feat(host/windows): native res, cursor, secure-desktop capture, windowless SYSTEM launch
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Live-validated Mac <-> RTX 4090 at the display's native 5120x1440@240: - Resolution: set_active_mode enumerates the IDD's advertised modes and sets the requested resolution at the best supported refresh (keeps 5120x1440@240; no more silent fallback to the 1080p OS default when an exact mode is briefly unavailable). - Bitrate auto-cap: NVENC init probes and steps the average bitrate down to the GPU's codec-level max so a high client bitrate connects (matches the Linux host; we do not split NVENC sessions). - Mouse cursor: DXGI duplication excludes the HW cursor; capture the pointer shape/position (GetFramePointerShape) and GPU-composite it before NVENC. Color cursors alpha-blend; masked-color (the text I-beam) uses an INV_DEST_COLOR inversion blend so the caret inverts the screen and shows on any background (no black box); monochrome handled too. - Secure desktop (lock / login / UAC): run as SYSTEM in the interactive session, follow the input desktop via SetThreadDesktop, and on the WinSta switch recreate the D3D11 device and re-resolve the virtual output's GDI name from the stable SudoVDA target id (the name changes across the topology rebuild; the old failure hunted the stale \\.\DISPLAYn and dropped). ACCESS_LOST / INVALID_CALL / device-removed are recoverable, and a mid-stream resolution change is followed (capturer + NVENC re-init at the new size). isolate_displays detaches other monitors so Winlogon renders to the virtual output. One real session recovered 1012 desktop switches and completed cleanly. Windows-only backends; Linux/macOS unaffected. Builds clean on x86_64-pc-windows-msvc. Deployment (windowless SYSTEM launch via PsExec + hidden VBScript) documented in docs/windows-host.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -9,23 +9,42 @@
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use super::{CapturedFrame, Capturer, FramePayload, PixelFormat};
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use anyhow::{anyhow, bail, Context, Result};
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use std::ffi::c_void;
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use std::sync::atomic::{AtomicBool, Ordering};
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use std::time::{Duration, Instant, SystemTime, UNIX_EPOCH};
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use windows::core::Interface;
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use windows::core::{s, Interface, PCSTR};
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use windows::Win32::Foundation::{HMODULE, LUID};
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use windows::Win32::Graphics::Direct3D::{D3D_DRIVER_TYPE_UNKNOWN, D3D_FEATURE_LEVEL_11_0};
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use windows::Win32::Graphics::Direct3D::Fxc::D3DCompile;
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use windows::Win32::Graphics::Direct3D::{
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ID3DBlob, D3D_DRIVER_TYPE_UNKNOWN, D3D_FEATURE_LEVEL_11_0,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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};
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use windows::Win32::Graphics::Direct3D11::{
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D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext, ID3D11Texture2D, D3D11_BIND_FLAG,
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D3D11_BIND_RENDER_TARGET, D3D11_CPU_ACCESS_READ, D3D11_CREATE_DEVICE_BGRA_SUPPORT,
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D3D11_MAPPED_SUBRESOURCE, D3D11_MAP_READ, D3D11_SDK_VERSION, D3D11_TEXTURE2D_DESC,
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D3D11_USAGE_DEFAULT, D3D11_USAGE_STAGING,
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D3D11CreateDevice, ID3D11BlendState, ID3D11Buffer, ID3D11Device, ID3D11DeviceContext,
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ID3D11PixelShader, ID3D11RenderTargetView, ID3D11SamplerState, ID3D11ShaderResourceView,
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ID3D11Texture2D, ID3D11VertexShader, D3D11_BIND_CONSTANT_BUFFER, D3D11_BIND_FLAG,
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D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_BLEND_DESC, D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_BLEND_SRC_ALPHA,
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D3D11_BUFFER_DESC,
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D3D11_COLOR_WRITE_ENABLE_ALL, D3D11_COMPARISON_NEVER, D3D11_CPU_ACCESS_READ,
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D3D11_CPU_ACCESS_WRITE, D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_FILTER_MIN_MAG_MIP_POINT,
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D3D11_MAPPED_SUBRESOURCE, D3D11_MAP_READ, D3D11_MAP_WRITE_DISCARD, D3D11_RENDER_TARGET_BLEND_DESC,
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D3D11_SAMPLER_DESC, D3D11_SDK_VERSION, D3D11_SUBRESOURCE_DATA, D3D11_TEXTURE2D_DESC,
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D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_USAGE_DEFAULT, D3D11_USAGE_DYNAMIC, D3D11_USAGE_STAGING,
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D3D11_VIEWPORT,
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};
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use windows::Win32::Graphics::Dxgi::Common::{DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_SAMPLE_DESC};
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use windows::Win32::Graphics::Dxgi::{
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CreateDXGIFactory1, IDXGIAdapter1, IDXGIFactory1, IDXGIOutput1, IDXGIOutputDuplication,
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IDXGIResource, DXGI_ERROR_ACCESS_LOST, DXGI_ERROR_WAIT_TIMEOUT, DXGI_OUTDUPL_DESC,
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DXGI_OUTDUPL_FRAME_INFO,
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IDXGIResource, DXGI_ERROR_ACCESS_LOST, DXGI_ERROR_DEVICE_REMOVED, DXGI_ERROR_DEVICE_RESET,
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DXGI_ERROR_INVALID_CALL, DXGI_ERROR_WAIT_TIMEOUT, DXGI_OUTDUPL_DESC, DXGI_OUTDUPL_FRAME_INFO,
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DXGI_OUTDUPL_POINTER_SHAPE_INFO, DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR,
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DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR,
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};
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use windows::Win32::System::StationsAndDesktops::{
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OpenInputDesktop, SetThreadDesktop, DESKTOP_ACCESS_FLAGS, DESKTOP_CONTROL_FLAGS,
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};
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use windows::Win32::UI::WindowsAndMessaging::SetCursorPos;
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/// The Windows capture identity carried out of the SudoVDA backend in
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/// [`crate::vdisplay::VirtualOutput`]: which adapter + which GDI output to duplicate.
