refactor(host/W6.2): extract the shared frame/format vocabulary into the pf-frame leaf crate

The captured-frame types both capture (producer) and encode (consumer) speak —
PixelFormat, OutputFormat, CursorOverlay, CapturedFrame, FramePayload,
DmabufFrame, drm_fourcc — move into crates/pf-frame, alongside the small pure
helpers that ride the same seam: hdr (HDR static metadata / in-band SEI),
metronome (the metronomic-stall detector), thread_qos (per-thread scheduling
QoS), session_tuning (Windows process tuning), and the Windows DXGI capture
IDENTITY (WinCaptureTarget, D3d11Frame, pack_luid, make_device + the GPU
scheduling-priority hardening it applies) (plan §W6).

This is the crate that breaks the capture<->encode cycle: FramePayload's GPU
variants own their backends from BELOW (Cuda -> pf_zerocopy::DeviceBuffer,
D3d11 -> dxgi::D3d11Frame), so encode can speak the vocabulary without a path to
capture, and vice versa. The Windows DXGI identity moving here lets capture,
encode, and pf-vdisplay share ONE WinCaptureTarget/device factory instead of the
old capture<->encode<->vdisplay reach-in.

The host keeps thin facades: capture.rs re-exports the vocabulary
(crate::capture::{PixelFormat,…} unchanged); capture/windows/dxgi.rs keeps the
win32u GPU-preference hook + HDR/video-engine converters + self-test and
re-exports the identity; native.rs re-exports boost_thread_priority from
pf_frame. crate::hdr/metronome/session_tuning callers rewired to pf_frame::*.
metronome's Metronome::new gained a Default impl (new_without_default fires once
the type is public across the crate boundary).

Verified: Linux clippy -D warnings (pf-frame --all-targets + host
nvenc,vulkan-encode,pyrowave --all-targets) + 9/9 pf-frame tests; Windows clippy
nvenc,amf-qsv --all-targets Finished exit 0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-17 10:03:56 +02:00
parent 6824c1cc0c
commit b168790e0a
21 changed files with 555 additions and 446 deletions
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# The shared media-pipeline vocabulary (plan §W6): the captured-frame types and pixel formats that
# both capture (producer) and encode (consumer) speak, plus the small pure helpers that ride the
# same seam — HDR static metadata, the metronomic-stall detector, per-thread scheduling QoS, and
# (Windows) the DXGI capture identity + D3D11 device creation. A leaf so pf-capture and pf-encode
# can depend on the vocabulary WITHOUT depending on each other.
[package]
name = "pf-frame"
version = "0.12.0"
edition = "2021"
rust-version.workspace = true
license = "MIT OR Apache-2.0"
description = "punktfunk host shared frame/format vocabulary: CapturedFrame, PixelFormat, HDR metadata, thread QoS, and the Windows DXGI capture identity."
publish = false
[dependencies]
punktfunk-core = { path = "../punktfunk-core", features = ["quic"] }
anyhow = "1"
tracing = "0.1"
[target.'cfg(target_os = "linux")'.dependencies]
# `FramePayload::Cuda` owns a zero-copy `DeviceBuffer`; `libc` for the per-thread `setpriority`.
pf-zerocopy = { path = "../pf-zerocopy" }
libc = "0.2"
[target.'cfg(target_os = "windows")'.dependencies]
# The DXGI capture identity (`WinCaptureTarget`/`D3d11Frame`/`pack_luid`/`make_device`) + the GPU
# scheduling-priority hardening `make_device` applies, and the thread-QoS `SetThreadPriority`.
windows = { version = "0.62", features = [
"Win32_Foundation",
"Win32_Security",
"Win32_Graphics_Dxgi",
"Win32_Graphics_Dxgi_Common",
"Win32_Graphics_Direct3D",
"Win32_Graphics_Direct3D11",
"Win32_System_LibraryLoader",
"Win32_System_Threading",
] }
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//! The Windows DXGI capture identity + shared D3D11 device creation (plan §W6): the capture
//! target descriptor ([`WinCaptureTarget`]), the GPU-resident captured texture ([`D3d11Frame`]),
//! the adapter-LUID packer ([`pack_luid`]), and [`make_device`] — a fresh D3D11 device/context on
//! a chosen adapter, applying the process GPU scheduling-priority hardening. Extracted from the
//! host's `capture/windows/dxgi.rs` so the capture IDD-push path, the encode D3D11 backends, and
//! pf-vdisplay all share ONE identity type + device factory (no capture↔encode↔vdisplay cycle).
//! The win32u GPU-preference hook, the HDR/video-engine converters, and the self-tests stay in the
//! capture crate — they are capture mechanics, not shared identity.
// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
#![deny(clippy::undocumented_unsafe_blocks)]
use anyhow::{Context, Result};
use windows::core::Interface;
use windows::Win32::Foundation::{HMODULE, LUID};
use windows::Win32::Graphics::Direct3D::{D3D_DRIVER_TYPE_UNKNOWN, D3D_FEATURE_LEVEL_11_0};
use windows::Win32::Graphics::Direct3D11::{
D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext, ID3D11Texture2D,
D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_SDK_VERSION,
};
use windows::Win32::Graphics::Dxgi::{IDXGIAdapter1, IDXGIDevice, IDXGIDevice1};
#[derive(Clone)]
pub struct WinCaptureTarget {
/// Packed DXGI adapter LUID (`(HighPart << 32) | (LowPart & 0xffff_ffff)`).
pub adapter_luid: i64,
/// The output's GDI device name, e.g. `\\.\DISPLAY3`. Can CHANGE across a secure-desktop switch.
pub gdi_name: String,
/// Stable virtual-display (IddCx) target id — re-resolved to the current GDI name on every recovery.
pub target_id: u32,
/// The pf-vdisplay driver's WUDFHost pid (from the ADD reply) — the process the IDD-push capturer
/// duplicates the sealed frame channel's handles INTO (`idd_push::ChannelBroker`). `0` = unknown
/// (a pre-v2 pairing can't occur — the version handshake is hard — so this only guards misuse).
pub wudf_pid: u32,
}
/// A GPU-resident captured texture (future NVENC-D3D11 zero-copy path).
pub struct D3d11Frame {
pub texture: ID3D11Texture2D,
pub device: ID3D11Device,
}
// SAFETY: `D3d11Frame` owns an `ID3D11Texture2D` + `ID3D11Device`, which are COM interface pointers.
// D3D11 devices/resources use thread-safe (interlocked) COM reference counting, and the device is
// created free-threaded (`make_device` passes no `D3D11_CREATE_DEVICE_SINGLETHREADED`), so handing
// ownership of the frame to another thread — the capture→encode handoff — and releasing it there is
// sound. The value is moved, never aliased (no `Sync`), so there is no concurrent use of the
// single-threaded immediate context.
unsafe impl Send for D3d11Frame {}
pub fn pack_luid(luid: LUID) -> i64 {
((luid.HighPart as i64) << 32) | (luid.LowPart as i64 & 0xffff_ffff)
}
/// Create a fresh D3D11 device + context on a specific adapter (driver_type UNKNOWN with an explicit
/// adapter). Used at open and on every ACCESS_LOST: a device created on one desktop cannot sustain a
/// duplication on a *different* desktop (perpetual ACCESS_LOST), so the secure-desktop switch needs a
/// device made while the thread is attached to that desktop.
pub unsafe fn make_device(adapter: &IDXGIAdapter1) -> Result<(ID3D11Device, ID3D11DeviceContext)> {
let mut device: Option<ID3D11Device> = None;
let mut context: Option<ID3D11DeviceContext> = None;
D3D11CreateDevice(
adapter,
D3D_DRIVER_TYPE_UNKNOWN,
HMODULE::default(),
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
Some(&[D3D_FEATURE_LEVEL_11_0]),
D3D11_SDK_VERSION,
Some(&mut device),
None,
Some(&mut context),
)
.context("D3D11CreateDevice")?;
let device = device.context("null D3D11 device")?;
let context = context.context("null D3D11 context")?;
// GPU scheduling hardening — the same approach Sunshine/Apollo use, reimplemented here via the
// documented D3DKMT/DXGI APIs (no GPL source copied). Our capture+encode
// shares the GPU with the streamed game; when the game saturates the GPU our process is starved of
// GPU time slices, so NVENC sits near-idle yet `lock_bitstream` waits ~20 ms for our context to be
// scheduled — capping the stream (~47 fps measured at 5K@240) and stuttering. Per-frame copy/convert
// is NOT the cause (zero-copy + thread-priority alone didn't move it); the PROCESS-level GPU
// scheduling priority class is the decisive cross-process lever. Secondary: the absolute per-device
// GPU thread priority and a 1-frame latency cap.
