): VAAPI dmabuf → Vulkan zero-copy import + CSC pass (phase 2)
The decoder's NV12 dmabuf imports per-plane (R8 + GR88, explicit DRM format modifier, dedicated dup'd-fd import, FOREIGN→graphics acquire) and a fullscreen-triangle render pass converts it into the presenter's video image with the CICP-driven coefficients ported from video_gl.rs (same tests, plus a rows-vs-matrix agreement check). SPIR-V is committed (shaders/build.sh regenerates) so builds and CI need no toolchain. The import extension set is probed at device creation; unsupported boxes and 3-failure streaks demote the decoder to software via the existing force_software contract. The session binary now honors the Settings decoder preference instead of forcing software. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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#!/usr/bin/env bash
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# Recompile the presenter's shaders to the committed .spv blobs. The blobs are committed
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# so neither developer builds nor CI need a SPIR-V toolchain (glslc is a dev-time tool);
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# rerun this after editing a .vert/.frag and commit both.
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set -euo pipefail
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cd "$(dirname "$0")"
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for f in *.vert *.frag; do
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glslc -O "$f" -o "$f.spv"
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echo "compiled $f -> $f.spv"
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done
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// The bufferless fullscreen triangle (same trick as the GL presenter's gl_VertexID
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// geometry). Vulkan clip space: y=-1 is the TOP, so uv (0,0) lands on the top-left —
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// which is exactly where the video's row 0 lives. No flip anywhere.
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//
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// Regenerate: shaders/build.sh (committed .spv, no build-time toolchain).
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#version 450
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layout(location = 0) out vec2 v_uv;
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void main() {
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vec2 uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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v_uv = uv;
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gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
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}
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// NV12 → RGBA with the stream's CICP signaling — the Vulkan port of the GL presenter's
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// fragment shader (video_gl.rs). The YUV→RGB matrix + range expansion arrive as three
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// push-constant rows precomputed on the CPU (csc.rs `csc_rows`): rgb[i] = dot(r_i.xyz,
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// yuv) + r_i.w — one shader for BT.601/709/2020, full/limited. The chroma plane is
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// half-res; the linear sampler interpolates, same as the GL path.
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//
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// Regenerate: shaders/build.sh (committed .spv, no build-time toolchain).
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#version 450
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layout(location = 0) in vec2 v_uv;
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layout(location = 0) out vec4 frag;
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layout(set = 0, binding = 0) uniform sampler2D u_y;
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layout(set = 0, binding = 1) uniform sampler2D u_c;
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layout(push_constant) uniform Csc {
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vec4 r0;
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vec4 r1;
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vec4 r2;
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} pc;
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void main() {
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vec3 yuv = vec3(texture(u_y, v_uv).r, texture(u_c, v_uv).rg);
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frag = vec4(
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clamp(
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vec3(
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dot(pc.r0.xyz, yuv) + pc.r0.w,
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dot(pc.r1.xyz, yuv) + pc.r1.w,
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dot(pc.r2.xyz, yuv) + pc.r2.w
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),
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0.0,
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1.0
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),
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1.0
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);
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}
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