//! DXGI Desktop Duplication capture (Windows) — the analogue of the PipeWire portal capturer. //! Creates a D3D11 device on the SudoVDA adapter (by LUID), finds the matching output (by GDI //! name), duplicates it, and on each `AcquireNextFrame` copies the desktop image into a CPU-readable //! staging texture → tightly-packed BGRA (the GPU-less path that feeds the software encoder). A //! future zero-copy path returns `FramePayload::D3d11` for NVENC. //! //! Validates only with a real GPU + an *activated* SudoVDA monitor (`DuplicateOutput` needs a live //! WDDM output). Compiles on the GPU-less VM; the pure helpers are unit-tested there. // Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program). #![deny(clippy::undocumented_unsafe_blocks)] use super::{CapturedFrame, Capturer, FramePayload, PixelFormat}; use anyhow::{anyhow, bail, Context, Result}; use std::ffi::c_void; use std::sync::atomic::{AtomicBool, AtomicU64, Ordering}; use std::time::{Duration, Instant, SystemTime, UNIX_EPOCH}; use windows::core::{s, Interface, PCSTR}; use windows::Win32::Foundation::{HMODULE, LUID}; use windows::Win32::Graphics::Direct3D::Fxc::D3DCompile; use windows::Win32::Graphics::Direct3D::{ ID3DBlob, D3D_DRIVER_TYPE_UNKNOWN, D3D_FEATURE_LEVEL_11_0, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, }; use windows::Win32::Graphics::Direct3D11::{ D3D11CreateDevice, ID3D11BlendState, ID3D11Buffer, ID3D11Device, ID3D11DeviceContext, ID3D11PixelShader, ID3D11RenderTargetView, ID3D11SamplerState, ID3D11ShaderResourceView, ID3D11Texture2D, ID3D11VertexShader, D3D11_BIND_CONSTANT_BUFFER, D3D11_BIND_FLAG, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_BLEND_DESC, D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_BLEND_SRC_ALPHA, D3D11_BUFFER_DESC, D3D11_COLOR_WRITE_ENABLE_ALL, D3D11_COMPARISON_NEVER, D3D11_CPU_ACCESS_READ, D3D11_CPU_ACCESS_WRITE, D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_MAPPED_SUBRESOURCE, D3D11_MAP_READ, D3D11_MAP_WRITE_DISCARD, D3D11_RENDER_TARGET_BLEND_DESC, D3D11_RENDER_TARGET_VIEW_DESC, D3D11_RENDER_TARGET_VIEW_DESC_0, D3D11_RTV_DIMENSION_TEXTURE2D, D3D11_SAMPLER_DESC, D3D11_SDK_VERSION, D3D11_SUBRESOURCE_DATA, D3D11_TEX2D_RTV, D3D11_TEXTURE2D_DESC, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_USAGE_DEFAULT, D3D11_USAGE_DYNAMIC, D3D11_USAGE_STAGING, D3D11_VIEWPORT, }; use windows::Win32::Graphics::Dxgi::Common::{ DXGI_FORMAT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_P010, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_SAMPLE_DESC, }; use windows::Win32::Graphics::Dxgi::{ CreateDXGIFactory1, IDXGIAdapter1, IDXGIDevice, IDXGIDevice1, IDXGIFactory1, IDXGIOutput1, IDXGIOutput5, IDXGIOutput6, IDXGIOutputDuplication, IDXGIResource, DXGI_ERROR_ACCESS_LOST, DXGI_ERROR_DEVICE_REMOVED, DXGI_ERROR_DEVICE_RESET, DXGI_ERROR_INVALID_CALL, DXGI_ERROR_MODE_CHANGE_IN_PROGRESS, DXGI_ERROR_WAIT_TIMEOUT, DXGI_OUTDUPL_DESC, DXGI_OUTDUPL_FRAME_INFO, DXGI_OUTDUPL_POINTER_SHAPE_INFO, DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR, DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR, }; use windows::Win32::System::StationsAndDesktops::{ CloseDesktop, OpenInputDesktop, SetThreadDesktop, DESKTOP_ACCESS_FLAGS, DESKTOP_CONTROL_FLAGS, }; use windows::Win32::UI::WindowsAndMessaging::SetCursorPos; /// The Windows capture identity carried out of the SudoVDA backend in /// [`crate::vdisplay::VirtualOutput`]: which adapter + which GDI output to duplicate. #[derive(Clone, Debug)] pub struct WinCaptureTarget { /// Packed DXGI adapter LUID (`(HighPart << 32) | (LowPart & 0xffff_ffff)`). pub adapter_luid: i64, /// The output's GDI device name, e.g. `\\.