feat(pyrowave): Windows host encoder — separate-plane zero-copy D3D11→Vulkan
Wire PyroWave into the Windows host (design/pyrowave-windows-host-zerocopy.md). Before this a macOS client + Windows host that both selected PyroWave silently ran HEVC: the host never advertised CODEC_PYROWAVE and open_video_backend bailed. Approach (zero-copy, no GPU→CPU→GPU): pyrowave owns its own Vulkan device (create_device_by_compat, by render-GPU vendor/device-id — NOT LUID, invalid in Session 0). The capturer runs a BGRA→YUV BT.709-limited CSC (matching rgb2yuv.comp) into TWO SEPARATE shareable plane textures — full-res R8 Y + half-res R8G8 CbCr — which the encoder imports into pyrowave's device. Separate single/two-component textures import reliably on NVIDIA at any size; a single planar NV12 import does NOT (the vendored interop test: "only very specific resource sizes" — confirmed on-glass: 1024² fine, 720p/1080p/1440p garbage). A shared D3D11 fence, signalled after the CSC, is imported as a Vulkan timeline semaphore so the wavelet read is ordered after it. - pf-encode: enc/windows/pyrowave.rs (Encoder impl, two-plane import + Linux-style plane views); host_wire_caps advertises CODEC_PYROWAVE on Windows when the backend isn't Software; open_video_backend routes a negotiated PyroWave session first; pyrowave-sys on the Windows target; interop confirmed at open → clean HEVC fallback. - pf-encode: shared, unit-tested enc/pyrowave_wire.rs (single source of truth for the client-facing AU framing); Linux encoder uses it too. - pf-capture: dxgi.rs BgraToYuvPlanes CSC; idd_push.rs pyrowave mode — forces the virtual display SDR (the VideoProcessor can't ingest the FP16 HDR ring), a two-plane shareable out-ring, a shared fence passed every frame (so a rebuilt encoder re-imports it). Threaded via OutputFormat::pyrowave. - pf-frame: D3d11Frame::pyro carries the CbCr plane + fence; OutputFormat::pyrowave. Verified on .173 (RTX 4090): full-host build + clippy -D warnings (nvenc,amf-qsv) + fmt --all --check; pyrowave_wire unit tests; pyrowave_win_smoke GPU test round-trips distinct Y/Cb/Cr (100/180/60) exactly at 1024²/720p/1080p/1440p; Stage-0 interop validated in the real Session-0 service context on-glass. Deployed to the box. Owed: final on-glass picture/latency confirmation. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -12,7 +12,7 @@
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// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
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#![deny(clippy::undocumented_unsafe_blocks)]
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pub use pf_frame::dxgi::{make_device, pack_luid, D3d11Frame, WinCaptureTarget};
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pub use pf_frame::dxgi::{make_device, pack_luid, D3d11Frame, PyroFrameShare, WinCaptureTarget};
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use anyhow::{bail, Context, Result};
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use std::ffi::c_void;
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@@ -466,6 +466,120 @@ impl HdrP010Converter {
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}
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}
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/// PyroWave LUMA pass PS — full-res, writes Y′ to a separate `R8_UNORM` texture. BT.709 limited from
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/// the 8-bit sRGB (gamma) BGRA slot, BYTE-IDENTICAL to the Linux `rgb2yuv.comp` `lumaY` (so the
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/// wavelet client — whose golden fixtures come from that shader — decodes the same colours). `Load`
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/// (texelFetch) reads the exact source texel: RTV pixel (x,y) → source texel (x,y).
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const PYRO_Y_PS: &str = r"
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Texture2D<float4> tx : register(t0);
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float main(float4 pos : SV_POSITION) : SV_TARGET {
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float3 c = tx.Load(int3(int2(pos.xy), 0)).rgb;
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return 16.0/255.0 + 0.1826*c.r + 0.6142*c.g + 0.0620*c.b;
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}
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";
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/// PyroWave CHROMA pass PS — half-res, writes interleaved (Cb,Cr) to a separate `R8G8_UNORM` texture.
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/// **2×2 box average** (centre-sited) of the four luma-block RGB texels, then BT.709 limited Cb/Cr —
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/// BYTE-IDENTICAL to `rgb2yuv.comp` (which averages `(c00+c10+c01+c11)*0.25` then U/V), so the chroma
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/// siting matches the client's decoder. Even dimensions guarantee the 2×2 block is in-bounds.