elevate_process_gpu_priority();
if let Ok(dxgi_dev) = device.cast::<IDXGIDevice>() {
// The absolute max GPU thread priority (0x4000001E; the same value Sunshine/Apollo use); fall back to relative +7.
if dxgi_dev.SetGPUThreadPriority(0x4000_001E).is_err()
&& dxgi_dev.SetGPUThreadPriority(7).is_err()
{
tracing::warn!("SetGPUThreadPriority failed (run as admin/SYSTEM for GPU priority)");
}
}
if let Ok(dxgi1) = device.cast::<IDXGIDevice1>() {
let _ = dxgi1.SetMaximumFrameLatency(1);
}
Ok((device, context))
}
/// Resolve the configured GPU scheduling-priority class from `PUNKTFUNK_GPU_PRIORITY_CLASS`
/// (`off|normal|high|realtime`, default high). `None` = leave it at the OS default (the `off` opt-out).
/// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4, REALTIME 5.
fn configured_gpu_priority_class() -> Option<i32> {
match std::env::var("PUNKTFUNK_GPU_PRIORITY_CLASS")
.ok()
.as_deref()
{
Some("off") => None,
Some("normal") => Some(2),
Some("realtime") => Some(5),
_ => Some(4), // HIGH — safe on NVIDIA+HAGS (realtime can freeze NVENC)
}
}
/// Enable SE_INC_BASE_PRIORITY on the CURRENT process token (best-effort) — the kernel gates the
/// HIGH/REALTIME GPU scheduling-priority bump on it. Held by SYSTEM/Administrators; a UAC-FILTERED
/// token does NOT have it, which is why `elevate_process_gpu_priority` may silently no-op in a
/// restricted service context.
unsafe fn enable_inc_base_priority() {
use windows::core::PCWSTR;
use windows::Win32::Foundation::{CloseHandle, HANDLE, LUID};
use windows::Win32::Security::{
AdjustTokenPrivileges, LookupPrivilegeValueW, LUID_AND_ATTRIBUTES,
SE_INC_BASE_PRIORITY_NAME, SE_PRIVILEGE_ENABLED, TOKEN_ADJUST_PRIVILEGES, TOKEN_PRIVILEGES,
TOKEN_QUERY,
};
use windows::Win32::System::Threading::{GetCurrentProcess, OpenProcessToken};
let mut token = HANDLE::default();
if OpenProcessToken(
GetCurrentProcess(),
TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY,
&mut token,
)
.is_ok()
{
let mut luid = LUID::default();
if LookupPrivilegeValueW(PCWSTR::null(), SE_INC_BASE_PRIORITY_NAME, &mut luid).is_ok() {
let tp = TOKEN_PRIVILEGES {
PrivilegeCount: 1,
Privileges: [LUID_AND_ATTRIBUTES {
Luid: luid,
Attributes: SE_PRIVILEGE_ENABLED,
}],
};
if AdjustTokenPrivileges(
token,
false,
Some(&tp as *const TOKEN_PRIVILEGES),
0,
None,
None,
)
.is_err()
{
tracing::warn!("could not enable SE_INC_BASE_PRIORITY for GPU priority");
}
}
let _ = CloseHandle(token);
}
}
/// Call `gdi32!D3DKMTSetProcessSchedulingPriorityClass(process, prio)` (no stable windows-rs binding —
/// loaded by name). Returns the NTSTATUS (0 = success) or `None` if the export can't be resolved. The
/// CALLING process must hold SE_INC_BASE_PRIORITY ([`enable_inc_base_priority`]) for HIGH/REALTIME; the
/// kernel checks the caller's privilege whether the target is self or a child we created.
unsafe fn d3dkmt_set_scheduling_priority_class(
process: windows::Win32::Foundation::HANDLE,
prio: i32,
) -> Option<i32> {
use windows::core::s;
use windows::Win32::Foundation::HANDLE;
use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA};
let gdi32 = LoadLibraryA(s!("gdi32.dll")).ok()?;
let p = GetProcAddress(gdi32, s!("D3DKMTSetProcessSchedulingPriorityClass"))?;
type SetPrio = unsafe extern "system" fn(HANDLE, i32) -> i32;
let f: SetPrio = std::mem::transmute(p);
Some(f(process, prio))
}
/// GPU scheduling-priority hardening — the same approach as Sunshine/Apollo, independently
/// implemented via the documented D3DKMT APIs (no GPL source copied). On a
/// GPU-saturated game our capture+encode process is starved of GPU time slices — NVENC sits ~idle but
/// `lock_bitstream` waits ~20 ms for our context to be scheduled. Elevating the PROCESS GPU scheduling
/// priority class (the strong cross-process lever — far more effective than `SetGPUThreadPriority`
/// alone, which we measured as no help) lets our brief encode preempt the game. Uses HIGH, NOT
/// realtime: realtime on NVIDIA + HAGS can freeze/crash NVENC (Apollo downgrades it for exactly this).
/// Runs once per process; best-effort. `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime`
/// (default high). Best-effort: silently no-ops under a UAC-filtered token (the process will not
/// hold SE_INC_BASE_PRIORITY, so the D3DKMT call is a no-op).
fn elevate_process_gpu_priority() {
use std::sync::Once;
static ONCE: Once = Once::new();
// SAFETY: the closure calls two of this module's `unsafe fn`s — `enable_inc_base_priority`
// (adjusts the current-process token; it has no caller precondition and builds all its FFI args
// locally) and `d3dkmt_set_scheduling_priority_class` (loads gdi32 by name and calls the export).
// The latter requires `process` to be a valid process handle; `GetCurrentProcess()` returns the
// current-process pseudo-handle, which is always valid and needs no close. Runs once via
// `Once::call_once`; no raw pointers are dereferenced here.
ONCE.call_once(|| unsafe {
use windows::Win32::System::Threading::GetCurrentProcess;
let Some(prio) = configured_gpu_priority_class() else {
tracing::info!("GPU process scheduling priority class left at default (off)");
return;
};
enable_inc_base_priority();
match d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), prio) {
Some(0) => tracing::info!(
priority_class = prio,
"GPU process scheduling priority class set (2=normal 4=high 5=realtime)"
),
Some(st) => tracing::warn!(
status = format!("0x{st:08X}"),
"D3DKMTSetProcessSchedulingPriorityClass failed (run as admin/SYSTEM for GPU priority)"
),
None => tracing::warn!("D3DKMTSetProcessSchedulingPriorityClass export not found"),
}
});
}
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//! The shared media-pipeline vocabulary (plan §W6): the frame + pixel-format types that capture
//! (producer) and encode (consumer) both speak, extracted into a leaf crate so `pf-capture` and
//! `pf-encode` depend on the vocabulary WITHOUT depending on each other. The GPU payloads pull
//! their heavy backends in from below: `FramePayload::Cuda` owns a [`pf_zerocopy::DeviceBuffer`],
//! `FramePayload::D3d11` a [`dxgi::D3d11Frame`].
//!
//! Alongside the vocabulary live the small pure helpers that ride the same capture-encode seam:
//! [`hdr`] (HDR static metadata / in-band SEI), [`metronome`] (the metronomic-stall detector),
//! [`thread_qos`] (per-thread scheduling QoS), [`session_tuning`] (Windows process session
//! tuning), and — on Windows — [`dxgi`] (the capture identity + D3D11 device creation).
// Unsafe-proof program: every `unsafe {}` / `unsafe impl` must carry a `// SAFETY:` proof.
#![deny(clippy::undocumented_unsafe_blocks)]
pub mod hdr;
pub mod metronome;
pub mod session_tuning;
pub mod thread_qos;
// The Windows DXGI capture identity + shared D3D11 device creation (plan §W6). Consumed by the
// capture IDD-push path, the encode D3D11 backends, and pf-vdisplay's `WinCaptureTarget`.