\DISPLAY3`. Can CHANGE across a secure-desktop switch. pub gdi_name: String, /// Stable SudoVDA target id — re-resolved to the current GDI name on every recovery. pub target_id: u32, } /// A GPU-resident captured texture (future NVENC-D3D11 zero-copy path). pub struct D3d11Frame { pub texture: ID3D11Texture2D, pub device: ID3D11Device, } // SAFETY: `D3d11Frame` owns an `ID3D11Texture2D` + `ID3D11Device`, which are COM interface pointers. // D3D11 devices/resources use thread-safe (interlocked) COM reference counting, and the device is // created free-threaded (`make_device` passes no `D3D11_CREATE_DEVICE_SINGLETHREADED`), so handing // ownership of the frame to another thread — the capture→encode handoff — and releasing it there is // sound. The value is moved, never aliased (no `Sync`), so there is no concurrent use of the // single-threaded immediate context. unsafe impl Send for D3d11Frame {} pub fn pack_luid(luid: LUID) -> i64 { ((luid.HighPart as i64) << 32) | (luid.LowPart as i64 & 0xffff_ffff) } /// Does a fixed-size UTF-16 GDI device name (NUL-padded, e.g. `DXGI_OUTPUT_DESC::DeviceName`) /// equal `target`? fn gdi_name_matches(name16: &[u16], target: &str) -> bool { let s = String::from_utf16_lossy(name16); s.trim_end_matches('\u{0}') == target } /// Copy a row-padded BGRA surface (`pitch` >= `w*4`) into a tightly-packed `w*4*h` buffer. fn depad_bgra(src: &[u8], pitch: usize, w: usize, h: usize) -> Vec { let row = w * 4; let mut out = vec![0u8; row * h]; for y in 0..h { out[y * row..y * row + row].copy_from_slice(&src[y * pitch..y * pitch + row]); } out } /// Re-find the live `IDXGIOutput1` for a GDI name across all adapters (the SudoVDA monitor is /// enumerated under the rendering GPU). Used to recover after ACCESS_LOST, where the cached handle /// may be stale. pub(crate) unsafe fn find_output(gdi_name: &str) -> Result<(IDXGIAdapter1, IDXGIOutput1)> { let factory: IDXGIFactory1 = CreateDXGIFactory1().context("CreateDXGIFactory1")?; let mut i = 0u32; while let Ok(a) = factory.EnumAdapters1(i) { let mut j = 0u32; while let Ok(o) = a.EnumOutputs(j) { let od = o.GetDesc()?; if gdi_name_matches(&od.DeviceName, gdi_name) { // Diagnostic: which ADAPTER does this output sit under, and at what LUID? If this LUID // BOUNCES across an ACCESS_LOST storm, the output is being reparented between adapters // (the multi-GPU/IDD case Apollo's win32u hook + SET_RENDER_ADAPTER fix). If it's STABLE, // the storm is something else (e.g. HDR independent-flip DDA can't capture). if let Ok(ad) = a.GetDesc1() { let name = String::from_utf16_lossy(&ad.Description); tracing::info!( output = gdi_name, adapter = name.trim_end_matches('\u{0}'), luid = format!( "{:08x}:{:08x}", ad.AdapterLuid.HighPart, ad.AdapterLuid.LowPart ), "find_output: output resolved under adapter" ); } return Ok((a.clone(), o.cast::()?)); } j += 1; } i += 1; } bail!