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const PYRO_UV_PS: &str = r"
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Texture2D<float4> tx : register(t0);
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float2 main(float4 pos : SV_POSITION) : SV_TARGET {
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int2 p = int2(pos.xy) * 2;
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float3 c00 = tx.Load(int3(p, 0)).rgb;
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float3 c10 = tx.Load(int3(p + int2(1,0), 0)).rgb;
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float3 c01 = tx.Load(int3(p + int2(0,1), 0)).rgb;
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float3 c11 = tx.Load(int3(p + int2(1,1), 0)).rgb;
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float3 a = (c00 + c10 + c01 + c11) * 0.25;
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float u = 128.0/255.0 - 0.1006*a.r - 0.3386*a.g + 0.4392*a.b;
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float v = 128.0/255.0 + 0.4392*a.r - 0.3989*a.g - 0.0403*a.b;
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return float2(u, v);
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}
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";
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/// scRGB/BGRA → **separate** BT.709-limited YUV planes for the PyroWave wavelet encoder: a full-res
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/// `R8_UNORM` Y texture + a half-res `R8G8_UNORM` interleaved CbCr texture (design/pyrowave-windows-
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/// host-zerocopy.md). The wavelet encoder imports the two SEPARATE textures into its own Vulkan
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/// device — the NVIDIA D3D11→Vulkan import of a single *planar* NV12 texture is unreliable at
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/// arbitrary sizes (the vendored interop test: "only very specific resource sizes"), whereas simple
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/// single/two-component textures import reliably. Matches the validated Linux `rgb2yuv.comp` layout
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/// (R8 Y + RG8 CbCr) + colour math exactly, so the wavelet clients decode identically. The caller
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/// owns the two textures + their RTVs (shareable, per out-ring slot); this only records the passes.
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pub(crate) struct BgraToYuvPlanes {
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vs: ID3D11VertexShader,
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ps_y: ID3D11PixelShader,
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ps_uv: ID3D11PixelShader,
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}
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impl BgraToYuvPlanes {
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pub(crate) unsafe fn new(device: &ID3D11Device) -> Result<Self> {
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let vsb = compile_shader(HDR_VS, s!("main"), s!("vs_5_0"))?;
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let yb = compile_shader(PYRO_Y_PS, s!("main"), s!("ps_5_0"))?;
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let uvb = compile_shader(PYRO_UV_PS, s!("main"), s!("ps_5_0"))?;
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let mut vs = None;
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device.CreateVertexShader(&vsb, None, Some(&mut vs))?;
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let mut ps_y = None;
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device.CreatePixelShader(&yb, None, Some(&mut ps_y))?;
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let mut ps_uv = None;
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device.CreatePixelShader(&uvb, None, Some(&mut ps_uv))?;
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Ok(Self {
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vs: vs.context("pyro vs")?,
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ps_y: ps_y.context("pyro y ps")?,
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ps_uv: ps_uv.context("pyro uv ps")?,
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})
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}
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/// Convert `src_srv` (BGRA slot, WxH) → `y_rtv` (a full-res `R8_UNORM` texture) + `cbcr_rtv` (a
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/// half-res `R8G8_UNORM` texture). Two opaque passes; `w`/`h` are the full luma dims (even).
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#[allow(clippy::too_many_arguments)]
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pub(crate) unsafe fn convert(
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&self,
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ctx: &ID3D11DeviceContext,
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src_srv: &ID3D11ShaderResourceView,
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y_rtv: &ID3D11RenderTargetView,
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cbcr_rtv: &ID3D11RenderTargetView,
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w: u32,
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h: u32,
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) -> Result<()> {
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ctx.OMSetBlendState(None, None, 0xffff_ffff); // opaque overwrite
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ctx.VSSetShader(&self.vs, None);
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ctx.PSSetShaderResources(0, Some(&[Some(src_srv.clone())]));
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ctx.IASetInputLayout(None);
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ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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// LUMA pass: full-res → the R8 Y texture.
