perf(pyrowave): elevated GPU scheduling + global-priority encode queue
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PyroWave's wavelet encode runs on the GPU's compute/shader cores, so a GPU-bound game starves it: submit spikes from ~2 ms to ~15 ms under a 95%+ game load and the stream fps collapses. NVENC is immune (separate encoder ASIC). Two levers to let the encode get scheduled ahead of the game's rendering: - Windows process GPU scheduling: D3DKMTSetProcessSchedulingPriorityClass, env PUNKTFUNK_GPU_PRIORITY = off|above-normal|high (default)|realtime. Best-effort, once per process, non-fatal on refusal (enc/windows/pyrowave.rs). - Global-priority Vulkan encode queue (Granite patch 0005): request a VK_KHR_global_priority queue (PYROWAVE_QUEUE_PRIORITY = off|high|realtime, default realtime), downgrading REALTIME→HIGH→none on NOT_PERMITTED so a refused class never regresses the encoder to HEVC. HONEST STATUS: on an RTX 4090 / Windows / WDDM neither moved the ~15 ms spikes — the graphics-vs-compute preemption granularity is the wall, not the priority level. Kept because both are correct, harmless (graceful fallback), and may help other GPUs/drivers. For a GPU-saturated game the working levers are reducing the encode's GPU cost (4:2:0/8-bit) or H.265; PyroWave holds full rate on the desktop and in games that leave the GPU headroom. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -67,6 +67,9 @@ windows = { version = "0.62", features = [
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"Win32_Storage_FileSystem",
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"Win32_System_LibraryLoader",
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"Win32_System_Threading",
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# D3DKMTSetProcessSchedulingPriorityClass — raise the host's WDDM GPU scheduling priority
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# above a running game so PyroWave's compute-shader encode isn't starved (enc/windows/pyrowave.rs).
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"Wdk_Graphics_Direct3D",
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] }
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[features]
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@@ -67,6 +67,65 @@ fn budget_for(bitrate_bps: u64, fps: u32) -> usize {
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((bitrate_bps / (8 * fps.max(1) as u64)) as usize).max(64 * 1024)
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}
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/// Raise this process's WDDM GPU scheduling priority so the wavelet encode isn't starved by a
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/// GPU-bound game. PyroWave encodes on the GPU's compute/shader cores — the exact resource a game
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/// saturates — so under load `pyrowave_encoder_encode_gpu_synchronous` spikes from ~2 ms to
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/// 15-18 ms (measured, RTX 4090 at 95 % game load) and the stream fps collapses; NVENC is immune
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/// because it runs on the separate encoder ASIC. HIGH sits above a game's NORMAL/ABOVE_NORMAL so
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/// the WDDM scheduler services the encode's short compute bursts ahead of the game's rendering.
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/// (REALTIME is deliberately avoided: it needs a privilege and would preempt the desktop
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/// compositor too.) Best-effort + once-per-process: if the class isn't grantable we log and run at
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/// normal priority — no session-fatal path.
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fn raise_process_gpu_priority() {
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use std::sync::Once;
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static ONCE: Once = Once::new();
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ONCE.call_once(|| {
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use windows::Wdk::Graphics::Direct3D::{
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D3DKMTSetProcessSchedulingPriorityClass, D3DKMT_SCHEDULINGPRIORITYCLASS_ABOVE_NORMAL,
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D3DKMT_SCHEDULINGPRIORITYCLASS_HIGH, D3DKMT_SCHEDULINGPRIORITYCLASS_REALTIME,
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};
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// `PUNKTFUNK_GPU_PRIORITY` = off | above-normal | high (default) | realtime. REALTIME can
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// force finer WDDM preemption than HIGH but needs a privilege and preempts the compositor,
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// so it stays opt-in; `off` skips the call entirely.
