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
+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(),
}
}