("no DXGI output named {gdi_name} (gone after ACCESS_LOST?)") } /// Read the source display's static HDR mastering metadata via `IDXGIOutput6::GetDesc1` (the /// monitor IS the "mastering display" for a desktop capture, exactly as Sunshine/Apollo treat it). /// GetDesc1 exposes the colour primaries, white point, and min/max mastering luminance but NOT a /// content light level, so MaxCLL/MaxFALL are left `0` (unknown — the display tone-maps from the /// mastering luminance). `None` if the output can't be cast to `IDXGIOutput6` or the call fails. unsafe fn read_output_hdr_meta(output: &IDXGIOutput1) -> Option { let out6: IDXGIOutput6 = output.cast().ok()?; let d = out6.GetDesc1().ok()?; let m = crate::hdr::hdr_meta_from_display( (d.RedPrimary[0], d.RedPrimary[1]), (d.GreenPrimary[0], d.GreenPrimary[1]), (d.BluePrimary[0], d.BluePrimary[1]), (d.WhitePoint[0], d.WhitePoint[1]), d.MaxLuminance, d.MinLuminance, 0, // MaxCLL: GetDesc1 has no content light level (Apollo zeroes it) 0, // MaxFALL ); tracing::info!( max_nits = d.MaxLuminance, min_nits = d.MinLuminance, max_full_frame_nits = d.MaxFullFrameLuminance, "read source display HDR mastering metadata (GetDesc1)" ); Some(m) } /// Create a fresh D3D11 device + context on a specific adapter (driver_type UNKNOWN with an explicit /// adapter). Used at open and on every ACCESS_LOST: a device created on one desktop cannot sustain a /// duplication on a *different* desktop (perpetual ACCESS_LOST), so the secure-desktop switch needs a /// device made while the thread is attached to that desktop. pub(crate) unsafe fn make_device( adapter: &IDXGIAdapter1, ) -> Result<(ID3D11Device, ID3D11DeviceContext)> { let mut device: Option = None; let mut context: Option = None; D3D11CreateDevice( adapter, D3D_DRIVER_TYPE_UNKNOWN, HMODULE::default(), D3D11_CREATE_DEVICE_BGRA_SUPPORT, Some(&[D3D_FEATURE_LEVEL_11_0]), D3D11_SDK_VERSION, Some(&mut device), None, Some(&mut context), ) .context("D3D11CreateDevice")?; let device = device.context("null D3D11 device")?; let context = context.context("null D3D11 context")?; // Apollo-style GPU scheduling hardening (Sunshine display_base.cpp:599-709). Our capture+encode // shares the GPU with the streamed game; when the game saturates the GPU our process is starved of // GPU time slices, so NVENC sits near-idle yet `lock_bitstream` waits ~20 ms for our context to be // scheduled — capping the stream (~47 fps measured at 5K@240) and stuttering. Per-frame copy/convert // is NOT the cause (zero-copy + thread-priority alone didn't move it); the PROCESS-level GPU // scheduling priority class is the decisive cross-process lever. Secondary: the absolute per-device // GPU thread priority and a 1-frame latency cap. elevate_process_gpu_priority(); if let Ok(dxgi_dev) = device.cast::() { // Apollo's absolute max GPU thread priority (0x4000001E); fall back to relative +7. if dxgi_dev.SetGPUThreadPriority(0x4000_001E).is_err() && dxgi_dev.SetGPUThreadPriority(7).is_err() { tracing::warn!("SetGPUThreadPriority failed (run as admin/SYSTEM for GPU priority)"); } } if let Ok(dxgi1) = device.cast::() { let _ = dxgi1.SetMaximumFrameLatency(1); } Ok((device, context)) } /// Resolve the configured GPU scheduling-priority class from `PUNKTFUNK_GPU_PRIORITY_CLASS` /// (`off|normal|high|realtime`, default high). `None` = leave it at the OS default (the `off` opt-out). /// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4, REALTIME 5. fn configured_gpu_priority_class() -> Option { match std::env::var("PUNKTFUNK_GPU_PRIORITY_CLASS") .ok() .as_deref() { Some("off") => None, Some("normal") => Some(2), Some("realtime") => Some(5), _ => Some(4), // HIGH — safe on NVIDIA+HAGS (realtime can freeze NVENC) } } /// Enable SE_INC_BASE_PRIORITY on the CURRENT process token (best-effort) — the kernel gates the /// HIGH/REALTIME GPU scheduling-priority bump on it. Held by