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@@ -33,8 +52,10 @@ use windows::Win32::Graphics::Dxgi::{
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pub struct WinCaptureTarget {
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/// Packed DXGI adapter LUID (`(HighPart << 32) | (LowPart & 0xffff_ffff)`).
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pub adapter_luid: i64,
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/// The output's GDI device name, e.g. `\\.\DISPLAY3`.
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/// The output's GDI device name, e.g. `\\.\DISPLAY3`. Can CHANGE across a secure-desktop switch.
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pub gdi_name: String,
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/// Stable SudoVDA target id — re-resolved to the current GDI name on every recovery.
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pub target_id: u32,
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}
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/// A GPU-resident captured texture (future NVENC-D3D11 zero-copy path).
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@@ -66,11 +87,471 @@ fn depad_bgra(src: &[u8], pitch: usize, w: usize, h: usize) -> Vec<u8> {
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out
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}
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/// Re-find the live `IDXGIOutput1` for a GDI name across all adapters (the SudoVDA monitor is
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/// enumerated under the rendering GPU). Used to recover after ACCESS_LOST, where the cached handle
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/// may be stale.
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unsafe fn find_output(gdi_name: &str) -> Result<(IDXGIAdapter1, IDXGIOutput1)> {
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let factory: IDXGIFactory1 = CreateDXGIFactory1().context("CreateDXGIFactory1")?;
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let mut i = 0u32;
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while let Ok(a) = factory.EnumAdapters1(i) {
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let mut j = 0u32;
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while let Ok(o) = a.EnumOutputs(j) {
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let od = o.GetDesc()?;
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if gdi_name_matches(&od.DeviceName, gdi_name) {
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return Ok((a.clone(), o.cast::<IDXGIOutput1>()?));
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}
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j += 1;
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}
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i += 1;
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}
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bail!("no DXGI output named {gdi_name} (gone after ACCESS_LOST?)")
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}
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/// Create a fresh D3D11 device + context on a specific adapter (driver_type UNKNOWN with an explicit
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/// adapter). Used at open and on every ACCESS_LOST: a device created on one desktop cannot sustain a
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/// duplication on a *different* desktop (perpetual ACCESS_LOST), so the secure-desktop switch needs a
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/// device made while the thread is attached to that desktop.
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unsafe fn make_device(adapter: &IDXGIAdapter1) -> Result<(ID3D11Device, ID3D11DeviceContext)> {
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let mut device: Option<ID3D11Device> = None;
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let mut context: Option<ID3D11DeviceContext> = None;
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D3D11CreateDevice(
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adapter,
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D3D_DRIVER_TYPE_UNKNOWN,
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HMODULE::default(),
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D3D11_CREATE_DEVICE_BGRA_SUPPORT,
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Some(&[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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.context("D3D11CreateDevice")?;
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Ok((
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device.context("null D3D11 device")?,
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context.context("null D3D11 context")?,
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))
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}
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/// Re-find the output, make a fresh device on its adapter, and duplicate it. Used by the ACCESS_LOST
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/// recovery to rebuild the whole capture on the current (possibly secure) input desktop.
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unsafe fn reopen_duplication(
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gdi_name: &str,
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) -> Result<(
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ID3D11Device,
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ID3D11DeviceContext,
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IDXGIOutput1,
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IDXGIOutputDuplication,
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)> {
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let (adapter, out) = find_output(gdi_name)?;
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let (dev, ctx) = make_device(&adapter)?;
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let dupl = out
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.DuplicateOutput(&dev)
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.context("re-DuplicateOutput after ACCESS_LOST")?;
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Ok((dev, ctx, out, dupl))
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}
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/// Park the cursor on a duplicated output. A blank virtual display emits NO Desktop Duplication
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/// frames until something changes; a pointer move IS a DDA "change", so this kicks the very first
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/// `AcquireNextFrame` loose — and lands the cursor on the display the client is viewing. Two moves
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/// to distinct points guarantee an actual move even if the cursor already sat at the center.
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/// Follow the current input desktop so duplication spans the normal ↔ Winlogon (secure: login/UAC)
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/// desktops. Opening the secure desktop requires SYSTEM; on a non-SYSTEM host this just fails on
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/// Winlogon (capture freezes there) — which is why the host relaunches itself as SYSTEM. The HDESK
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/// is intentionally leaked: it must stay open while it's the thread's desktop, and switches
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/// (lock/unlock/UAC) are rare, so a few handles per session is fine.
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unsafe fn attach_input_desktop() {
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match OpenInputDesktop(
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DESKTOP_CONTROL_FLAGS(0),
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false,
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DESKTOP_ACCESS_FLAGS(0x1000_0000), // GENERIC_ALL
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) {
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Ok(desk) => match SetThreadDesktop(desk) {
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Ok(()) => tracing::info!("attach_input_desktop: SetThreadDesktop OK"),
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Err(e) => {
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tracing::warn!(error = %format!("{e:?}"), "attach_input_desktop: SetThreadDesktop FAILED")
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}
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},
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Err(e) => {
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tracing::warn!(error = %format!("{e:?}"), "attach_input_desktop: OpenInputDesktop FAILED")
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}
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}
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}
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unsafe fn nudge_cursor_onto(output: &IDXGIOutput1) {
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if let Ok(od) = output.GetDesc() {
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let r = od.DesktopCoordinates;
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let _ = SetCursorPos(r.left + 8, r.top + 8);
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let _ = SetCursorPos((r.left + r.right) / 2, (r.top + r.bottom) / 2);
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}
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}
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// DXGI Desktop Duplication deliberately EXCLUDES the hardware cursor from the captured surface (the
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// OS composites it separately). We capture the cursor shape/position from the frame info and blend it
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// back in — on the GPU for the zero-copy path (a CPU readback would stall the 240 fps pipeline).