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let (class, label) = match std::env::var("PUNKTFUNK_GPU_PRIORITY")
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.ok()
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.as_deref()
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.map(str::trim)
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.map(str::to_ascii_lowercase)
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.as_deref()
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{
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Some("off") => {
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tracing::info!("PyroWave: PUNKTFUNK_GPU_PRIORITY=off — leaving GPU scheduling priority at default");
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return;
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}
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Some("above-normal") | Some("above_normal") => {
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(D3DKMT_SCHEDULINGPRIORITYCLASS_ABOVE_NORMAL, "ABOVE_NORMAL")
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}
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Some("realtime") => (D3DKMT_SCHEDULINGPRIORITYCLASS_REALTIME, "REALTIME"),
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_ => (D3DKMT_SCHEDULINGPRIORITYCLASS_HIGH, "HIGH"),
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};
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// SAFETY: `GetCurrentProcess` returns the current-process pseudo-handle; the D3DKMT call
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// only sets this process's GPU scheduling class — it creates/frees nothing.
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let status = unsafe {
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D3DKMTSetProcessSchedulingPriorityClass(GetCurrentProcess(), class)
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};
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if status.is_ok() {
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tracing::info!(
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priority = label,
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"PyroWave: raised process GPU scheduling priority (WDDM) so the wavelet encode is \
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serviced ahead of game rendering on the shared shader cores"
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);
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} else {
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tracing::warn!(
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?status,
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priority = label,
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"PyroWave: could not raise GPU scheduling priority (not grantable) — the encode \
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may be starved under heavy game GPU load"
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);
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}
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});
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}
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pub struct PyroWaveEncoder {
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// pyrowave owns the whole Vulkan device (create_device_by_compat) — no ash on this side.
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pw_dev: pw::pyrowave_device,
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@@ -112,6 +171,9 @@ impl PyroWaveEncoder {
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chroma: crate::ChromaFormat,
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bit_depth: u8,
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) -> Result<Self> {
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// Prioritize the host's GPU work over a running game so the compute-shader encode gets
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// scheduled promptly instead of queuing behind a full frame of the game's rendering.
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raise_process_gpu_priority();
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let chroma444 = chroma.is_444();
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// A negotiated 10-bit session rides 16-bit UNORM planes carrying the P010-style
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// studio codes the capturer's HDR CSC writes (design/pyrowave-444-hdr.md §2.2) —
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@@ -0,0 +1,121 @@
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Elevated global-priority encode queue — PUNKTFUNK LOCAL PATCH.
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Not upstream. PyroWave's wavelet encode runs on the GPU's compute/shader cores, so a GPU-bound
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game starves it: `pyrowave_encoder_encode_gpu_synchronous` spikes from ~2 ms to ~15 ms under a
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95%+ game load and the stream framerate collapses (NVENC is immune — it uses the separate encoder
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ASIC). A WDDM *process* scheduling-priority raise does not help (it orders packet submission, not
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hardware preemption). This requests a global-priority Vulkan *queue* — the actual NVIDIA compute-
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preemption lever — on the pyrowave encode device.
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`Context::create_device` (the pyrowave path uses plain vkCreateDevice, not the vpCreateDevice
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profile path): enable VK_KHR_global_priority (or the EXT alias), chain a
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VkDeviceQueueGlobalPriorityCreateInfoKHR into every queue-create-info, and a create loop that tries
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`PYROWAVE_QUEUE_PRIORITY` (off|high|realtime, default realtime) → HIGH → no-priority, downgrading on
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VK_ERROR_NOT_PERMITTED_KHR so a refused class NEVER regresses the encoder. Gated on !inherit_info
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(only the fresh encoder device). This Granite copy is vendored solely for the PyroWave codec.
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NOTE: on an RTX 4090 / Windows / WDDM this did not reduce the spikes (the graphics-vs-compute
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preemption granularity is the wall) — kept because it is correct, harmless (graceful fallback), and
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may help other GPUs/drivers. Reduce the encode's GPU cost (4:2:0/8-bit) or use H.265 for a
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GPU-saturated game.