SYSTEM/Administrators; a UAC-FILTERED /// token (what `CreateProcessAsUserW` hands the WGC helper) does NOT have it, which is why the helper /// can't elevate itself and the SYSTEM host stamps the class onto it cross-process instead (see /// [`set_child_gpu_priority_class`]). unsafe fn enable_inc_base_priority() { use windows::core::PCWSTR; use windows::Win32::Foundation::{CloseHandle, HANDLE, LUID}; use windows::Win32::Security::{ AdjustTokenPrivileges, LookupPrivilegeValueW, LUID_AND_ATTRIBUTES, SE_INC_BASE_PRIORITY_NAME, SE_PRIVILEGE_ENABLED, TOKEN_ADJUST_PRIVILEGES, TOKEN_PRIVILEGES, TOKEN_QUERY, }; use windows::Win32::System::Threading::{GetCurrentProcess, OpenProcessToken}; let mut token = HANDLE::default(); if OpenProcessToken( GetCurrentProcess(), TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY, &mut token, ) .is_ok() { let mut luid = LUID::default(); if LookupPrivilegeValueW(PCWSTR::null(), SE_INC_BASE_PRIORITY_NAME, &mut luid).is_ok() { let tp = TOKEN_PRIVILEGES { PrivilegeCount: 1, Privileges: [LUID_AND_ATTRIBUTES { Luid: luid, Attributes: SE_PRIVILEGE_ENABLED, }], }; if AdjustTokenPrivileges( token, false, Some(&tp as *const TOKEN_PRIVILEGES), 0, None, None, ) .is_err() { tracing::warn!("could not enable SE_INC_BASE_PRIORITY for GPU priority"); } } let _ = CloseHandle(token); } } /// Call `gdi32!D3DKMTSetProcessSchedulingPriorityClass(process, prio)` (no stable windows-rs binding — /// loaded by name). Returns the NTSTATUS (0 = success) or `None` if the export can't be resolved. The /// CALLING process must hold SE_INC_BASE_PRIORITY ([`enable_inc_base_priority`]) for HIGH/REALTIME; the /// kernel checks the caller's privilege whether the target is self or a child we created. unsafe fn d3dkmt_set_scheduling_priority_class( process: windows::Win32::Foundation::HANDLE, prio: i32, ) -> Option { use windows::core::s; use windows::Win32::Foundation::HANDLE; use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA}; let gdi32 = LoadLibraryA(s!("gdi32.dll")).ok()?; let p = GetProcAddress(gdi32, s!("D3DKMTSetProcessSchedulingPriorityClass"))?; type SetPrio = unsafe extern "system" fn(HANDLE, i32) -> i32; let f: SetPrio = std::mem::transmute(p); Some(f(process, prio)) } /// Apollo-style GPU scheduling-priority hardening (Sunshine `display_base.cpp:599-709`). On a /// GPU-saturated game our capture+encode process is starved of GPU time slices — NVENC sits ~idle but /// `lock_bitstream` waits ~20 ms for our context to be scheduled. Elevating the PROCESS GPU scheduling /// priority class (the strong cross-process lever — far more effective than `SetGPUThreadPriority` /// alone, which we measured as no help) lets our brief encode preempt the game. Uses HIGH, NOT /// realtime: realtime on NVIDIA + HAGS can freeze/crash NVENC (Apollo downgrades it for exactly this). /// Runs once per process; best-effort. `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime` /// (default high). NOTE: in the SYSTEM-host + user-session-helper deployment this self-set NO-OPs in /// the helper (filtered token), so the host also sets it on the helper via [`set_child_gpu_priority_class`]. fn elevate_process_gpu_priority() { use std::sync::Once; static ONCE: Once = Once::new(); // SAFETY: the closure calls two of this module's `unsafe fn`s — `enable_inc_base_priority` // (adjusts the current-process token; it has no caller precondition and builds all its FFI args // locally) and `d3dkmt_set_scheduling_priority_class` (loads gdi32 by name and calls the export). // The latter requires `process` to be a valid process handle; `GetCurrentProcess()` returns the // current-process pseudo-handle, which is always valid and needs no close. Runs once via // `Once::call_once`; no raw pointers are dereferenced here. ONCE.call_once(|| unsafe { use windows::Win32::System::Threading::GetCurrentProcess; let Some(prio) = configured_gpu_priority_class() else { tracing::info!