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const CURSOR_VS: &str = r"
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cbuffer Rect : register(b0) { float4 r; };
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struct VOut { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; };
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VOut main(uint vid : SV_VertexID) {
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float2 uv = float2((vid == 1 || vid == 3) ? 1.0 : 0.0, (vid >= 2) ? 1.0 : 0.0);
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VOut o;
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o.pos = float4(lerp(r.x, r.z, uv.x), lerp(r.y, r.w, uv.y), 0.0, 1.0);
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o.uv = uv;
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return o;
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}
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";
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const CURSOR_PS: &str = r"
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Texture2D tx : register(t0);
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SamplerState sm : register(s0);
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float4 main(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_TARGET {
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return tx.Sample(sm, uv);
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}
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";
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unsafe fn compile_shader(src: &str, entry: PCSTR, target: PCSTR) -> Result<Vec<u8>> {
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let mut blob: Option<ID3DBlob> = None;
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let mut errs: Option<ID3DBlob> = None;
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let r = D3DCompile(
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src.as_ptr() as *const c_void,
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src.len(),
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PCSTR::null(),
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None,
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None,
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entry,
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target,
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0,
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0,
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&mut blob,
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Some(&mut errs),
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);
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if r.is_err() {
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let msg = errs
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.as_ref()
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.map(|e| {
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let p = e.GetBufferPointer() as *const u8;
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String::from_utf8_lossy(std::slice::from_raw_parts(p, e.GetBufferSize())).to_string()
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})
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.unwrap_or_default();
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bail!("D3DCompile failed: {msg}");
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}
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let blob = blob.context("no shader blob")?;
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let p = blob.GetBufferPointer() as *const u8;
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Ok(std::slice::from_raw_parts(p, blob.GetBufferSize()).to_vec())
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}
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/// GPU cursor overlay: a tiny shader pipeline that alpha-blends the cursor texture onto the captured
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/// frame. Tied to one D3D11 device; rebuilt when the capturer recreates its device on a desktop switch.
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struct CursorCompositor {
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vs: ID3D11VertexShader,
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ps: ID3D11PixelShader,
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cbuf: ID3D11Buffer,
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blend: ID3D11BlendState,
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/// Inversion blend for masked-color (XOR) cursors like the text I-beam: result = white*(1-dest),
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/// i.e. it inverts the screen under the cursor so it's visible on any background.
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blend_invert: ID3D11BlendState,
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sampler: ID3D11SamplerState,
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tex: Option<(ID3D11ShaderResourceView, u32, u32)>, // srv + width + height
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}
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impl CursorCompositor {
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unsafe fn new(device: &ID3D11Device) -> Result<Self> {
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let vsb = compile_shader(CURSOR_VS, s!("main"), s!("vs_5_0"))?;
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let psb = compile_shader(CURSOR_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 = None;
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device.CreatePixelShader(&psb, None, Some(&mut ps))?;
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let cbd = D3D11_BUFFER_DESC {
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ByteWidth: 16,
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Usage: D3D11_USAGE_DYNAMIC,
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BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32,
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
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..Default::default()
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};
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let mut cbuf = None;
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device.CreateBuffer(&cbd, None, Some(&mut cbuf))?;
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let mut bd = D3D11_BLEND_DESC::default();
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bd.RenderTarget[0] = D3D11_RENDER_TARGET_BLEND_DESC {
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BlendEnable: true.into(),
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SrcBlend: D3D11_BLEND_SRC_ALPHA,
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DestBlend: D3D11_BLEND_INV_SRC_ALPHA,
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BlendOp: D3D11_BLEND_OP_ADD,
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SrcBlendAlpha: D3D11_BLEND_ONE,
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DestBlendAlpha: D3D11_BLEND_INV_SRC_ALPHA,
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BlendOpAlpha: D3D11_BLEND_OP_ADD,
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RenderTargetWriteMask: D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8,
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};
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let mut blend = None;
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device.CreateBlendState(&bd, Some(&mut blend))?;
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// Inversion blend: result.rgb = src*(1-dest) + dest*(1-src.a). A white opaque cursor pixel
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// (src=1,a=1) -> 1-dest (inverted); a transparent pixel (src=0,a=0) -> dest (unchanged).
