docs(readme): Windows host capture is IDD-push, not DXGI/WGC
The DXGI Desktop Duplication + WGC relay paths were removed; sealed IDD-push (finished frames pushed straight into the host's own IddCx driver, no screen-scraping) is now the sole Windows capture path. Fix the stale "DXGI/WGC capture" claims in the root and punktfunk-host READMEs, which also contradicted the push-based IDD description already present in the root README. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -20,8 +20,9 @@ platform-facing around it.
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- **Per-client virtual displays at the exact WxH@Hz.** Linux uses per-compositor backends — **KWin**,
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**gamescope**, **Mutter**, and **Sway/wlroots**; Windows uses its own all-Rust IddCx virtual display,
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even on the secure desktop (UAC / lock screen).
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- **GPU zero-copy capture → encode.** dmabuf → CUDA/Vulkan → NVENC on Linux; DXGI/WGC → GPU encode on
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Windows. Encoders auto-select by GPU vendor: **NVENC** (NVIDIA), **VAAPI** (Linux AMD/Intel),
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- **GPU zero-copy capture → encode.** dmabuf → CUDA/Vulkan → NVENC on Linux; on Windows the host
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pushes frames straight into its own IDD (sealed IDD-push, no screen-scraping) → GPU encode.
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Encoders auto-select by GPU vendor: **NVENC** (NVIDIA), **VAAPI** (Linux AMD/Intel),
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**AMF/QSV** (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
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- **Input injection.** Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual
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**gamepads** — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
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@@ -70,7 +71,7 @@ src/
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main.rs CLI + subcommand dispatch
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config.rs · session_plan.rs · session_tuning.rs · pipeline.rs session setup + the frame pipeline
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vdisplay/ per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
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capture/ · capture.rs screen/dmabuf capture (+ Windows DXGI/WGC)
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capture/ · capture.rs screen/dmabuf capture (+ Windows IDD-push)
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encode/ · encode.rs per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
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zerocopy/ dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
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inject/ · inject.rs input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
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