refactor(windows): remove the legacy in-process builtin stream path
The real Windows client is the spawned punktfunk-session Vulkan binary (pf-client-core); the in-process builtin GUI stream — reachable only via PUNKTFUNK_BUILTIN_STREAM=1 — was dead weight kept alive by nothing and a recurring source of wasted effort. Remove it: delete present/render/input/ audio.rs and the builtin remainder of session/video.rs, rip all the builtin wiring (app/mod, connect, stream), and make connect always spawn. Preserve the two shipped keepers that happened to live in those files by relocating them to a new probe.rs: run_speed_probe (the per-host network speed test used by the Settings speed page and --headless --speed-test) and decodable_codecs (the codec-capability advert on the probe connect). Trim gpu.rs to just the Settings adapter picker (adapter_names + helpers). --headless now supports only --speed-test — the in-process decode/frame-counter went with the pump. Drops the now-orphaned deps opus, wasapi, crossbeam-channel, anyhow; keeps ffmpeg-next (probe::decodable_codecs still needs it). Net 4432 deletions. Statically verified (module wiring, imports, orphaned symbols/deps all clean); the type-level compile runs on the windows-amd64 CI runner, which has the toolchain this non-Windows host lacks. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
+7
-230
@@ -1,104 +1,14 @@
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//! The single Direct3D 11 device shared by the video decoder (D3D11VA hardware decode) and the
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//! presenter (the `SwapChainPanel` composition swapchain + the present draw).
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//! DXGI adapter enumeration for the Settings "GPU" picker.
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//!
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//! Zero-copy hardware decode requires FFmpeg to decode HEVC into `ID3D11Texture2D`s created by the
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//! **same** device the presenter binds as shader resources and draws with — a texture from one
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//! device can't be sampled by another. So the device is created once, here, and both subsystems
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//! pull it from a process-global `OnceLock` (initialised on whichever thread asks first: the
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//! session pump when it builds the decoder, or the UI thread when it builds the presenter).
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//!
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//! **Adapter selection** (matters on hybrid boxes — e.g. an Intel iGPU driving the panel next to
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//! an NVIDIA dGPU): `PUNKTFUNK_ADAPTER` (index or case-insensitive name substring, a debugging
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//! override) wins; else the persisted Settings GPU pick ([`crate::trust::Settings::adapter`], the
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//! Settings-page selector on multi-GPU boxes); else the adapter whose output owns the monitor our
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//! window is on — that's the adapter DWM composes that monitor with, so presents are copy-free
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//! and decode runs on the near GPU; else the default adapter. Deliberately NOT "the adapter with
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//! the best decoder": if the monitor's adapter can't decode the codec we demote to software,
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//! which beats a per-frame cross-adapter present copy. The device is cached **keyed by the
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//! resolved preference**, so a Settings change takes effect at the next session (the pump and the
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//! presenter both resolve at session start and read the same value) without an app restart.
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//!
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//! `PUNKTFUNK_D3D_DEBUG=1` adds the D3D11 debug layer (validation messages in the debugger /
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//! DebugView) — invaluable for present-path bugs, which D3D11 otherwise drops silently.
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//!
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//! **Thread-safety.** windows-rs COM interfaces are deliberately `!Send`/`!Sync` — thread-safety
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//! is per-object, not universal. An `ID3D11Device` and its immediate context become free-threaded
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//! once `ID3D11Multithread::SetMultithreadProtected(TRUE)` is set, which FFmpeg's D3D11VA backend
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//! does inside `av_hwdevice_ctx_init` (it installs an `ID3D11Multithread`-based default lock when we
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//! leave `AVD3D11VADeviceContext.lock` null). The decoder then uses FFmpeg's separate
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//! `ID3D11VideoContext` for decode while the presenter uses the immediate context for draw; under
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//! multithread protection D3D serialises the two internally, and decode/draw touch disjoint context
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//! state. That makes the `unsafe impl Send + Sync` below sound for exactly this usage.
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//! Streaming (decode + present) runs in the spawned `punktfunk-session` binary; the shell only
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//! needs the list of real (hardware) adapters to offer on a multi-GPU box (a hybrid laptop or an
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//! eGPU). The picked adapter description is persisted (`crate::trust::Settings::adapter`) and read
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//! by the session child at connect (`PUNKTFUNK_ADAPTER` remains the session binary's env override).