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let mut bdi = D3D11_BLEND_DESC::default();
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bdi.RenderTarget[0] = D3D11_RENDER_TARGET_BLEND_DESC {
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BlendEnable: true.into(),
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SrcBlend: D3D11_BLEND_INV_DEST_COLOR,
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DestBlend: D3D11_BLEND_INV_SRC_ALPHA,
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BlendOp: D3D11_BLEND_OP_ADD,
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SrcBlendAlpha: D3D11_BLEND_ONE,
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DestBlendAlpha: D3D11_BLEND_INV_SRC_ALPHA,
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BlendOpAlpha: D3D11_BLEND_OP_ADD,
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RenderTargetWriteMask: D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8,
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};
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let mut blend_invert = None;
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device.CreateBlendState(&bdi, Some(&mut blend_invert))?;
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let sd = D3D11_SAMPLER_DESC {
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Filter: D3D11_FILTER_MIN_MAG_MIP_POINT,
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AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
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AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
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AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
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ComparisonFunc: D3D11_COMPARISON_NEVER,
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MaxLOD: f32::MAX,
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..Default::default()
|
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};
|
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let mut sampler = None;
|
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device.CreateSamplerState(&sd, Some(&mut sampler))?;
|
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|
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Ok(Self {
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vs: vs.context("vs")?,
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ps: ps.context("ps")?,
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cbuf: cbuf.context("cbuf")?,
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blend: blend.context("blend")?,
|
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blend_invert: blend_invert.context("blend_invert")?,
|
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sampler: sampler.context("sampler")?,
|
||||
tex: None,
|
||||
})
|
||||
}
|
||||
|
||||
unsafe fn set_shape(&mut self, device: &ID3D11Device, bgra: &[u8], w: u32, h: u32) -> Result<()> {
|
||||
let desc = D3D11_TEXTURE2D_DESC {
|
||||
Width: w,
|
||||
Height: h,
|
||||
MipLevels: 1,
|
||||
ArraySize: 1,
|
||||
Format: DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
Usage: D3D11_USAGE_DEFAULT,
|
||||
BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
|
||||
..Default::default()
|
||||
};
|
||||
let init = D3D11_SUBRESOURCE_DATA {
|
||||
pSysMem: bgra.as_ptr() as *const c_void,
|
||||
SysMemPitch: w * 4,
|
||||
SysMemSlicePitch: 0,
|
||||
};
|
||||
let mut tex: Option<ID3D11Texture2D> = None;
|
||||
device.CreateTexture2D(&desc, Some(&init), Some(&mut tex))?;
|
||||
let tex = tex.context("cursor tex")?;
|
||||
let mut srv = None;
|
||||
device.CreateShaderResourceView(&tex, None, Some(&mut srv))?;
|
||||
self.tex = Some((srv.context("cursor srv")?, w, h));
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Blend the cursor onto `rtv` (a render-target view of the captured frame) at frame pixel (cx,cy).
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
unsafe fn draw(
|
||||
&self,
|
||||
ctx: &ID3D11DeviceContext,
|
||||
rtv: &ID3D11RenderTargetView,
|
||||
fw: u32,
|
||||
fh: u32,
|
||||
cx: i32,
|
||||
cy: i32,
|
||||
invert: bool,
|
||||
) {
|
||||
let (srv, cw, ch) = match &self.tex {
|
||||
Some(t) => t,
|
||||
None => return,
|
||||
};
|
||||
let x0 = (cx as f32 / fw as f32) * 2.0 - 1.0;
|
||||
let x1 = ((cx + *cw as i32) as f32 / fw as f32) * 2.0 - 1.0;
|
||||
let y0 = 1.0 - (cy as f32 / fh as f32) * 2.0;
|
||||
let y1 = 1.0 - ((cy + *ch as i32) as f32 / fh as f32) * 2.0;
|
||||
let rect = [x0, y0, x1, y1];
|
||||
let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
|
||||
if ctx
|
||||
.Map(&self.cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped))
|
||||
.is_ok()
|
||||
{
|
||||
std::ptr::copy_nonoverlapping(rect.as_ptr(), mapped.pData as *mut f32, 4);
|
||||
ctx.Unmap(&self.cbuf, 0);
|
||||
}
|
||||
let vp = D3D11_VIEWPORT {
|
||||
TopLeftX: 0.0,
|
||||
TopLeftY: 0.0,
|
||||
Width: fw as f32,
|
||||
Height: fh as f32,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
ctx.RSSetViewports(Some(&[vp]));
|
||||
ctx.OMSetRenderTargets(Some(&[Some(rtv.clone())]), None);
|
||||
let blend = if invert { &self.blend_invert } else { &self.blend };
|
||||
ctx.OMSetBlendState(blend, Some(&[0.0; 4]), 0xffff_ffff);
|
||||
ctx.VSSetShader(&self.vs, None);
|
||||
ctx.PSSetShader(&self.ps, None);
|
||||
ctx.VSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())]));
|
||||
ctx.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
|
||||
ctx.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
|
||||
ctx.IASetInputLayout(None);
|
||||
ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
ctx.Draw(4, 0);
|
||||
// Unbind the render target so the next frame's CopyResource into this texture is unobstructed.
|
||||
ctx.OMSetRenderTargets(Some(&[None]), None);
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert a DXGI pointer shape (color / masked-color / monochrome) into top-down BGRA.
|
||||
fn convert_pointer_shape(buf: &[u8], si: &DXGI_OUTDUPL_POINTER_SHAPE_INFO) -> Option<(Vec<u8>, u32, u32)> {
|
||||
let w = si.Width as usize;
|
||||
let pitch = si.Pitch as usize;
|
||||
if w == 0 || pitch == 0 {
|
||||
return None;
|
||||
}
|
||||
// Type is a u32 (newtype constants compared via .0).
|
||||
if si.Type == DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR.0 as u32 {
|
||||
// Straight 32bpp BGRA with a real alpha channel.
|
||||
let h = si.Height as usize;
|
||||
if buf.len() < pitch * h {
|
||||
return None;
|
||||
}
|
||||
let mut out = vec![0u8; w * h * 4];
|
||||
for y in 0..h {
|
||||
for x in 0..w {
|
||||
let s = y * pitch + x * 4;
|
||||
let d = (y * w + x) * 4;
|
||||
out[d] = buf[s];
|
||||
out[d + 1] = buf[s + 1];
|
||||
out[d + 2] = buf[s + 2];
|
||||
out[d + 3] = buf[s + 3];
|
||||
}
|
||||
}
|
||||
Some((out, w as u32, h as u32))
|
||||
} else if si.Type == DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR.0 as u32 {
|
||||
// 32bpp where the alpha byte is a MASK, not an alpha: 0x00 = opaque (copy RGB), 0xFF = XOR
|
||||
// with the screen. The text I-beam is this type — surround = XOR-with-black (a no-op, must be
|
||||
// transparent), bar = XOR-with-white (inverts the screen so it shows on any background).