#[cfg(target_os = "windows")]
pub mod dxgi;
/// Packed pixel layout of a [`CapturedFrame`]. The ScreenCast portal negotiates the
/// format; on wlroots it is commonly packed `RGB` (3 bytes/pixel). The encoder maps these
/// to an NVENC-accepted input format (`rgb0`/`bgr0`/`rgba`/`bgra`), expanding 3→4 bytes
/// where needed — no host-side colour conversion.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum PixelFormat {
/// `[B,G,R,x]`, 4 bpp.
Bgrx,
/// `[R,G,B,x]`, 4 bpp.
Rgbx,
/// `[B,G,R,A]`, 4 bpp.
Bgra,
/// `[R,G,B,A]`, 4 bpp.
Rgba,
/// `[R,G,B]`, 3 bpp.
Rgb,
/// `[B,G,R]`, 3 bpp.
Bgr,
/// 10-bit RGB packed as `R10G10B10A2` (DXGI `R10G10B10A2_UNORM`), 4 bpp. The HDR capture path
/// produces this: scRGB FP16 desktop pixels are converted to BT.2020 PQ and written here, then
/// handed to NVENC as `ABGR10` for an HEVC Main10 / HDR10 encode.
Rgb10a2,
/// `NV12` (DXGI `NV12`): 8-bit BT.709 limited-range YUV 4:2:0. Produced by the D3D11 **video
/// processor** (video engine, not the 3D engine) so the per-frame colour conversion doesn't fight a
/// GPU-saturating game; handed to NVENC as `NV12` (it encodes YUV natively — no internal RGB→YUV).
Nv12,
/// `P010` (DXGI `P010`): 10-bit BT.2020 PQ limited-range YUV 4:2:0. HDR analogue of [`Nv12`]:
/// video-processor output for HEVC Main10 / HDR10, handed to NVENC as `YUV420_10BIT`.
P010,
/// Planar 8-bit YUV **4:4:4** (BT.709; range per `PUNKTFUNK_444_FULLRANGE`). Produced by the
/// Linux zero-copy worker's GPU convert for a 4:4:4 session ([`FramePayload::Cuda`] with
/// `DeviceBuffer::yuv444` — three full-res planes stacked in one allocation); NVENC encodes
/// it natively under the Range-Extensions profile. Never a CPU payload.
Yuv444,
}
impl PixelFormat {
pub fn bytes_per_pixel(self) -> usize {
match self {
PixelFormat::Rgb | PixelFormat::Bgr => 3,
// Three full-res 1-byte planes (GPU-resident only; no CPU payload carries this).
PixelFormat::Yuv444 => 3,
_ => 4,
}
}
}
/// DRM FourCC for a packed 32-bit format name (little-endian, e.g. `b"XR24"`).
#[cfg(target_os = "linux")]
const fn drm_fourcc_code(c: &[u8; 4]) -> u32 {
(c[0] as u32) | ((c[1] as u32) << 8) | ((c[2] as u32) << 16) | ((c[3] as u32) << 24)
}
/// Map a SPA/our [`PixelFormat`] to the DRM FourCC EGL expects for import. SPA byte order `BGRx`
/// ⇒ DRM `XRGB8888` (memory B,G,R,X), etc. Lives with the frame vocabulary (not in
/// `pf-zerocopy`) because it consumes [`PixelFormat`], which sits above that crate.
#[cfg(target_os = "linux")]
pub fn drm_fourcc(format: PixelFormat) -> Option<u32> {
use PixelFormat::*;
Some(match format {
Bgrx => drm_fourcc_code(b"XR24"), // DRM_FORMAT_XRGB8888
Bgra => drm_fourcc_code(b"AR24"), // DRM_FORMAT_ARGB8888
Rgbx => drm_fourcc_code(b"XB24"), // DRM_FORMAT_XBGR8888
Rgba => drm_fourcc_code(b"AB24"), // DRM_FORMAT_ABGR8888
// 24-bit packed RGB/BGR have no straightforward dmabuf import here; use the CPU path.
// Rgb10a2/Nv12/P010 are the Windows HDR / video-processor formats — never produced on
// Linux; Yuv444 is OUR convert's OUTPUT, never a capture source format.
Rgb | Bgr | Rgb10a2 | Nv12 | P010 | Yuv444 => return None,
})
}
/// What a Windows capturer should produce, resolved **once** per session and passed **into**
/// `capture_virtual_output` (Goal-1 stage 5, plan §2.3/§5). Passing the format in is what lets a
/// capturer stop re-deriving the encode backend itself — it kills the
/// `capture/dxgi.rs → encode::windows_resolved_backend()` back-reference (the highest-severity coupling:
/// capture and encode could otherwise disagree on whether frames are GPU-resident). Neutral type; the
/// Linux portal capturer ignores it (it negotiates its own format with PipeWire).
#[derive(Clone, Copy, Debug)]
pub struct OutputFormat {
/// Produce GPU-resident D3D11 frames (zero-copy for a GPU encoder — NVENC/AMF/QSV) rather than CPU
/// staging. `false` **only** for the GPU-less software encoder.
pub gpu: bool,
/// HDR: the capturer converts to 10-bit (IDD-push FP16 → `P010`, or `Rgb10a2` for a 4:4:4 source).
/// `false` = 8-bit SDR.
pub hdr: bool,
/// Full-chroma 4:4:4 session: the capturer must keep full chroma. On Windows the IDD-push
/// capturer hands the **BGRA** slot through (skipping the subsampling BGRA→NV12
/// VideoConverter) so NVENC ingests full-chroma RGB and CSCs to 4:4:4 itself — measured
/// on-glass (RTX 5070 Ti): ARGB + `chromaFormatIDC=3` yields TRUE 4:4:4 and the conversion
/// follows the configured VUI matrix (BT.709 limited since the VUI is always written). On
/// Linux it forces the CPU RGB path the encoder swscales to `YUV444P`. `false` on every
/// 4:2:0 session.
pub chroma_444: bool,
}
impl OutputFormat {
/// Resolve the output format for an entry point that doesn't build a full [`SessionPlan`]
/// (`crate::session_plan`) — the GameStream + spike paths. `gpu` is the encoder's GPU-residency,
/// resolved by the caller via `pf_encode::resolved_backend_is_gpu` and passed **in** (capture
/// never re-derives the backend — the one-way capture→encode edge, plan §2.4 / §W4); `hdr` as given.
/// The native punktfunk/1 path uses `SessionPlan::output_format()` instead (it already resolved the
/// encoder), so neither path makes a capturer re-derive it.
pub fn resolve(hdr: bool, gpu: bool) -> Self {
OutputFormat {
gpu,
hdr,
// The GameStream + spike paths are always 4:2:0 (4:4:4 is punktfunk/1-native only).
chroma_444: false,
}
}
}
/// A mouse-cursor overlay to composite onto a frame at encode time (cursor-as-metadata). Rides on
/// [`CapturedFrame::cursor`] for the GPU zero-copy payloads (Cuda/Dmabuf), whose pixels never touch
/// the CPU — the encoder blends this small bitmap into its owned surface (Vulkan CSC image / CUDA
/// devbuf / VA surface). The CPU de-pad path composites the cursor inline instead, so it leaves
/// this `None`. `rgba` is `Arc` so attaching the (unchanged) bitmap to every frame is a refcount
/// bump, not a copy; `serial` bumps only when the bitmap image changes, so the encoder re-uploads
/// its small GPU texture on change and just moves a push-constant otherwise.
#[derive(Clone)]
pub struct CursorOverlay {
/// Top-left in frame pixels where the bitmap is drawn (already = reported position hotspot).
pub x: i32,
pub y: i32,
pub w: u32,
pub h: u32,
/// Straight-alpha RGBA pixels, `w*h*4` (bytes R,G,B,A).
pub rgba: std::sync::Arc<Vec<u8>>,
/// Bumps whenever `rgba`/`w`/`h` change; stable across position-only moves.
pub serial: u64,
}
/// A captured frame. [`format`](Self::format)/dimensions describe the pixels regardless of
/// where they live — [`payload`](Self::payload) is either a CPU buffer (the spike/fallback path)
/// or a GPU buffer already on the device (the zero-copy path, plan §9).
pub struct CapturedFrame {
pub width: u32,
pub height: u32,
pub pts_ns: u64,
/// Pixel layout of the payload.
pub format: PixelFormat,
pub payload: FramePayload,
/// Cursor overlay to blend at encode time (GPU zero-copy payloads only); `None` when there's no
/// visible cursor or the pixels were already composited on the CPU de-pad path. See
/// [`CursorOverlay`].
pub cursor: Option<CursorOverlay>,
}
/// A captured frame still living in a single-plane packed-RGB dmabuf (the VAAPI zero-copy path).