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use anyhow::{anyhow, Result};
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use std::sync::{Arc, Mutex};
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use windows::core::Interface;
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use windows::Win32::Graphics::Direct3D::{
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D3D_DRIVER_TYPE, D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_UNKNOWN, D3D_DRIVER_TYPE_WARP,
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D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1,
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};
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use windows::Win32::Graphics::Direct3D11::{
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D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext, ID3D11Multithread,
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D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_CREATE_DEVICE_DEBUG, D3D11_CREATE_DEVICE_FLAG,
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D3D11_CREATE_DEVICE_VIDEO_SUPPORT, D3D11_SDK_VERSION,
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};
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use windows::Win32::Graphics::Dxgi::{CreateDXGIFactory1, IDXGIAdapter, IDXGIFactory1};
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pub struct SharedDevice {
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pub device: ID3D11Device,
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pub context: ID3D11DeviceContext,
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/// True when this is a real GPU (hardware) adapter — a precondition for D3D11VA decode. WARP
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/// (the GPU-less dev box) creates fine for present but cannot hardware-decode HEVC, so the
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/// decoder skips straight to the software path there.
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pub hardware: bool,
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}
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// Sound for our usage — see the module docs: the device + immediate context are free-threaded under
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// the multithread protection FFmpeg installs, and decode (video context) / present (immediate
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// context) never share mutable context state.
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unsafe impl Send for SharedDevice {}
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unsafe impl Sync for SharedDevice {}
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/// The shared device, cached with the GPU preference it was resolved from (empty = automatic).
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/// Re-created when the preference changes — in practice only between sessions: within one session
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/// the decoder and the presenter both call [`shared`] at session start with the same value.
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static SHARED: Mutex<Option<(String, Arc<SharedDevice>)>> = Mutex::new(None);
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/// The user's decode/present GPU preference: the `PUNKTFUNK_ADAPTER` env (debugging override)
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/// wins, else the persisted Settings pick; empty = automatic.
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fn adapter_pref() -> String {
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std::env::var("PUNKTFUNK_ADAPTER")
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.ok()
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.map(|s| s.trim().to_string())
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.filter(|s| !s.is_empty())
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.unwrap_or_else(|| crate::trust::Settings::load().adapter)
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}
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/// The process-shared D3D11 device for the current GPU preference, created (or re-created after
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/// a preference change) on demand. `None` only if D3D11 device creation fails for both a hardware
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/// adapter and WARP (effectively never — WARP is always present).
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pub fn shared() -> Option<Arc<SharedDevice>> {
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let pref = adapter_pref();
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let mut cached = SHARED.lock().unwrap();
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if let Some((key, dev)) = cached.as_ref() {
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if *key == pref {
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return Some(dev.clone());
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}
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}
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match create_device(&pref) {
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Ok(d) => {
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let d = Arc::new(d);
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*cached = Some((pref, d.clone()));
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Some(d)
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}
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Err(e) => {
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tracing::error!(error = %e, "shared D3D11 device creation failed — no present/decode");
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None
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}
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}
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}
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/// The adapter's human-readable description, for the logs.
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/// The adapter's human-readable description.
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fn adapter_name(adapter: &IDXGIAdapter) -> String {
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unsafe {
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adapter
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@@ -112,7 +22,7 @@ fn adapter_name(adapter: &IDXGIAdapter) -> String {
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}
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}
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/// Every DXGI adapter, in enumeration order (`PUNKTFUNK_ADAPTER=<index>` uses these indices).
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/// Every DXGI adapter, in enumeration order.
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fn all_adapters() -> Vec<IDXGIAdapter> {
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let factory: IDXGIFactory1 = match unsafe { CreateDXGIFactory1() } {
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Ok(f) => f,
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@@ -144,136 +54,3 @@ pub fn adapter_names() -> Vec<String> {
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.map(adapter_name)
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.collect()
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}
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/// Resolve an explicit adapter: a non-empty `pref` (index or case-insensitive name substring, from
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/// env or Settings) wins; else the adapter whose output owns the monitor the app window is on (see
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/// module docs); else `None` → the default adapter (also the headless-CLI path with no window).
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fn resolve_adapter(pref: &str) -> Option<IDXGIAdapter> {
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let adapters = all_adapters();
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if !pref.is_empty() {
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let found = if let Ok(idx) = pref.parse::<usize>() {
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adapters.get(idx).cloned()
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} else {
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let needle = pref.to_lowercase();
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adapters
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.iter()
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.find(|a| adapter_name(a).to_lowercase().contains(&needle))
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.cloned()
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};
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match &found {
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Some(a) => tracing::info!(pref, adapter = %adapter_name(a), "GPU preference matched"),
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None => tracing::warn!(pref, "GPU preference matched no adapter — using automatic"),
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}
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if found.is_some() {
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return found;
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}
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}
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// The adapter driving the monitor our window sits on: DWM composes that monitor with it, so
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// presenting from it is copy-free (a hybrid box's other adapter would pay a cross-adapter
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// copy per frame).