|
||||
// Compositing uses the INVERSION blend (see CursorCompositor) when `cursor_invert` is set, so:
|
||||
// mask 0x00 -> opaque RGB (rendered as a plain pixel — rare for I-beams)
|
||||
// mask 0xFF, RGB == 0 -> transparent (XOR with black = unchanged)
|
||||
// mask 0xFF, RGB != 0 -> WHITE opaque (the inversion blend turns this into 1-dest)
|
||||
let h = si.Height as usize;
|
||||
if buf.len() < pitch * h {
|
||||
return None;
|
||||
}
|
||||
let mut out = vec![0u8; w * h * 4];
|
||||
for y in 0..h {
|
||||
for x in 0..w {
|
||||
let s = y * pitch + x * 4;
|
||||
let d = (y * w + x) * 4;
|
||||
let (b, g, r, mask) = (buf[s], buf[s + 1], buf[s + 2], buf[s + 3]);
|
||||
if mask == 0 {
|
||||
out[d] = b;
|
||||
out[d + 1] = g;
|
||||
out[d + 2] = r;
|
||||
out[d + 3] = 255;
|
||||
} else if b == 0 && g == 0 && r == 0 {
|
||||
out[d + 3] = 0; // XOR with black = no change → transparent
|
||||
} else {
|
||||
out[d] = 255; // inverting pixel → white; inversion blend makes it 1-dest
|
||||
out[d + 1] = 255;
|
||||
out[d + 2] = 255;
|
||||
out[d + 3] = 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
Some((out, w as u32, h as u32))
|
||||
} else {
|
||||
// Monochrome: top half = AND mask, bottom half = XOR mask, 1 bpp.
|
||||
let h = (si.Height / 2) as usize;
|
||||
if buf.len() < pitch * h * 2 {
|
||||
return None;
|
||||
}
|
||||
let bit = |row: usize, x: usize| (buf[row * pitch + x / 8] >> (7 - (x % 8))) & 1;
|
||||
let mut out = vec![0u8; w * h * 4];
|
||||
for y in 0..h {
|
||||
for x in 0..w {
|
||||
let and_bit = bit(y, x);
|
||||
let xor_bit = bit(y + h, x);
|
||||
let (b, g, r, a) = match (and_bit, xor_bit) {
|
||||
(0, 0) => (0, 0, 0, 255), // opaque black
|
||||
(0, 1) => (255, 255, 255, 255), // opaque white
|
||||
(1, 0) => (0, 0, 0, 0), // transparent
|
||||
_ => (0, 0, 0, 255), // invert -> approximate as black
|
||||
};
|
||||
let d = (y * w + x) * 4;
|
||||
out[d] = b;
|
||||
out[d + 1] = g;
|
||||
out[d + 2] = r;
|
||||
out[d + 3] = a;
|
||||
}
|
||||
}
|
||||
Some((out, w as u32, h as u32))
|
||||
}
|
||||
}
|
||||
|
||||
/// CPU src-over alpha blend of a BGRA cursor into a BGRA frame buffer (software-encode path). When
|
||||
/// `invert` is set (masked-color / XOR cursor), a covered pixel inverts the frame instead (true XOR).
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn blend_cursor_cpu(
|
||||
frame: &mut [u8],
|
||||
fw: u32,
|
||||
fh: u32,
|
||||
cur: &[u8],
|
||||
cw: u32,
|
||||
ch: u32,
|
||||
cx: i32,
|
||||
cy: i32,
|
||||
invert: bool,
|
||||
) {
|
||||
let (fw, fh, cw, ch) = (fw as i32, fh as i32, cw as i32, ch as i32);
|
||||
for y in 0..ch {
|
||||
let fy = cy + y;
|
||||
if fy < 0 || fy >= fh {
|
||||
continue;
|
||||
}
|
||||
for x in 0..cw {
|
||||
let fx = cx + x;
|
||||
if fx < 0 || fx >= fw {
|
||||
continue;
|
||||
}
|
||||
let s = ((y * cw + x) * 4) as usize;
|
||||
let a = cur[s + 3] as u32;
|
||||
if a == 0 {
|
||||
continue;
|
||||
}
|
||||
let d = ((fy * fw + fx) * 4) as usize;
|
||||
if invert {
|
||||
for k in 0..3 {
|
||||
frame[d + k] = 255 - frame[d + k];
|
||||
}
|
||||
} else {
|
||||
for k in 0..3 {
|
||||
frame[d + k] =
|
||||
((cur[s + k] as u32 * a + frame[d + k] as u32 * (255 - a)) / 255) as u8;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct DuplCapturer {
|
||||
device: ID3D11Device,
|
||||
context: ID3D11DeviceContext,
|
||||
output: IDXGIOutput1,
|
||||
dupl: IDXGIOutputDuplication,
|
||||
/// The output's GDI name — re-resolved on ACCESS_LOST (a mode change can stale the cached handle).
|
||||
gdi_name: String,
|
||||
/// Stable SudoVDA target id, used to re-resolve `gdi_name` during recovery.