/// Owns a *dup* of the PipeWire buffer's fd, so the frame can travel to the encode thread and be
/// imported into a VA surface there without the compositor's buffer being closed underneath it.
/// (Content stability across the brief import window relies on the compositor's buffer pool depth,
/// same as any zero-copy capture — the VAAPI importer copies into its own NV12 surface promptly.)
#[cfg(target_os = "linux")]
pub struct DmabufFrame {
pub fd: std::os::fd::OwnedFd,
/// DRM FourCC of the packed-RGB plane (e.g. `XR24` for BGRx).
pub fourcc: u32,
/// DRM format modifier the compositor allocated (0 = LINEAR).
pub modifier: u64,
pub offset: u32,
pub stride: u32,
}
/// Where a captured frame's pixels live.
pub enum FramePayload {
/// Tightly-packed CPU pixels in `format`, `width*height*bytes_per_pixel` (no row padding).
Cpu(Vec<u8>),
/// A pitched GPU buffer (BGRA-order, on the shared CUDA context) — the NVIDIA zero-copy path.
/// The dmabuf has already been imported + copied into this owned device buffer.
#[cfg(target_os = "linux")]
Cuda(pf_zerocopy::DeviceBuffer),
/// A raw packed-RGB dmabuf — the AMD/Intel (VAAPI) zero-copy path. The encoder imports it into
/// a VA surface and does RGB→NV12 on the GPU video engine (no host CSC, no upload).
#[cfg(target_os = "linux")]
Dmabuf(DmabufFrame),
/// A GPU-resident D3D11 texture (Windows zero-copy path for NVENC). Owns the copied frame.
#[cfg(target_os = "windows")]
D3d11(dxgi::D3d11Frame),
}
impl CapturedFrame {
/// True if the frame's pixels are a GPU/CUDA buffer (the NVIDIA zero-copy path).
pub fn is_cuda(&self) -> bool {
#[cfg(target_os = "linux")]
{
matches!(self.payload, FramePayload::Cuda(_))
}
#[cfg(not(target_os = "linux"))]
{
false
}
}
/// True if the frame is a raw dmabuf (the VAAPI zero-copy path).
pub fn is_dmabuf(&self) -> bool {
#[cfg(target_os = "linux")]
{
matches!(self.payload, FramePayload::Dmabuf(_))
}
#[cfg(not(target_os = "linux"))]
{
false
}
}
}
@@ -17,7 +17,8 @@ use std::time::{Duration, Instant};
/// the gaps between the last [`Self::STREAK`] events are all within ±[`Self::TOLERANCE`] of their
/// mean, [`Self::note`] returns the mean period for the caller to warn with, then stays quiet for
/// [`Self::REWARN`] while the cycle persists.
pub(crate) struct Metronome {
#[derive(Default)]
pub struct Metronome {
events: VecDeque<Instant>,
last_warn: Option<Instant>,
}
@@ -32,7 +33,7 @@ impl Metronome {
/// Once warned, re-warn at most this often while the cycle persists.
const REWARN: Duration = Duration::from_secs(30);
pub(crate) fn new() -> Self {
pub fn new() -> Self {
Self {
events: VecDeque::new(),
last_warn: None,
@@ -41,7 +42,7 @@ impl Metronome {
/// Record a disturbance at `now`; `Some(mean period)` exactly when the metronomic-cycle
/// warning should fire.
pub(crate) fn note(&mut self, now: Instant) -> Option<Duration> {
pub fn note(&mut self, now: Instant) -> Option<Duration> {
if self
.events
.back()
@@ -1,7 +1,7 @@
//! Per-thread OS scheduling QoS for the native data plane (plan §W1 — carved out of the [`super`]
//! module). The capture/encode and send threads raise their own priority so a CPU-saturating game
//! can't deschedule them; the GameStream path and the direct-NVENC send thread reach this the same
//! way (`crate::native::boost_thread_priority`).
//! Per-thread OS scheduling QoS for the data plane (plan §W1/§W6 — now in the shared `pf-frame`
//! leaf). The capture/encode and send threads raise their own priority so a CPU-saturating game
//! can't deschedule them; the native, GameStream, and direct-NVENC send threads all reach this the
//! same way (`pf_frame::thread_qos::boost_thread_priority`).
// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
#![deny(clippy::undocumented_unsafe_blocks)]
@@ -14,7 +14,7 @@
/// uncapped GPU-saturating title (e.g. CS2 direct on a virtual output, not capped by gamescope) is
/// also a CPU hog and can deschedule our submit threads. `critical` → highest non-realtime class
/// (the capture+encode loop); otherwise above-normal (the send/relay thread).
pub(crate) fn boost_thread_priority(critical: bool) {
pub fn boost_thread_priority(critical: bool) {
// Windows host-process/thread session tuning (timer 1ms, DWM MMCSS, HIGH class once; MMCSS +
// keep-display-awake per thread). No-op off Windows. Both stream threads call us, so this covers
// capture/encode (critical) and send (non-critical).
+3
View File
@@ -19,6 +19,9 @@ pf-gpu = { path = "../pf-gpu" }
# Linux GPU zero-copy plumbing (CUDA/EGL/Vulkan dmabuf import + the isolated worker), extracted
# to a leaf crate (plan §W6). Compiles empty on non-Linux, so it lives in the main deps.
pf-zerocopy = { path = "../pf-zerocopy" }
# Shared frame/format vocabulary (CapturedFrame/PixelFormat/…), HDR metadata, thread QoS, and the
# Windows DXGI capture identity — the leaf both capture and encode speak (plan §W6).
pf-frame = { path = "../pf-frame" }
# M3 native control plane (the `punktfunk/1` QUIC handshake; data plane stays native-thread UDP).
quinn = "0.11"
anyhow = "1"
+6 -205
View File
@@ -8,212 +8,13 @@
use anyhow::Result;
/// Packed pixel layout of a [`CapturedFrame`]. The ScreenCast portal negotiates the
/// format; on wlroots it is commonly packed `RGB` (3 bytes/pixel). The encoder maps these
/// to an NVENC-accepted input format (`rgb0`/`bgr0`/`rgba`/`bgra`), expanding 3→4 bytes
/// where needed — no host-side colour conversion.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum PixelFormat {
/// `[B,G,R,x]`, 4 bpp.
Bgrx,
/// `[R,G,B,x]`, 4 bpp.
Rgbx,
/// `[B,G,R,A]`, 4 bpp.
Bgra,
/// `[R,G,B,A]`, 4 bpp.
Rgba,
/// `[R,G,B]`, 3 bpp.
Rgb,
/// `[B,G,R]`, 3 bpp.
Bgr,
/// 10-bit RGB packed as `R10G10B10A2` (DXGI `R10G10B10A2_UNORM`), 4 bpp. The HDR capture path
/// produces this: scRGB FP16 desktop pixels are converted to BT.2020 PQ and written here, then
/// handed to NVENC as `ABGR10` for an HEVC Main10 / HDR10 encode.
Rgb10a2,
/// `NV12` (DXGI `NV12`): 8-bit BT.709 limited-range YUV 4:2:0. Produced by the D3D11 **video
/// processor** (video engine, not the 3D engine) so the per-frame colour conversion doesn't fight a
/// GPU-saturating game; handed to NVENC as `NV12` (it encodes YUV natively — no internal RGB→YUV).
Nv12,
/// `P010` (DXGI `P010`): 10-bit BT.2020 PQ limited-range YUV 4:2:0. HDR analogue of [`Nv12`]:
/// video-processor output for HEVC Main10 / HDR10, handed to NVENC as `YUV420_10BIT`.