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diff --git a/crates/pyrowave-sys/vendor/pyrowave/Granite/vulkan/context.cpp b/crates/pyrowave-sys/vendor/pyrowave/Granite/vulkan/context.cpp
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index 5257fc33..479eeded 100644
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--- a/crates/pyrowave-sys/vendor/pyrowave/Granite/vulkan/context.cpp
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+++ b/crates/pyrowave-sys/vendor/pyrowave/Granite/vulkan/context.cpp
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@@ -2115,6 +2115,51 @@ bool Context::create_device(VkPhysicalDevice gpu_, VkSurfaceKHR surface,
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vpGetProfileProperties(profile.profile, &props);
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#endif
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+ // PUNKTFUNK PATCH (patches/0005-global-priority-queue.patch, NOT upstream): request a high
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+ // global-priority queue so PyroWave's compute-shader encode can PREEMPT a GPU-bound game on
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+ // the shared shader cores. A WDDM process-priority raise does not help (it only orders packet
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+ // submission, not hardware preemption); a global-priority queue is the actual NVIDIA compute-
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+ // preemption lever. `PYROWAVE_QUEUE_PRIORITY` = off | high | realtime (default realtime). The
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+ // device-create loop below downgrades on NOT_PERMITTED, so a refused class NEVER fails the
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+ // encoder — it just runs at default priority. Only the fresh encoder device (no inherit_info)
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+ // is affected; this Granite copy is vendored solely for the PyroWave codec.
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+ Util::SmallVector<VkQueueGlobalPriorityKHR> pf_priority_candidates;
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+ Util::SmallVector<VkDeviceQueueGlobalPriorityCreateInfoKHR> pf_global_priority_infos;
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+ if (!inherit_info)
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+ {
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+ const char *pf_gp_ext = nullptr;
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+ if (has_extension(VK_KHR_GLOBAL_PRIORITY_EXTENSION_NAME))
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+ pf_gp_ext = VK_KHR_GLOBAL_PRIORITY_EXTENSION_NAME;
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+ else if (has_extension(VK_EXT_GLOBAL_PRIORITY_EXTENSION_NAME))
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+ pf_gp_ext = VK_EXT_GLOBAL_PRIORITY_EXTENSION_NAME;
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+ std::string pf_prio;
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+ if (!Util::get_environment("PYROWAVE_QUEUE_PRIORITY", pf_prio))
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+ pf_prio = "realtime";
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+ for (auto &pf_ch : pf_prio)
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+ if (pf_ch >= 'A' && pf_ch <= 'Z')
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+ pf_ch = char(pf_ch + 32);
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+ if (pf_gp_ext && pf_prio != "off")
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+ {
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+ if (pf_prio == "high")
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+ {
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+ pf_priority_candidates.push_back(VK_QUEUE_GLOBAL_PRIORITY_HIGH_KHR);
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+ }
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+ else
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+ {
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+ pf_priority_candidates.push_back(VK_QUEUE_GLOBAL_PRIORITY_REALTIME_KHR);
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+ pf_priority_candidates.push_back(VK_QUEUE_GLOBAL_PRIORITY_HIGH_KHR);
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+ }
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+ enabled_extensions.push_back(pf_gp_ext);
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+ pf_global_priority_infos.resize(queue_infos.size());
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+ for (size_t pf_i = 0; pf_i < queue_infos.size(); pf_i++)
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+ {
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+ pf_global_priority_infos[pf_i] = { VK_STRUCTURE_TYPE_DEVICE_QUEUE_GLOBAL_PRIORITY_CREATE_INFO_KHR };
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+ pf_global_priority_infos[pf_i].globalPriority = pf_priority_candidates.front();
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+ queue_infos[pf_i].pNext = &pf_global_priority_infos[pf_i];
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+ }
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+ }
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+ }
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+
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if (inherit_info)
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{
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device_info.enabledExtensionCount = inherit_info->enabledExtensionCount;
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@@ -2144,8 +2189,41 @@ bool Context::create_device(VkPhysicalDevice gpu_, VkSurfaceKHR surface,
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if (device == VK_NULL_HANDLE)
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return false;
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}
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- else if (vkCreateDevice(gpu, &device_info, nullptr, &device) != VK_SUCCESS)
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- return false;
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+ else
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+ {
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+ // PUNKTFUNK: try the requested global-priority class, downgrade through the
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+ // candidate list on NOT_PERMITTED, then finally create with no global priority.