|
||||
target_id: u32,
|
||||
width: u32,
|
||||
height: u32,
|
||||
refresh_hz: u32,
|
||||
@@ -78,6 +559,11 @@ pub struct DuplCapturer {
|
||||
holding_frame: bool,
|
||||
active: AtomicBool,
|
||||
timeout_ms: u32,
|
||||
/// The first AcquireNextFrame after a (re)DuplicateOutput gets a generous timeout — the initial
|
||||
/// desktop snapshot of a large surface can take longer than the per-frame budget.
|
||||
first_frame: bool,
|
||||
dbg_timeouts: u32,
|
||||
dbg_lost: u32,
|
||||
last: Option<Vec<u8>>,
|
||||
/// GPU-output mode (zero-copy → NVENC): produce `FramePayload::D3d11` instead of CPU BGRA.
|
||||
/// Selected by `PUNKTFUNK_ENCODER=nvenc` so the capturer's output matches the encoder's input.
|
||||
@@ -86,6 +572,17 @@ pub struct DuplCapturer {
|
||||
/// surface is transient and released each frame).
|
||||
gpu_copy: Option<ID3D11Texture2D>,
|
||||
have_gpu_frame: bool,
|
||||
/// GPU cursor overlay (rebuilt on device recreate). `None` until the first composite.
|
||||
cursor: Option<CursorCompositor>,
|
||||
/// Last cursor shape as BGRA (kept device-independent so it survives a device recreate).
|
||||
cursor_shape: Option<(Vec<u8>, u32, u32)>,
|
||||
cursor_pos: (i32, i32),
|
||||
cursor_visible: bool,
|
||||
/// Cursor shape changed → re-upload to the GPU texture before the next composite.
|
||||
cursor_dirty: bool,
|
||||
/// Current cursor is masked-color (XOR) → composite with the inversion blend.
|
||||
cursor_invert: bool,
|
||||
dbg_cursor: u64,
|
||||
_keepalive: Box<dyn Send>,
|
||||
}
|
||||
// COM objects used only from the one thread that owns the capturer (the encode thread).
|
||||
@@ -197,10 +694,14 @@ impl DuplCapturer {
|
||||
.context("D3D11CreateDevice")?;
|
||||
let device = device.context("null D3D11 device")?;
|
||||
let context = context.context("null D3D11 context")?;
|
||||
// 3) duplicate the output.
|
||||
// 3) duplicate the output. Attach to the current input desktop first (as SYSTEM this can
|
||||
// be the Winlogon secure desktop) so a session that starts at the lock/login screen works.
|
||||
attach_input_desktop();
|
||||
let dupl = output
|
||||
.DuplicateOutput(&device)
|
||||
.context("DuplicateOutput (already duplicated by another app?)")?;
|
||||
// Kick the first frame loose: a blank virtual display is otherwise change-less.
|
||||
nudge_cursor_onto(&output);
|
||||
let dd: DXGI_OUTDUPL_DESC = dupl.GetDesc();
|
||||
let (width, height) = (dd.ModeDesc.Width, dd.ModeDesc.Height);
|
||||
let refresh_hz = preferred
|
||||
@@ -236,6 +737,8 @@ impl DuplCapturer {
|
||||
context,
|
||||
output,
|
||||
dupl,
|
||||
target_id: target.target_id,
|
||||
gdi_name: target.gdi_name,
|
||||
width,
|
||||
height,
|
||||
refresh_hz,
|
||||
@@ -243,10 +746,20 @@ impl DuplCapturer {
|
||||
holding_frame: false,
|
||||
active: AtomicBool::new(false),
|
||||
timeout_ms,
|
||||
first_frame: true,
|
||||
dbg_timeouts: 0,
|
||||
dbg_lost: 0,
|
||||
last: None,
|
||||
gpu_mode,
|
||||
gpu_copy: None,
|
||||
have_gpu_frame: false,
|
||||
cursor: None,
|
||||
cursor_shape: None,
|
||||
cursor_pos: (0, 0),
|
||||
cursor_visible: false,
|
||||
cursor_dirty: false,
|
||||
cursor_invert: false,
|
||||
dbg_cursor: 0,
|
||||
_keepalive: keepalive,
|
||||
})
|
||||
}
|
||||
@@ -306,16 +819,137 @@ impl DuplCapturer {
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Pull cursor position/visibility/shape out of the frame info (the HW cursor is NOT in the frame).
|
||||
unsafe fn update_cursor(&mut self, info: &DXGI_OUTDUPL_FRAME_INFO) {
|
||||
if info.LastMouseUpdateTime != 0 {
|
||||
self.cursor_pos = (info.PointerPosition.Position.x, info.PointerPosition.Position.y);
|
||||
self.cursor_visible = info.PointerPosition.Visible.as_bool();
|
||||
}
|
||||
if info.PointerShapeBufferSize > 0 {
|
||||
let mut buf = vec![0u8; info.PointerShapeBufferSize as usize];
|
||||
let mut required = 0u32;
|
||||
let mut si = DXGI_OUTDUPL_POINTER_SHAPE_INFO::default();
|
||||
if self
|
||||
.dupl
|
||||
.GetFramePointerShape(
|
||||
info.PointerShapeBufferSize,
|
||||
buf.as_mut_ptr() as *mut c_void,
|
||||
&mut required,
|
||||
&mut si,
|
||||
)
|
||||
.is_ok()
|
||||
{
|
||||
if let Some(shape) = convert_pointer_shape(&buf, &si) {
|
||||
tracing::info!(
|
||||
shape_type = si.Type,
|
||||
size = format!("{}x{}", shape.1, shape.2),
|
||||
"cursor shape captured"
|
||||
);
|
||||
self.cursor_invert =
|
||||
si.Type == DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR.0 as u32;
|
||||
self.cursor_shape = Some(shape);
|
||||
self.cursor_dirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Composite the cursor onto the GPU frame texture (zero-copy path).