P010,
/// Planar 8-bit YUV **4:4:4** (BT.709; range per `PUNKTFUNK_444_FULLRANGE`). Produced by the
/// Linux zero-copy worker's GPU convert for a 4:4:4 session ([`FramePayload::Cuda`] with
/// `DeviceBuffer::yuv444` — three full-res planes stacked in one allocation); NVENC encodes
/// it natively under the Range-Extensions profile. Never a CPU payload.
Yuv444,
}
impl PixelFormat {
pub fn bytes_per_pixel(self) -> usize {
match self {
PixelFormat::Rgb | PixelFormat::Bgr => 3,
// Three full-res 1-byte planes (GPU-resident only; no CPU payload carries this).
PixelFormat::Yuv444 => 3,
_ => 4,
}
}
}
/// DRM FourCC for a packed 32-bit format name (little-endian, e.g. `b"XR24"`).
// The shared frame vocabulary lives in the `pf-frame` leaf crate (plan §W6); re-export it here so
// every existing `crate::capture::{PixelFormat, CapturedFrame, …}` path stays valid.
pub use pf_frame::{CapturedFrame, FramePayload, OutputFormat, PixelFormat};
// `CursorOverlay` (cursor-as-metadata) and the dmabuf vocabulary are named only by the Linux
// capture/encode paths; gate the re-exports so the Windows build doesn't flag them unused.
#[cfg(target_os = "linux")]
const fn drm_fourcc_code(c: &[u8; 4]) -> u32 {
(c[0] as u32) | ((c[1] as u32) << 8) | ((c[2] as u32) << 16) | ((c[3] as u32) << 24)
}
/// Map a SPA/our [`PixelFormat`] to the DRM FourCC EGL expects for import. SPA byte order `BGRx`
/// ⇒ DRM `XRGB8888` (memory B,G,R,X), etc. Lives with the frame vocabulary (not in
/// `pf-zerocopy`) because it consumes [`PixelFormat`], which sits above that crate.
#[cfg(target_os = "linux")]
pub fn drm_fourcc(format: PixelFormat) -> Option<u32> {
use PixelFormat::*;
Some(match format {
Bgrx => drm_fourcc_code(b"XR24"), // DRM_FORMAT_XRGB8888
Bgra => drm_fourcc_code(b"AR24"), // DRM_FORMAT_ARGB8888
Rgbx => drm_fourcc_code(b"XB24"), // DRM_FORMAT_XBGR8888
Rgba => drm_fourcc_code(b"AB24"), // DRM_FORMAT_ABGR8888
// 24-bit packed RGB/BGR have no straightforward dmabuf import here; use the CPU path.
// Rgb10a2/Nv12/P010 are the Windows HDR / video-processor formats — never produced on
// Linux; Yuv444 is OUR convert's OUTPUT, never a capture source format.
Rgb | Bgr | Rgb10a2 | Nv12 | P010 | Yuv444 => return None,
})
}
/// What a Windows capturer should produce, resolved **once** per session and passed **into**
/// [`capture_virtual_output`] (Goal-1 stage 5, plan §2.3/§5). Passing the format in is what lets a
/// capturer stop re-deriving the encode backend itself — it kills the
/// `capture/dxgi.rs → encode::windows_resolved_backend()` back-reference (the highest-severity coupling:
/// capture and encode could otherwise disagree on whether frames are GPU-resident). Neutral type; the
/// Linux portal capturer ignores it (it negotiates its own format with PipeWire).
#[derive(Clone, Copy, Debug)]
pub struct OutputFormat {
/// Produce GPU-resident D3D11 frames (zero-copy for a GPU encoder — NVENC/AMF/QSV) rather than CPU
/// staging. `false` **only** for the GPU-less software encoder.
pub gpu: bool,
/// HDR: the capturer converts to 10-bit (IDD-push FP16 → `P010`, or `Rgb10a2` for a 4:4:4 source).
/// `false` = 8-bit SDR.
pub hdr: bool,
/// Full-chroma 4:4:4 session: the capturer must keep full chroma. On Windows the IDD-push
/// capturer hands the **BGRA** slot through (skipping the subsampling BGRA→NV12
/// VideoConverter) so NVENC ingests full-chroma RGB and CSCs to 4:4:4 itself — measured
/// on-glass (RTX 5070 Ti): ARGB + `chromaFormatIDC=3` yields TRUE 4:4:4 and the conversion
/// follows the configured VUI matrix (BT.709 limited since the VUI is always written). On
/// Linux it forces the CPU RGB path the encoder swscales to `YUV444P`. `false` on every
/// 4:2:0 session.
pub chroma_444: bool,
}
impl OutputFormat {
/// Resolve the output format for an entry point that doesn't build a full [`SessionPlan`]
/// (`crate::session_plan`) — the GameStream + spike paths. `gpu` is the encoder's GPU-residency,
/// resolved by the caller via [`crate::encode::resolved_backend_is_gpu`] and passed **in** (capture
/// never re-derives the backend — the one-way capture→encode edge, plan §2.4 / §W4); `hdr` as given.
/// The native punktfunk/1 path uses `SessionPlan::output_format()` instead (it already resolved the
/// encoder), so neither path makes a capturer re-derive it.
pub fn resolve(hdr: bool, gpu: bool) -> Self {
OutputFormat {
gpu,
hdr,
// The GameStream + spike paths are always 4:2:0 (4:4:4 is punktfunk/1-native only).
chroma_444: false,
}
}
}
/// A mouse-cursor overlay to composite onto a frame at encode time (cursor-as-metadata). Rides on
/// [`CapturedFrame::cursor`] for the GPU zero-copy payloads (Cuda/Dmabuf), whose pixels never touch
/// the CPU — the encoder blends this small bitmap into its owned surface (Vulkan CSC image / CUDA
/// devbuf / VA surface). The CPU de-pad path composites the cursor inline instead, so it leaves
/// this `None`. `rgba` is `Arc` so attaching the (unchanged) bitmap to every frame is a refcount
/// bump, not a copy; `serial` bumps only when the bitmap image changes, so the encoder re-uploads
/// its small GPU texture on change and just moves a push-constant otherwise.
#[derive(Clone)]
pub struct CursorOverlay {
/// Top-left in frame pixels where the bitmap is drawn (already = reported position hotspot).
pub x: i32,
pub y: i32,
pub w: u32,
pub h: u32,
/// Straight-alpha RGBA pixels, `w*h*4` (bytes R,G,B,A).
pub rgba: std::sync::Arc<Vec<u8>>,
/// Bumps whenever `rgba`/`w`/`h` change; stable across position-only moves.
pub serial: u64,
}
/// A captured frame. [`format`](Self::format)/dimensions describe the pixels regardless of
/// where they live — [`payload`](Self::payload) is either a CPU buffer (the spike/fallback path)
/// or a GPU buffer already on the device (the zero-copy path, plan §9).
pub struct CapturedFrame {
pub width: u32,
pub height: u32,
pub pts_ns: u64,
/// Pixel layout of the payload.
pub format: PixelFormat,
pub payload: FramePayload,
/// Cursor overlay to blend at encode time (GPU zero-copy payloads only); `None` when there's no
/// visible cursor or the pixels were already composited on the CPU de-pad path. See
/// [`CursorOverlay`].
pub cursor: Option<CursorOverlay>,
}
/// A captured frame still living in a single-plane packed-RGB dmabuf (the VAAPI zero-copy path).
/// Owns a *dup* of the PipeWire buffer's fd, so the frame can travel to the encode thread and be
/// imported into a VA surface there without the compositor's buffer being closed underneath it.
/// (Content stability across the brief import window relies on the compositor's buffer pool depth,
/// same as any zero-copy capture — the VAAPI importer copies into its own NV12 surface promptly.)
#[cfg(target_os = "linux")]
pub struct DmabufFrame {
pub fd: std::os::fd::OwnedFd,
/// DRM FourCC of the packed-RGB plane (e.g. `XR24` for BGRx).
pub fourcc: u32,
/// DRM format modifier the compositor allocated (0 = LINEAR).
pub modifier: u64,
pub offset: u32,
pub stride: u32,
}
/// Where a captured frame's pixels live.
pub enum FramePayload {
/// Tightly-packed CPU pixels in `format`, `width*height*bytes_per_pixel` (no row padding).
Cpu(Vec<u8>),
/// A pitched GPU buffer (BGRA-order, on the shared CUDA context) — the NVIDIA zero-copy path.
/// The dmabuf has already been imported + copied into this owned device buffer.