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let monitor = unsafe {
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use windows::Win32::Graphics::Gdi::{MonitorFromWindow, MONITOR_DEFAULTTONULL};
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use windows::Win32::UI::WindowsAndMessaging::FindWindowW;
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let hwnd = FindWindowW(None, windows::core::w!("Punktfunk")).ok()?;
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MonitorFromWindow(hwnd, MONITOR_DEFAULTTONULL)
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};
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if monitor.is_invalid() {
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return None;
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}
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for adapter in &adapters {
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let mut oi = 0u32;
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while let Ok(output) = unsafe { adapter.EnumOutputs(oi) } {
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oi += 1;
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if let Ok(desc) = unsafe { output.GetDesc() } {
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if desc.Monitor == monitor {
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tracing::info!(adapter = %adapter_name(adapter), "using the window's monitor adapter");
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return Some(adapter.clone());
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}
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}
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}
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}
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None
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}
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fn create_device(pref: &str) -> Result<SharedDevice> {
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// Preference order: the resolved adapter (or the default hardware adapter) with video support
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// (enables D3D11VA); the same without the VIDEO flag (a driver that rejects it still presents +
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// software-decodes); finally WARP for the GPU-less box. BGRA_SUPPORT is required for the
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// composition swapchain in every case. An explicit adapter requires D3D_DRIVER_TYPE_UNKNOWN.
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let adapter = resolve_adapter(pref);
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let attempts: [(Option<&IDXGIAdapter>, D3D_DRIVER_TYPE, bool, bool); 3] = match &adapter {
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Some(a) => [
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(Some(a), D3D_DRIVER_TYPE_UNKNOWN, true, true),
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(Some(a), D3D_DRIVER_TYPE_UNKNOWN, false, true),
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(None, D3D_DRIVER_TYPE_WARP, false, false),
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],
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None => [
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(None, D3D_DRIVER_TYPE_HARDWARE, true, true),
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(None, D3D_DRIVER_TYPE_HARDWARE, false, true),
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(None, D3D_DRIVER_TYPE_WARP, false, false),
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],
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};
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// The debug layer needs the SDK layers installed (Graphics Tools); when they're missing the
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// creation fails, so each attempt retries without the flag rather than failing the ladder.
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let debug = std::env::var("PUNKTFUNK_D3D_DEBUG").is_ok_and(|v| v == "1");
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for (adapter, driver, video, hardware) in attempts {
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let mut flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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if video {
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flags |= D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
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}
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let flag_sets: &[D3D11_CREATE_DEVICE_FLAG] = if debug {
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&[flags | D3D11_CREATE_DEVICE_DEBUG, flags]
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} else {
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&[flags]
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};
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for &flags in flag_sets {
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let mut device = None;
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let mut context = None;
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let r = unsafe {
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D3D11CreateDevice(
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adapter,
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driver,
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None,
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flags,
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Some(&[D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0]),
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D3D11_SDK_VERSION,
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Some(&mut device),
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None,
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Some(&mut context),
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)
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};
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if r.is_ok() {
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let (device, context) = (device.unwrap(), context.unwrap());
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// Make the device + immediate context free-threaded: the decoder (D3D11VA video
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// context, pump thread) and the presenter (immediate context, render thread) both
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// touch this device. FFmpeg also sets this during hwdevice init, but doing it up
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// front keeps the cross-thread `Send`/`Sync` sound from the moment the device exists.
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if let Ok(mt) = context.cast::<ID3D11Multithread>() {
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unsafe {
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let _ = mt.SetMultithreadProtected(true); // returns the prior state; ignore
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}
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}
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tracing::info!(
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adapter = %adapter.map(adapter_name).unwrap_or_else(|| if hardware {
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"default".into()
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} else {
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"WARP (software)".into()
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}),
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video,
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debug = (flags & D3D11_CREATE_DEVICE_DEBUG).0 != 0,
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"shared D3D11 device created"
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);
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return Ok(SharedDevice {
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device,
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context,
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hardware,
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});
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}
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}
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}
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Err(anyhow!(
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"D3D11CreateDevice failed for both hardware and WARP"
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))
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}
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