|
||||
unsafe fn composite_cursor_gpu(&mut self, gpu: &ID3D11Texture2D) -> Result<()> {
|
||||
self.dbg_cursor += 1;
|
||||
if self.dbg_cursor % 240 == 1 {
|
||||
tracing::debug!(
|
||||
visible = self.cursor_visible,
|
||||
pos = format!("{:?}", self.cursor_pos),
|
||||
shape = self.cursor_shape.as_ref().map(|(_, w, h)| format!("{w}x{h}")),
|
||||
"cursor state"
|
||||
);
|
||||
}
|
||||
if !self.cursor_visible || self.cursor_shape.is_none() {
|
||||
return Ok(());
|
||||
}
|
||||
if self.cursor.is_none() {
|
||||
self.cursor = Some(CursorCompositor::new(&self.device)?);
|
||||
self.cursor_dirty = true; // fresh device → must (re)upload the shape texture
|
||||
}
|
||||
if self.cursor_dirty {
|
||||
if let Some((bgra, w, h)) = &self.cursor_shape {
|
||||
self.cursor
|
||||
.as_mut()
|
||||
.unwrap()
|
||||
.set_shape(&self.device, bgra, *w, *h)?;
|
||||
}
|
||||
self.cursor_dirty = false;
|
||||
}
|
||||
let mut rtv: Option<ID3D11RenderTargetView> = None;
|
||||
self.device
|
||||
.CreateRenderTargetView(gpu, None, Some(&mut rtv))?;
|
||||
let rtv = rtv.context("cursor rtv")?;
|
||||
let (cx, cy) = self.cursor_pos;
|
||||
self.cursor.as_ref().unwrap().draw(
|
||||
&self.context,
|
||||
&rtv,
|
||||
self.width,
|
||||
self.height,
|
||||
cx,
|
||||
cy,
|
||||
self.cursor_invert,
|
||||
);
|
||||
Ok(())
|
||||
}
|
||||
|
||||
unsafe fn recreate_dupl(&mut self) -> Result<()> {
|
||||
if self.holding_frame {
|
||||
let _ = self.dupl.ReleaseFrame();
|
||||
self.holding_frame = false;
|
||||
}
|
||||
self.dupl = self
|
||||
.output
|
||||
.DuplicateOutput(&self.device)
|
||||
.context("re-DuplicateOutput after ACCESS_LOST")?;
|
||||
Ok(())
|
||||
// ACCESS_LOST fires on desktop switches (normal ↔ Winlogon secure: lock/login/UAC) and on the
|
||||
// mode change we issue at create. Re-attach to the now-current input desktop AND recreate the
|
||||
// D3D11 device on it: a device made on the previous desktop cannot sustain a duplication on the
|
||||
// new one (perpetual ACCESS_LOST). The capturer hands the new device out on `FramePayload::D3d11`,
|
||||
// so NVENC re-inits when it sees it. Retry while the desktop is mid-reconfigure.
|
||||
let deadline = Instant::now() + Duration::from_millis(12000);
|
||||
loop {
|
||||
// The SudoVDA virtual output's GDI name can CHANGE across a secure-desktop topology
|
||||
// rebuild — the observed failure was searching for the stale \\.\DISPLAYn until the
|
||||
// deadline and dying ("no DXGI output named ..."). Re-resolve it from the STABLE target
|
||||
// id each retry so recovery finds the output under its current name.
|
||||
if let Some(n) = crate::vdisplay::sudovda::resolve_gdi_name(self.target_id) {
|
||||
self.gdi_name = n;
|
||||
}
|
||||
attach_input_desktop();
|
||||
match reopen_duplication(&self.gdi_name) {
|
||||
Ok((dev, ctx, out, dupl)) => {
|
||||
// A desktop switch can come back at a different size (e.g. the user session applies
|
||||
// its own resolution on login). Adopt it: update dimensions and drop the staging/gpu
|
||||
// copies so they reallocate. NVENC re-inits at the new size when it sees the frame.
|
||||
let dd: DXGI_OUTDUPL_DESC = dupl.GetDesc();
|
||||
let (nw, nh) = (dd.ModeDesc.Width, dd.ModeDesc.Height);
|
||||
if nw != self.width || nh != self.height {
|
||||
tracing::info!(
|
||||
old = format!("{}x{}", self.width, self.height),
|
||||
new = format!("{nw}x{nh}"),
|
||||
"DXGI duplication size changed across switch"
|
||||
);
|
||||
self.width = nw;
|
||||
self.height = nh;
|
||||
self.staging = None;
|
||||
}
|
||||
self.device = dev;
|
||||
self.context = ctx;
|
||||
self.output = out;
|
||||
self.dupl = dupl;
|
||||
self.gpu_copy = None; // stale: belonged to the old device
|
||||
self.cursor = None; // shaders/textures belonged to the old device; rebuilt on demand
|
||||
self.have_gpu_frame = false;
|
||||
self.first_frame = true;
|
||||
nudge_cursor_onto(&self.output); // re-kick after recovery
|
||||
return Ok(());
|
||||
}
|
||||
Err(e) if Instant::now() >= deadline => return Err(e),
|
||||
Err(_) => std::thread::sleep(Duration::from_millis(120)),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Acquire one frame: `Some` on a fresh image, `None` on timeout (no change → caller reuses last).