#[cfg(target_os = "linux")]
Cuda(crate::zerocopy::DeviceBuffer),
/// A raw packed-RGB dmabuf — the AMD/Intel (VAAPI) zero-copy path. The encoder imports it into
/// a VA surface and does RGB→NV12 on the GPU video engine (no host CSC, no upload).
#[cfg(target_os = "linux")]
Dmabuf(DmabufFrame),
/// A GPU-resident D3D11 texture (Windows zero-copy path for NVENC). Owns the copied frame.
#[cfg(target_os = "windows")]
D3d11(dxgi::D3d11Frame),
}
impl CapturedFrame {
/// True if the frame's pixels are a GPU/CUDA buffer (the NVIDIA zero-copy path).
pub fn is_cuda(&self) -> bool {
#[cfg(target_os = "linux")]
{
matches!(self.payload, FramePayload::Cuda(_))
}
#[cfg(not(target_os = "linux"))]
{
false
}
}
/// True if the frame is a raw dmabuf (the VAAPI zero-copy path).
pub fn is_dmabuf(&self) -> bool {
#[cfg(target_os = "linux")]
{
matches!(self.payload, FramePayload::Dmabuf(_))
}
#[cfg(not(target_os = "linux"))]
{
false
}
}
}
pub use pf_frame::{drm_fourcc, CursorOverlay, DmabufFrame};
/// Produces frames from a captured output. Lives on its own thread, feeding the encoder
/// over a bounded drop-oldest channel (never block the compositor).
+14 -206
View File
@@ -1,20 +1,27 @@
//! Shared Windows GPU primitives — D3D11 device creation, GPU scheduling priority hooks,
//! HLSL shader compilation, HDR FP16→P010 conversion ([`HdrP010Converter`]), video-engine
//! colour conversion ([`VideoConverter`]), and the IDD-push capture identity
//! ([`WinCaptureTarget`], [`pack_luid`]). Consumed by [`super::idd_push`].
//! DXGI Desktop Duplication has been removed; this module contains no capturer.
//! Windows capture GPU mechanics — the win32u GPU-preference hook, HLSL shader compilation, HDR
//! FP16→P010 conversion ([`HdrP010Converter`]), video-engine colour conversion ([`VideoConverter`]),
//! and the P010 self-test. Consumed by [`super::idd_push`].
//!
//! The shared IDD-push capture IDENTITY — [`WinCaptureTarget`], [`D3d11Frame`], [`pack_luid`], and
//! [`make_device`] (the D3D11 device factory + GPU scheduling-priority hardening) — moved into the
//! `pf-frame` leaf crate so capture, encode, and pf-vdisplay share one identity type without a
//! capture↔encode↔vdisplay cycle (plan §W6); this module re-exports it so every existing
//! `crate::capture::dxgi::*` path keeps resolving. DXGI Desktop Duplication has been removed; this
//! module contains no capturer.
// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
#![deny(clippy::undocumented_unsafe_blocks)]
pub use pf_frame::dxgi::{make_device, pack_luid, D3d11Frame, WinCaptureTarget};
use anyhow::{bail, Context, Result};
use std::ffi::c_void;
use std::sync::atomic::{AtomicU64, Ordering};
use windows::core::{s, Interface, PCSTR};
use windows::Win32::Foundation::{HMODULE, LUID};
use windows::Win32::Foundation::HMODULE;
use windows::Win32::Graphics::Direct3D::Fxc::D3DCompile;
use windows::Win32::Graphics::Direct3D::{
ID3DBlob, D3D_DRIVER_TYPE_UNKNOWN, D3D_FEATURE_LEVEL_11_0, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
ID3DBlob, D3D_FEATURE_LEVEL_11_0, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
};
use windows::Win32::Graphics::Direct3D11::{
D3D11CreateDevice, ID3D11Buffer, ID3D11Device, ID3D11DeviceContext, ID3D11PixelShader,
@@ -32,205 +39,6 @@ use windows::Win32::Graphics::Dxgi::Common::{
DXGI_FORMAT, DXGI_FORMAT_P010, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16_UNORM,
DXGI_FORMAT_R16_UNORM, DXGI_SAMPLE_DESC,
};
use windows::Win32::Graphics::Dxgi::{IDXGIAdapter1, IDXGIDevice, IDXGIDevice1};
#[derive(Clone)]
pub struct WinCaptureTarget {
/// Packed DXGI adapter LUID (`(HighPart << 32) | (LowPart & 0xffff_ffff)`).
pub adapter_luid: i64,
/// The output's GDI device name, e.g. `\\.\DISPLAY3`. Can CHANGE across a secure-desktop switch.
pub gdi_name: String,
/// Stable virtual-display (IddCx) target id — re-resolved to the current GDI name on every recovery.
pub target_id: u32,
/// The pf-vdisplay driver's WUDFHost pid (from the ADD reply) — the process the IDD-push capturer
/// duplicates the sealed frame channel's handles INTO (`idd_push::ChannelBroker`). `0` = unknown
/// (a pre-v2 pairing can't occur — the version handshake is hard — so this only guards misuse).
pub wudf_pid: u32,
}
/// A GPU-resident captured texture (future NVENC-D3D11 zero-copy path).
pub struct D3d11Frame {
pub texture: ID3D11Texture2D,
pub device: ID3D11Device,
}
// SAFETY: `D3d11Frame` owns an `ID3D11Texture2D` + `ID3D11Device`, which are COM interface pointers.
// D3D11 devices/resources use thread-safe (interlocked) COM reference counting, and the device is
// created free-threaded (`make_device` passes no `D3D11_CREATE_DEVICE_SINGLETHREADED`), so handing
// ownership of the frame to another thread — the capture→encode handoff — and releasing it there is
// sound. The value is moved, never aliased (no `Sync`), so there is no concurrent use of the
// single-threaded immediate context.
unsafe impl Send for D3d11Frame {}
pub fn pack_luid(luid: LUID) -> i64 {
((luid.HighPart as i64) << 32) | (luid.LowPart as i64 & 0xffff_ffff)
}
/// Create a fresh D3D11 device + context on a specific adapter (driver_type UNKNOWN with an explicit
/// adapter). Used at open and on every ACCESS_LOST: a device created on one desktop cannot sustain a
/// duplication on a *different* desktop (perpetual ACCESS_LOST), so the secure-desktop switch needs a
/// device made while the thread is attached to that desktop.
pub(crate) unsafe fn make_device(
adapter: &IDXGIAdapter1,
) -> Result<(ID3D11Device, ID3D11DeviceContext)> {
let mut device: Option<ID3D11Device> = None;
let mut context: Option<ID3D11DeviceContext> = None;
D3D11CreateDevice(
adapter,
D3D_DRIVER_TYPE_UNKNOWN,
HMODULE::default(),
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
Some(&[D3D_FEATURE_LEVEL_11_0]),
D3D11_SDK_VERSION,
Some(&mut device),
None,
Some(&mut context),
)
.context("D3D11CreateDevice")?;
let device = device.context("null D3D11 device")?;
let context = context.context("null D3D11 context")?;
// GPU scheduling hardening — the same approach Sunshine/Apollo use, reimplemented here via the
// documented D3DKMT/DXGI APIs (no GPL source copied). Our capture+encode
// shares the GPU with the streamed game; when the game saturates the GPU our process is starved of
// GPU time slices, so NVENC sits near-idle yet `lock_bitstream` waits ~20 ms for our context to be
// scheduled — capping the stream (~47 fps measured at 5K@240) and stuttering. Per-frame copy/convert
// is NOT the cause (zero-copy + thread-priority alone didn't move it); the PROCESS-level GPU
// scheduling priority class is the decisive cross-process lever. Secondary: the absolute per-device
// GPU thread priority and a 1-frame latency cap.
elevate_process_gpu_priority();
if let Ok(dxgi_dev) = device.cast::<IDXGIDevice>() {
// The absolute max GPU thread priority (0x4000001E; the same value Sunshine/Apollo use); fall back to relative +7.
if dxgi_dev.SetGPUThreadPriority(0x4000_001E).is_err()
&& dxgi_dev.SetGPUThreadPriority(7).is_err()
{
tracing::warn!("SetGPUThreadPriority failed (run as admin/SYSTEM for GPU priority)");
}
}
if let Ok(dxgi1) = device.cast::<IDXGIDevice1>() {
let _ = dxgi1.SetMaximumFrameLatency(1);
}
Ok((device, context))
}
/// Resolve the configured GPU scheduling-priority class from `PUNKTFUNK_GPU_PRIORITY_CLASS`
/// (`off|normal|high|realtime`, default high). `None` = leave it at the OS default (the `off` opt-out).
/// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4, REALTIME 5.
fn configured_gpu_priority_class() -> Option<i32> {
match std::env::var("PUNKTFUNK_GPU_PRIORITY_CLASS")
.ok()
.as_deref()
{
Some("off") => None,
Some("normal") => Some(2),
Some("realtime") => Some(5),
_ => Some(4), // HIGH — safe on NVIDIA+HAGS (realtime can freeze NVENC)
}
}
/// Enable SE_INC_BASE_PRIORITY on the CURRENT process token (best-effort) — the kernel gates the
/// HIGH/REALTIME GPU scheduling-priority bump on it. Held by SYSTEM/Administrators; a UAC-FILTERED
/// token does NOT have it, which is why `elevate_process_gpu_priority` may silently no-op in a
/// restricted service context.
unsafe fn enable_inc_base_priority() {
use windows::core::PCWSTR;
use windows::Win32::Foundation::{CloseHandle, HANDLE, LUID};
use windows::Win32::Security::{
AdjustTokenPrivileges, LookupPrivilegeValueW, LUID_AND_ATTRIBUTES,
SE_INC_BASE_PRIORITY_NAME, SE_PRIVILEGE_ENABLED, TOKEN_ADJUST_PRIVILEGES, TOKEN_PRIVILEGES,
TOKEN_QUERY,
};
use windows::Win32::System::Threading::{GetCurrentProcess, OpenProcessToken};
let mut token = HANDLE::default();
if OpenProcessToken(
GetCurrentProcess(),
TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY,
&mut token,
)
.is_ok()
{
let mut luid = LUID::default();
if LookupPrivilegeValueW(PCWSTR::null(), SE_INC_BASE_PRIORITY_NAME, &mut luid).is_ok() {
let tp = TOKEN_PRIVILEGES {
PrivilegeCount: 1,
Privileges: [LUID_AND_ATTRIBUTES {
Luid: luid,
Attributes: SE_PRIVILEGE_ENABLED,
}],
};
if AdjustTokenPrivileges(
token,
false,
Some(&tp as *const TOKEN_PRIVILEGES),
0,
None,
None,
)
.is_err()
{
tracing::warn!("could not enable SE_INC_BASE_PRIORITY for GPU priority");
}
}
let _ = CloseHandle(token);
}
}
/// Call `gdi32!D3DKMTSetProcessSchedulingPriorityClass(process, prio)` (no stable windows-rs binding —
/// loaded by name). Returns the NTSTATUS (0 = success) or `None` if the export can't be resolved. The
/// CALLING process must hold SE_INC_BASE_PRIORITY ([`enable_inc_base_priority`]) for HIGH/REALTIME; the
/// kernel checks the caller's privilege whether the target is self or a child we created.
unsafe fn d3dkmt_set_scheduling_priority_class(
process: windows::Win32::Foundation::HANDLE,
prio: i32,
) -> Option<i32> {
use windows::core::s;
use windows::Win32::Foundation::HANDLE;
use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA};
let gdi32 = LoadLibraryA(s!("gdi32.dll")).ok()?;
let p = GetProcAddress(gdi32, s!("D3DKMTSetProcessSchedulingPriorityClass"))?;
type SetPrio = unsafe extern "system" fn(HANDLE, i32) -> i32;
let f: SetPrio = std::mem::transmute(p);
Some(f(process, prio))
}
/// GPU scheduling-priority hardening — the same approach as Sunshine/Apollo, independently
/// implemented via the documented D3DKMT APIs (no GPL source copied). On a
/// GPU-saturated game our capture+encode process is starved of GPU time slices — NVENC sits ~idle but
/// `lock_bitstream` waits ~20 ms for our context to be scheduled. Elevating the PROCESS GPU scheduling
/// priority class (the strong cross-process lever — far more effective than `SetGPUThreadPriority`
/// alone, which we measured as no help) lets our brief encode preempt the game. Uses HIGH, NOT
/// realtime: realtime on NVIDIA + HAGS can freeze/crash NVENC (Apollo downgrades it for exactly this).
/// Runs once per process; best-effort. `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime`
/// (default high). Best-effort: silently no-ops under a UAC-filtered token (the process will not
/// hold SE_INC_BASE_PRIORITY, so the D3DKMT call is a no-op).
fn elevate_process_gpu_priority() {
use std::sync::Once;
static ONCE: Once = Once::new();
// SAFETY: the closure calls two of this module's `unsafe fn`s — `enable_inc_base_priority`
// (adjusts the current-process token; it has no caller precondition and builds all its FFI args
// locally) and `d3dkmt_set_scheduling_priority_class` (loads gdi32 by name and calls the export).
// The latter requires `process` to be a valid process handle; `GetCurrentProcess()` returns the
// current-process pseudo-handle, which is always valid and needs no close. Runs once via
// `Once::call_once`; no raw pointers are dereferenced here.
ONCE.call_once(|| unsafe {
use windows::Win32::System::Threading::GetCurrentProcess;
let Some(prio) = configured_gpu_priority_class() else {
tracing::info!("GPU process scheduling priority class left at default (off)");
return;
};
enable_inc_base_priority();
match d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), prio) {
Some(0) => tracing::info!(
priority_class = prio,
"GPU process scheduling priority class set (2=normal 4=high 5=realtime)"
),
Some(st) => tracing::warn!(
status = format!("0x{st:08X}"),
"D3DKMTSetProcessSchedulingPriorityClass failed (run as admin/SYSTEM for GPU priority)"
),
None => tracing::warn!("D3DKMTSetProcessSchedulingPriorityClass export not found"),
}
});
}
/// How many times DXGI has actually called our hooked `NtGdiDdDDIGetCachedHybridQueryValue`. If this
/// stays 0 while DDA churns with ACCESS_LOST, the hook is NOT on DXGI's GPU-preference path on this
@@ -1514,7 +1514,7 @@ impl Capturer for IddPushCapturer {
// PQ VUI; pair that with a mastering-display SEI so any decoder tone-maps from a real grade. The
// driver doesn't (yet) forward the OS's IDDCX_HDR10_METADATA, so use the generic HDR10 baseline
// (the same metadata the native HDR path sends on the 0xCE datagram).
self.display_hdr.then(crate::hdr::generic_hdr10)
self.display_hdr.then(pf_frame::hdr::generic_hdr10)
}
fn pipeline_depth(&self) -> usize {
@@ -12,7 +12,7 @@ pub(super) struct Stall {
/// How long the hole lasted (last fresh frame → the frame that ended it).
pub(super) gap: Duration,
/// `Some(mean period)` when this stall completes a metronomic cycle (see
/// [`crate::metronome::Metronome`]).
/// [`pf_frame::metronome::Metronome`]).
pub(super) metronomic: Option<Duration>,
}
@@ -23,14 +23,14 @@ pub(super) struct Stall {
/// On a damage-driven capture an idle desktop legitimately goes quiet (no damage → no frames), so a
/// gap only counts as a stall when the [`Self::RECENT`] frames before it all arrived within
/// [`Self::ACTIVE_SPAN`] — sustained ≥ ~20 fps flow (a game or video), not a blinking caret or a
/// mouse twitch. Each stall feeds a [`crate::metronome::Metronome`], so periodic stalls self-diagnose
/// mouse twitch. Each stall feeds a [`pf_frame::metronome::Metronome`], so periodic stalls self-diagnose
/// in the log WITHOUT needing any client keyframe request — discriminating "DWM stopped composing"
/// from encode/network causes that the recovery-cadence detector covers. Pure logic — unit-tested
/// below; the caller does the logging.
pub(super) struct StallWatch {
/// The last [`Self::RECENT`] fresh-frame instants (pre-gap history for the activity gate).