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+ VkResult pf_res;
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+ if (pf_priority_candidates.empty())
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+ {
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+ pf_res = vkCreateDevice(gpu, &device_info, nullptr, &device);
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+ }
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+ else
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+ {
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+ pf_res = VK_ERROR_NOT_PERMITTED_KHR;
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+ for (size_t pf_a = 0; pf_a < pf_priority_candidates.size(); pf_a++)
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+ {
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+ for (auto &pf_gp : pf_global_priority_infos)
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+ pf_gp.globalPriority = pf_priority_candidates[pf_a];
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+ pf_res = vkCreateDevice(gpu, &device_info, nullptr, &device);
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+ if (pf_res != VK_ERROR_NOT_PERMITTED_KHR)
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+ break;
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+ LOGW("PyroWave: global queue priority %u not permitted; downgrading.\n",
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+ unsigned(pf_priority_candidates[pf_a]));
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+ }
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+ if (pf_res == VK_ERROR_NOT_PERMITTED_KHR)
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+ {
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+ for (auto &pf_qi : queue_infos)
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+ pf_qi.pNext = nullptr;
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+ pf_res = vkCreateDevice(gpu, &device_info, nullptr, &device);
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+ LOGW("PyroWave: all global queue priorities refused; default priority.\n");
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+ }
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+ else
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+ LOGI("PyroWave: encode device created with an elevated global queue priority.\n");
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+ }
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+ if (pf_res != VK_SUCCESS)
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+ return false;
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+ }
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}
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if (inherit_info)
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@@ -2115,6 +2115,51 @@ bool Context::create_device(VkPhysicalDevice gpu_, VkSurfaceKHR surface,
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vpGetProfileProperties(profile.profile, &props);
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#endif
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// PUNKTFUNK PATCH (patches/0005-global-priority-queue.patch, NOT upstream): request a high
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// global-priority queue so PyroWave's compute-shader encode can PREEMPT a GPU-bound game on
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// the shared shader cores. A WDDM process-priority raise does not help (it only orders packet
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// submission, not hardware preemption); a global-priority queue is the actual NVIDIA compute-
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// preemption lever. `PYROWAVE_QUEUE_PRIORITY` = off | high | realtime (default realtime). The
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// device-create loop below downgrades on NOT_PERMITTED, so a refused class NEVER fails the
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// encoder — it just runs at default priority. Only the fresh encoder device (no inherit_info)
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// is affected; this Granite copy is vendored solely for the PyroWave codec.
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Util::SmallVector<VkQueueGlobalPriorityKHR> pf_priority_candidates;
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Util::SmallVector<VkDeviceQueueGlobalPriorityCreateInfoKHR> pf_global_priority_infos;
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if (!inherit_info)
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{
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const char *pf_gp_ext = nullptr;
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if (has_extension(VK_KHR_GLOBAL_PRIORITY_EXTENSION_NAME))
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pf_gp_ext = VK_KHR_GLOBAL_PRIORITY_EXTENSION_NAME;
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else if (has_extension(VK_EXT_GLOBAL_PRIORITY_EXTENSION_NAME))
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pf_gp_ext = VK_EXT_GLOBAL_PRIORITY_EXTENSION_NAME;
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std::string pf_prio;
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if (!Util::get_environment("PYROWAVE_QUEUE_PRIORITY", pf_prio))
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pf_prio = "realtime";
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for (auto &pf_ch : pf_prio)
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if (pf_ch >= 'A' && pf_ch <= 'Z')
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pf_ch = char(pf_ch + 32);
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if (pf_gp_ext && pf_prio != "off")