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ctx.RSSetViewports(Some(&[D3D11_VIEWPORT {
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TopLeftX: 0.0,
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TopLeftY: 0.0,
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Width: w as f32,
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Height: h as f32,
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MinDepth: 0.0,
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MaxDepth: 1.0,
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}]));
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ctx.OMSetRenderTargets(Some(&[Some(y_rtv.clone())]), None);
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ctx.PSSetShader(&self.ps_y, None);
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ctx.Draw(3, 0);
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ctx.OMSetRenderTargets(Some(&[None]), None);
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// CHROMA pass: half-res → the R8G8 CbCr texture.
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ctx.RSSetViewports(Some(&[D3D11_VIEWPORT {
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TopLeftX: 0.0,
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TopLeftY: 0.0,
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Width: (w / 2) as f32,
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Height: (h / 2) as f32,
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MinDepth: 0.0,
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MaxDepth: 1.0,
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}]));
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ctx.OMSetRenderTargets(Some(&[Some(cbcr_rtv.clone())]), None);
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ctx.PSSetShader(&self.ps_uv, None);
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ctx.Draw(3, 0);
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ctx.OMSetRenderTargets(Some(&[None]), None);
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ctx.PSSetShaderResources(0, Some(&[None]));
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Ok(())
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}
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}
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/// f64 reference for the P010 colour math — the EXACT analogue of the HLSL in [`HDR_P010_COMMON`].
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/// Input is one scRGB pixel (linear, Rec.709 primaries, 1.0 = 80 nits, may be >1 for HDR). Output is
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/// the 10-bit studio-range (Y, Cb, Cr) codes the shader should produce for a flat (constant) block.
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@@ -829,8 +943,7 @@ use windows::Win32::Graphics::Direct3D11::{
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};
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use windows::Win32::Graphics::Dxgi::Common::{
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DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709, DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709,
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DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020, DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709,
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DXGI_RATIONAL,
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DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709, DXGI_RATIONAL,
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};
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/// D3D11 **Video Processor** colour/format converter — runs on the GPU's dedicated VIDEO engine, NOT
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@@ -846,12 +959,17 @@ pub(crate) struct VideoConverter {
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}
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impl VideoConverter {
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/// A BGRA/FP16-RGB → **NV12 (BT.709 limited SDR)** video-engine converter. `scrgb_input` picks
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/// the input colour space: `false` = 8-bit sRGB `BGRA` (the SDR ring); `true` = FP16 scRGB
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/// linear (the HDR ring, used by a PyroWave session that tone-maps the HDR desktop down to the
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/// 8-bit wavelet stream). The output is always studio-range BT.709 NV12 — the P010/BT.2020 HDR
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/// path is [`HdrP010Converter`]'s job, never this one.
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pub(crate) unsafe fn new(
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device: &ID3D11Device,
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context: &ID3D11DeviceContext,
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width: u32,
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height: u32,
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hdr: bool,
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scrgb_input: bool,
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) -> Result<Self> {
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let vdev: ID3D11VideoDevice = device.cast().context("device -> ID3D11VideoDevice")?;
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let vctx: ID3D11VideoContext1 = context.cast().context("context -> ID3D11VideoContext1")?;
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@@ -876,19 +994,15 @@ impl VideoConverter {
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.CreateVideoProcessor(&enumr, 0)
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.context("CreateVideoProcessor")?;
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// Full-range RGB in → studio-range YUV out. HDR: scRGB linear (G10) → BT.2020 PQ (G2084).
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// SDR: sRGB (G22) → BT.709 (G22).
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let (in_cs, out_cs) = if hdr {
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(
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DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709,
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DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020,
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)
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// Full-range RGB in → studio-range BT.709 NV12 out. Input gamma follows the ring format:
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// scRGB linear (G10) for the FP16 HDR ring, sRGB (G22) for the 8-bit BGRA SDR ring. The
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// output is always BT.709 SDR (the video processor tone-maps the scRGB case).
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let in_cs = if scrgb_input {
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DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709
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} else {
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(
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DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709,
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DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709,
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)
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DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
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};
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let out_cs = DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709;
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vctx.VideoProcessorSetStreamColorSpace1(&vp, 0, in_cs);
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vctx.VideoProcessorSetOutputColorSpace1(&vp, out_cs);
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// One frame in, one frame out — no interpolation/auto-processing.
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