recent: std::collections::VecDeque<Instant>,
cadence: crate::metronome::Metronome,
cadence: pf_frame::metronome::Metronome,
}
impl StallWatch {
@@ -47,7 +47,7 @@ impl StallWatch {
pub(super) fn new() -> Self {
Self {
recent: std::collections::VecDeque::with_capacity(Self::RECENT + 1),
cadence: crate::metronome::Metronome::new(),
cadence: pf_frame::metronome::Metronome::new(),
}
}
@@ -1010,23 +1010,23 @@ impl Encoder for NvencCudaEncoder {
let is_idr = flags != 0 || opening;
let mastering_sei = self
.hdr_meta
.map(|m| crate::hdr::hevc_mastering_display_sei(&m));
.map(|m| pf_frame::hdr::hevc_mastering_display_sei(&m));
let cll_sei = self
.hdr_meta
.map(|m| crate::hdr::hevc_content_light_level_sei(&m));
.map(|m| pf_frame::hdr::hevc_content_light_level_sei(&m));
let mut sei: Vec<nv::NV_ENC_SEI_PAYLOAD> = Vec::new();
if is_idr && self.hdr {
if let Some(p) = mastering_sei.as_ref() {
sei.push(nv::NV_ENC_SEI_PAYLOAD {
payloadSize: p.len() as u32,
payloadType: crate::hdr::SEI_TYPE_MASTERING_DISPLAY_COLOUR_VOLUME,
payloadType: pf_frame::hdr::SEI_TYPE_MASTERING_DISPLAY_COLOUR_VOLUME,
payload: p.as_ptr() as *mut u8,
});
}
if let Some(p) = cll_sei.as_ref() {
sei.push(nv::NV_ENC_SEI_PAYLOAD {
payloadSize: p.len() as u32,
payloadType: crate::hdr::SEI_TYPE_CONTENT_LIGHT_LEVEL_INFO,
payloadType: pf_frame::hdr::SEI_TYPE_CONTENT_LIGHT_LEVEL_INFO,
payload: p.as_ptr() as *mut u8,
});
}
@@ -321,7 +321,7 @@ fn retrieve_loop(
work_rx: mpsc::Receiver<RetrieveJob>,
done_tx: mpsc::Sender<RetrieveDone>,
) {
crate::native::boost_thread_priority(false);
pf_frame::thread_qos::boost_thread_priority(false);
while let Ok(job) = work_rx.recv() {
// SAFETY: `job.event` is one of the auto-reset events `init_session` created and
// registered for exactly this session, and `job.bs` one of its pool bitstreams; both stay
@@ -1250,23 +1250,23 @@ impl Encoder for NvencD3d11Encoder {
let is_idr = flags != 0 || opening;
let mastering_sei = self
.hdr_meta
.map(|m| crate::hdr::hevc_mastering_display_sei(&m));
.map(|m| pf_frame::hdr::hevc_mastering_display_sei(&m));
let cll_sei = self
.hdr_meta
.map(|m| crate::hdr::hevc_content_light_level_sei(&m));
.map(|m| pf_frame::hdr::hevc_content_light_level_sei(&m));
let mut sei: Vec<nv::NV_ENC_SEI_PAYLOAD> = Vec::new();
if is_idr && self.hdr {
if let Some(p) = mastering_sei.as_ref() {
sei.push(nv::NV_ENC_SEI_PAYLOAD {
payloadSize: p.len() as u32,
payloadType: crate::hdr::SEI_TYPE_MASTERING_DISPLAY_COLOUR_VOLUME,
payloadType: pf_frame::hdr::SEI_TYPE_MASTERING_DISPLAY_COLOUR_VOLUME,
payload: p.as_ptr() as *mut u8,
});
}
if let Some(p) = cll_sei.as_ref() {
sei.push(nv::NV_ENC_SEI_PAYLOAD {
payloadSize: p.len() as u32,
payloadType: crate::hdr::SEI_TYPE_CONTENT_LIGHT_LEVEL_INFO,
payloadType: pf_frame::hdr::SEI_TYPE_CONTENT_LIGHT_LEVEL_INFO,
payload: p.as_ptr() as *mut u8,
});
}
@@ -126,7 +126,7 @@ fn run(
stats: &Arc<crate::stats_recorder::StatsRecorder>,
) -> Result<()> {
// GameStream capture/encode thread: apply Windows session tuning (no-op off Windows).
crate::session_tuning::on_hot_thread();
pf_frame::session_tuning::on_hot_thread();
// Reject an out-of-range client mode before allocating capture/encode buffers.
encode::validate_dimensions(cfg.codec, cfg.width, cfg.height)
.context("client-requested video mode")?;
-3
View File
@@ -44,7 +44,6 @@ mod gamestream;
#[cfg(target_os = "linux")]
#[path = "linux/gpuclocks.rs"]
mod gpuclocks;
mod hdr;
mod hooks;
mod inject;
#[cfg(target_os = "windows")]
@@ -55,7 +54,6 @@ mod install;
mod interactive;
mod library;
mod log_capture;
mod metronome;
mod mgmt;
mod mgmt_token;
#[cfg(target_os = "windows")]
@@ -71,7 +69,6 @@ mod send_pacing;
mod service;
mod session_plan;
mod session_status;
mod session_tuning;
mod spike;
mod stats_recorder;
mod stream_marker;
+7 -6
View File
@@ -42,11 +42,10 @@ use rand::RngCore;
use std::sync::atomic::{AtomicBool, AtomicU32, AtomicU64, AtomicU8, Ordering};
use std::sync::Arc;
/// Per-thread OS scheduling QoS lives in its own module (plan §W1); re-exported so
/// `crate::native::boost_thread_priority` stays stable (the GameStream path and the direct-NVENC
/// send thread reach it there).
mod thread_qos;
pub(crate) use thread_qos::boost_thread_priority;
/// Per-thread OS scheduling QoS lives in the shared `pf-frame` leaf crate (plan §W1/§W6);
/// re-exported so `crate::native::boost_thread_priority` stays stable (the GameStream path and the
/// native data plane reach it there).
pub(crate) use pf_frame::thread_qos::boost_thread_priority;
/// Compositor-preference resolution (plan §W1); `serve_session` reaches `resolve_compositor` here.
mod compositor;
@@ -1029,7 +1028,9 @@ async fn serve_session(
// Prefer the CLIENT's own display volume (Hello::display_hdr): the virtual display's EDID
// now advertises it, so host apps tone-map to exactly that volume — echoing it here keeps
// the mastering metadata honest end-to-end. Generic HDR10 only for older clients.
let meta = hello.display_hdr.unwrap_or_else(crate::hdr::generic_hdr10);
let meta = hello
.display_hdr
.unwrap_or_else(pf_frame::hdr::generic_hdr10);
let _ = conn.send_datagram(punktfunk_core::quic::encode_hdr_meta_datagram(&meta).into());
tracing::info!(
client_volume = hello.display_hdr.is_some(),
+2 -2
View File
@@ -1020,8 +1020,8 @@ pub(super) fn virtual_stream(ctx: SessionContext) -> Result<()> {
// opening GOP, instead of answering it with a redundant second IDR.
let mut last_forced_idr: Option<std::time::Instant> = Some(std::time::Instant::now());
// Self-diagnosis for the periodic-stutter class: warns when the served recovery IDRs settle
// into a stable multi-second rhythm (see [`crate::metronome::Metronome`]).
let mut recovery_cadence = crate::metronome::Metronome::new();
// into a stable multi-second rhythm (see [`pf_frame::metronome::Metronome`]).
let mut recovery_cadence = pf_frame::metronome::Metronome::new();
// Position within the current intra-refresh wave (frames since the last IDR/wave start). Only
// meaningful on a `caps().intra_refresh_recovery` encoder; the pump tags every wave-boundary AU
// with `USER_FLAG_RECOVERY_POINT` so the client can lift its post-loss freeze on a clean
@@ -443,7 +443,7 @@ impl VdisplayDriver for PfVdisplayDriver {
// unknown → the driver keeps its built-in defaults (also what an un-upgraded driver, which
// reads only the legacy 24-byte prefix, does).
let (max_luminance_nits, max_frame_avg_nits, min_luminance_millinits) = client_hdr
.map(|m| crate::hdr::vdisplay_luminance_fields(&m))
.map(|m| pf_frame::hdr::vdisplay_luminance_fields(&m))
.unwrap_or((0, 0, 0));
if max_luminance_nits > 0 {
tracing::info!(