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{
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if (pf_prio == "high")
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{
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pf_priority_candidates.push_back(VK_QUEUE_GLOBAL_PRIORITY_HIGH_KHR);
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}
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else
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{
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pf_priority_candidates.push_back(VK_QUEUE_GLOBAL_PRIORITY_REALTIME_KHR);
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pf_priority_candidates.push_back(VK_QUEUE_GLOBAL_PRIORITY_HIGH_KHR);
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}
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enabled_extensions.push_back(pf_gp_ext);
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pf_global_priority_infos.resize(queue_infos.size());
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for (size_t pf_i = 0; pf_i < queue_infos.size(); pf_i++)
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{
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pf_global_priority_infos[pf_i] = { VK_STRUCTURE_TYPE_DEVICE_QUEUE_GLOBAL_PRIORITY_CREATE_INFO_KHR };
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pf_global_priority_infos[pf_i].globalPriority = pf_priority_candidates.front();
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queue_infos[pf_i].pNext = &pf_global_priority_infos[pf_i];
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}
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}
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}
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if (inherit_info)
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{
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device_info.enabledExtensionCount = inherit_info->enabledExtensionCount;
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@@ -2144,9 +2189,42 @@ bool Context::create_device(VkPhysicalDevice gpu_, VkSurfaceKHR surface,
|
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if (device == VK_NULL_HANDLE)
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return false;
|
||||
}
|
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else if (vkCreateDevice(gpu, &device_info, nullptr, &device) != VK_SUCCESS)
|
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else
|
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{
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// PUNKTFUNK: try the requested global-priority class, downgrade through the
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// candidate list on NOT_PERMITTED, then finally create with no global priority.
|
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VkResult pf_res;
|
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if (pf_priority_candidates.empty())
|
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{
|
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pf_res = vkCreateDevice(gpu, &device_info, nullptr, &device);
|
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}
|
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else
|
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{
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pf_res = VK_ERROR_NOT_PERMITTED_KHR;
|
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for (size_t pf_a = 0; pf_a < pf_priority_candidates.size(); pf_a++)
|
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{
|
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for (auto &pf_gp : pf_global_priority_infos)
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pf_gp.globalPriority = pf_priority_candidates[pf_a];
|
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pf_res = vkCreateDevice(gpu, &device_info, nullptr, &device);
|
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if (pf_res != VK_ERROR_NOT_PERMITTED_KHR)
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break;
|
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LOGW("PyroWave: global queue priority %u not permitted; downgrading.\n",
|
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unsigned(pf_priority_candidates[pf_a]));
|
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}
|
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if (pf_res == VK_ERROR_NOT_PERMITTED_KHR)
|
||||
{
|
||||
for (auto &pf_qi : queue_infos)
|
||||
pf_qi.pNext = nullptr;
|
||||
pf_res = vkCreateDevice(gpu, &device_info, nullptr, &device);
|
||||
LOGW("PyroWave: all global queue priorities refused; default priority.\n");
|
||||
}
|
||||
else
|
||||
LOGI("PyroWave: encode device created with an elevated global queue priority.\n");
|
||||
}
|
||||
if (pf_res != VK_SUCCESS)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (inherit_info)
|
||||
{
|
||||
|
||||
@@ -25,3 +25,10 @@ Local patches (crates/pyrowave-sys/patches/, re-applied on re-vendor):
|
||||
dropped to ~1 ms (~1025 fps) once the buffers are pooled on the encoder and
|
||||
reused. Safe under the synchronous encode model; re-validated by
|
||||
pyrowave_win_smoke. Perf fix, not a correctness fix.
|
||||
|
||||
0005-global-priority-queue.patch — Context::create_device requests a global-priority Vulkan
|
||||
compute queue (VK_KHR_global_priority, PYROWAVE_QUEUE_PRIORITY=off|high|realtime, default
|
||||
realtime) so the wavelet encode can preempt a GPU-bound game on the shared shader cores. A
|
||||
create loop downgrades on NOT_PERMITTED so a refused class never regresses the encoder. Did
|
||||
not overcome the graphics-vs-compute preemption wall on an RTX 4090 (kept: correct + harmless,
|
||||
may help other HW/drivers).
|
||||
|
||||
Reference in New Issue
Block a user