feat(windows): pf-vdisplay IDD-push — HDR + pipelined zero-copy capture
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HDR (display-driven, matching the WGC path): - CTA-861.3 HDR EDID (BT.2020 primaries + HDR Static Metadata block) so Windows offers "Use HDR" on the virtual display. The host FOLLOWS the display's live advanced-color state, recreating the shared ring at the matching format (FP16 in HDR / BGRA in SDR) on a toggle — no freeze. - Always emit Main10/BT.2020-PQ Rgb10a2 while the display is HDR; the client auto-detects PQ from the HEVC VUI (clients under-report VIDEO_CAP_10BIT). Generic HDR10 mastering SEI on every IDR. - Generation-tagged `latest` (gen<<40|seq<<8|slot) + driver `is_stale` re-attach kill the toggle-time garbage frame and any stale-ring read. Perf: - Pipeline the encode loop (Capturer::pipeline_depth; IDD-push = 2): submit N+1 before polling N so the convert/copy on the 3D engine overlaps the NVENC encode of N on the ASIC. PUNKTFUNK_IDD_DEPTH overrides (1 = synchronous). - Rotating host output ring (OUT_RING) so the in-flight encode and the next convert never touch the same texture. - HDR converts directly from the keyed-mutex slot's SRV into the output ring (drops the redundant slot->fp16 scratch copy); SDR copies the BGRA slot in. The slot mutex is held only across the convert/copy, not the encode. RING_LEN 3->6 for publish headroom. - Capture-health diagnostic: new_fps vs repeat_fps under PUNKTFUNK_PERF (a low new_fps at a high send rate means the source isn't compositing, not an encode stall). Validated live on the RTX box: 5120x1440@240 HDR streams; driver composes ~180 new fps, encode 240 fps @ ~4.3 ms p50. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -127,8 +127,15 @@ fn run(
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refresh_hz: cfg.fps,
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})
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.context("create virtual output at client resolution")?;
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// `want_hdr=false`: the IDD-push backend (opt-in PUNKTFUNK_IDD_PUSH) has no monitor-HDR
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// auto-detection — it converts its always-FP16 ring per this flag — and GameStream HDR is not
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// negotiated into StreamConfig here, so an IDD-push GameStream session streams SDR even on an
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// HDR desktop. (The default WGC backend DOES auto-detect HDR from the output colorspace, but
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// IDD-push bypasses WGC.) Acceptable for the experimental IDD-push A/B path; HDR over IDD-push
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// is wired only for punktfunk/1 (want_hdr = negotiated bit_depth >= 10). TODO: derive want_hdr
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// from a GameStream HDR flag once StreamConfig carries one.
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let mut capturer =
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capture::capture_virtual_output(vout).context("capture virtual output")?;
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capture::capture_virtual_output(vout, false).context("capture virtual output")?;
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capturer.set_active(true);
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return stream_body(&mut *capturer, &sock, cfg, running, force_idr, rfi_range);
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}
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