|
||||
@@ -326,14 +960,46 @@ impl DuplCapturer {
|
||||
}
|
||||
let mut info = DXGI_OUTDUPL_FRAME_INFO::default();
|
||||
let mut res: Option<IDXGIResource> = None;
|
||||
match self
|
||||
.dupl
|
||||
.AcquireNextFrame(self.timeout_ms, &mut info, &mut res)
|
||||
{
|
||||
Ok(()) => {}
|
||||
Err(e) if e.code() == DXGI_ERROR_WAIT_TIMEOUT => return Ok(None),
|
||||
Err(e) if e.code() == DXGI_ERROR_ACCESS_LOST => {
|
||||
let timeout = if self.first_frame { 2000 } else { self.timeout_ms };
|
||||
match self.dupl.AcquireNextFrame(timeout, &mut info, &mut res) {
|
||||
Ok(()) => {
|
||||
if self.first_frame {
|
||||
tracing::info!(w = self.width, h = self.height, "DXGI first frame acquired");
|
||||
self.first_frame = false;
|
||||
}
|
||||
self.update_cursor(&info);
|
||||
}
|
||||
Err(e) if e.code() == DXGI_ERROR_WAIT_TIMEOUT => {
|
||||
self.dbg_timeouts += 1;
|
||||
if self.dbg_timeouts % 40 == 1 {
|
||||
tracing::warn!(
|
||||
timeouts = self.dbg_timeouts,
|
||||
first_frame = self.first_frame,
|
||||
"DXGI AcquireNextFrame timeout (no desktop change yet)"
|
||||
);
|
||||
}
|
||||
return Ok(None);
|
||||
}
|
||||
// Recoverable losses, ALL handled by rebuilding the duplication (device + re-DuplicateOutput):
|
||||
// ACCESS_LOST — desktop switch (normal <-> Winlogon secure: lock/login/UAC) or mode change
|
||||
// INVALID_CALL — the secure->user-desktop switch (post-login) leaves the duplication in a
|
||||
// state where AcquireNextFrame returns 0x887A0001; recreating recovers it.
|
||||
// Previously fatal -> the stream dropped the instant the user logged in.
|
||||
// DEVICE_REMOVED/RESET — GPU TDR / driver reset.
|
||||
Err(e)
|
||||
if e.code() == DXGI_ERROR_ACCESS_LOST
|
||||
|| e.code() == DXGI_ERROR_INVALID_CALL
|
||||
|| e.code() == DXGI_ERROR_DEVICE_REMOVED
|
||||
|| e.code() == DXGI_ERROR_DEVICE_RESET =>
|
||||
{
|
||||
self.dbg_lost += 1;
|
||||
tracing::warn!(
|
||||
lost = self.dbg_lost,
|
||||
code = format!("{:#x}", e.code().0),
|
||||
"DXGI capture lost (desktop switch?) — recovering"
|
||||
);
|
||||
self.recreate_dupl()?;
|
||||
self.first_frame = true;
|
||||
return Ok(None);
|
||||
}
|
||||
Err(e) => return Err(e).context("AcquireNextFrame"),
|
||||
@@ -350,6 +1016,7 @@ impl DuplCapturer {
|
||||
let _ = self.dupl.ReleaseFrame();
|
||||
self.holding_frame = false;
|
||||
self.have_gpu_frame = true;
|
||||
self.composite_cursor_gpu(&gpu)?;
|
||||
return Ok(Some(CapturedFrame {
|
||||
width: self.width,
|
||||
height: self.height,
|
||||
@@ -371,10 +1038,25 @@ impl DuplCapturer {
|
||||
let (w, h) = (self.width as usize, self.height as usize);
|
||||
let pitch = map.RowPitch as usize;
|
||||
let src = std::slice::from_raw_parts(map.pData as *const u8, pitch * h);
|
||||
let tight = depad_bgra(src, pitch, w, h);
|
||||
let mut tight = depad_bgra(src, pitch, w, h);
|
||||
self.context.Unmap(&staging, 0);
|
||||
let _ = self.dupl.ReleaseFrame();
|
||||
self.holding_frame = false;
|
||||
if self.cursor_visible {
|
||||
if let Some((bgra, cw, ch)) = &self.cursor_shape {
|
||||
blend_cursor_cpu(
|
||||
&mut tight,
|
||||
self.width,
|
||||
self.height,
|
||||
bgra,
|
||||
*cw,
|
||||
*ch,
|
||||
self.cursor_pos.0,
|
||||
self.cursor_pos.1,
|
||||
self.cursor_invert,
|
||||
);
|
||||
}
|
||||
}
|
||||
self.last = Some(tight.clone());
|
||||
Ok(Some(CapturedFrame {
|
||||
width: self.width,
|
||||
@@ -395,7 +1077,9 @@ fn now_ns() -> u64 {
|
||||
|
||||
impl Capturer for DuplCapturer {
|
||||
fn next_frame(&mut self) -> Result<CapturedFrame> {
|
||||
let deadline = Instant::now() + Duration::from_secs(10);
|
||||
// Generous: a secure-desktop switch can take several seconds to settle (re-resolve + recreate
|
||||
// the duplication up to 12 s). Better a few seconds of frozen-last-frame than dropping the stream.
|
||||
let deadline = Instant::now() + Duration::from_secs(20);
|
||||
loop {
|
||||
if let Some(f) = unsafe { self.acquire() }? {
|
||||
return Ok(f);
|
||||
@@ -425,7 +1109,7 @@ impl Capturer for DuplCapturer {
|
||||
}
|
||||
if Instant::now() > deadline {
|
||||
return Err(anyhow!(
|
||||
"no DXGI frame within 10s (SudoVDA monitor not activated by a WDDM GPU?)"
|
||||
"no DXGI frame within 20s (SudoVDA monitor not activated by a WDDM GPU?)"
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user