fix(encode/pyrowave): stop stamping GPU scheduling priority over pf-frame's auto gate #72
@@ -77,64 +77,21 @@ fn budget_for(bitrate_bps: u64, fps: u32) -> usize {
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((bitrate_bps / (8 * fps.max(1) as u64)) as usize).max(64 * 1024)
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}
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/// Raise this process's WDDM GPU scheduling priority so the wavelet encode isn't starved by a
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/// GPU-bound game. PyroWave encodes on the GPU's compute/shader cores — the exact resource a game
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/// saturates — so under load `pyrowave_encoder_encode_gpu_synchronous` spikes from ~2 ms to
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/// 15-18 ms (measured, RTX 4090 at 95 % game load) and the stream fps collapses; NVENC is immune
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/// because it runs on the separate encoder ASIC. HIGH sits above a game's NORMAL/ABOVE_NORMAL so
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/// the WDDM scheduler services the encode's short compute bursts ahead of the game's rendering.
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/// (REALTIME is deliberately avoided: it needs a privilege and would preempt the desktop
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/// compositor too.) Best-effort + once-per-process: if the class isn't grantable we log and run at
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/// normal priority — no session-fatal path.
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fn raise_process_gpu_priority() {
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use std::sync::Once;
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static ONCE: Once = Once::new();
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ONCE.call_once(|| {
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use windows::Wdk::Graphics::Direct3D::{
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D3DKMTSetProcessSchedulingPriorityClass, D3DKMT_SCHEDULINGPRIORITYCLASS_ABOVE_NORMAL,
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D3DKMT_SCHEDULINGPRIORITYCLASS_HIGH, D3DKMT_SCHEDULINGPRIORITYCLASS_REALTIME,
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};
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// `PUNKTFUNK_GPU_PRIORITY` = off | above-normal | high (default) | realtime. REALTIME can
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// force finer WDDM preemption than HIGH but needs a privilege and preempts the compositor,
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// so it stays opt-in; `off` skips the call entirely.
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let (class, label) = match std::env::var("PUNKTFUNK_GPU_PRIORITY")
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.ok()
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.as_deref()
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.map(str::trim)
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.map(str::to_ascii_lowercase)
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.as_deref()
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{
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Some("off") => {
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tracing::info!("PyroWave: PUNKTFUNK_GPU_PRIORITY=off — leaving GPU scheduling priority at default");
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return;
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}
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Some("above-normal") | Some("above_normal") => {
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(D3DKMT_SCHEDULINGPRIORITYCLASS_ABOVE_NORMAL, "ABOVE_NORMAL")
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}
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Some("realtime") => (D3DKMT_SCHEDULINGPRIORITYCLASS_REALTIME, "REALTIME"),
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_ => (D3DKMT_SCHEDULINGPRIORITYCLASS_HIGH, "HIGH"),
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};
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// SAFETY: `GetCurrentProcess` returns the current-process pseudo-handle; the D3DKMT call
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// only sets this process's GPU scheduling class — it creates/frees nothing.
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let status = unsafe {
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D3DKMTSetProcessSchedulingPriorityClass(GetCurrentProcess(), class)
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};
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if status.is_ok() {
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tracing::info!(
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priority = label,
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"PyroWave: raised process GPU scheduling priority (WDDM) so the wavelet encode is \
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serviced ahead of game rendering on the shared shader cores"
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);
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} else {
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tracing::warn!(
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?status,
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priority = label,
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"PyroWave: could not raise GPU scheduling priority (not grantable) — the encode \
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may be starved under heavy game GPU load"
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);
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}
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});
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}
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// GPU scheduling priority is deliberately NOT set here. `pf-frame`'s `dxgi::auto_priority_gate`
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// owns that policy for the whole process and runs once from `create_device` — the call the Windows
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// capture path always makes before any PyroWave texture exists.
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//
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// This module used to raise it itself, to HIGH, once per process. That was a SECOND owner of a
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// process-wide setting and it raced the real one: pf-frame's default `auto` mode starts at HIGH and
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// then UPGRADES to REALTIME once it has established that is safe (HAGS off, or HAGS on with VRAM
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// headroom, with a monitor that drops back when VRAM tightens — REALTIME + NVIDIA + HAGS +
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// near-full VRAM is a documented NVENC hang). Opening a PyroWave session after that upgrade stamped
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// HIGH back over REALTIME and the monitor, silently losing the ceiling-raise on exactly the
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// GPU-saturated workload PyroWave cares about most.
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//
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// The old `PUNKTFUNK_GPU_PRIORITY` knob went with it; `PUNKTFUNK_GPU_PRIORITY_CLASS`
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// (`off|normal|high|realtime|auto`, default `auto`) is the one that survives and it is strictly
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// more capable — the removed knob could not express the auto gate at all.
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pub struct PyroWaveEncoder {
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// pyrowave owns the whole Vulkan device (create_device_by_compat) — no ash on this side.
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@@ -188,9 +145,6 @@ impl PyroWaveEncoder {
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chroma: crate::ChromaFormat,
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bit_depth: u8,
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) -> Result<Self> {
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// Prioritize the host's GPU work over a running game so the compute-shader encode gets
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// scheduled promptly instead of queuing behind a full frame of the game's rendering.
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raise_process_gpu_priority();
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let chroma444 = chroma.is_444();
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// A negotiated 10-bit session rides 16-bit UNORM planes carrying the P010-style
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// studio codes the capturer's HDR CSC writes (design/pyrowave-444-hdr.md §2.2) —
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