("GPU process scheduling priority class left at default (off)"); return; }; enable_inc_base_priority(); match d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), prio) { Some(0) => tracing::info!( priority_class = prio, "GPU process scheduling priority class set (2=normal 4=high 5=realtime)" ), Some(st) => tracing::warn!( status = format!("0x{st:08X}"), "D3DKMTSetProcessSchedulingPriorityClass failed (run as admin/SYSTEM for GPU priority)" ), None => tracing::warn!("D3DKMTSetProcessSchedulingPriorityClass export not found"), } }); } /// Set the GPU scheduling-priority class of ANOTHER process we created — the WGC capture+encode helper /// in the interactive user session. The helper is spawned with the user's UAC-FILTERED token, which /// lacks SE_INC_BASE_PRIORITY, so its own [`elevate_process_gpu_priority`] silently no-ops and NVENC /// gets starved under a GPU-saturating game (the "240→40 fps in-game collapse"). The SYSTEM host DOES /// hold the privilege, so it stamps the class onto the child's process handle right after spawn — the /// process-level class applies to GPU contexts the child creates afterwards. Best-effort; logged. /// `PUNKTFUNK_GPU_PRIORITY_CLASS=off` disables it (same knob as the self path). /// /// # Safety /// `process` must be a valid handle to a process we own with at least PROCESS_SET_INFORMATION access /// (the just-created helper, `PROCESS_INFORMATION::hProcess`). pub(crate) unsafe fn set_child_gpu_priority_class(process: windows::Win32::Foundation::HANDLE) { let Some(prio) = configured_gpu_priority_class() else { return; }; enable_inc_base_priority(); // the SYSTEM host holds SE_INC_BASE_PRIORITY; the helper does not match d3dkmt_set_scheduling_priority_class(process, prio) { Some(0) => tracing::info!( priority_class = prio, "WGC helper GPU scheduling priority class set cross-process from the SYSTEM host \ (2=normal 4=high 5=realtime)" ), Some(st) => tracing::warn!( status = format!("0x{st:08X}"), "cross-process D3DKMTSetProcessSchedulingPriorityClass on the WGC helper failed" ), None => tracing::warn!( "D3DKMTSetProcessSchedulingPriorityClass export not found — WGC helper has no GPU priority" ), } } /// Re-find the output, make a fresh device on its adapter, and duplicate it. Used by the ACCESS_LOST /// recovery to rebuild the whole capture on the current (possibly secure) input desktop. unsafe fn reopen_duplication( gdi_name: &str, want_hdr: bool, ) -> Result<( ID3D11Device, ID3D11DeviceContext, IDXGIOutput1, IDXGIOutputDuplication, )> { let (adapter, out) = find_output(gdi_name)?; let (dev, ctx) = make_device(&adapter)?; let dupl = duplicate_output(&out, &dev, want_hdr).context("re-DuplicateOutput after ACCESS_LOST")?; Ok((dev, ctx, out, dupl)) } /// Create the output duplication. Prefer `IDXGIOutput5::DuplicateOutput1` with an explicit /// encoder-format list (FP16 first, then BGRA8) — Apollo's path. It hands us the desktop's real /// scanout format (HDR FP16 or SDR BGRA8) and is far more robust to overlay/format changes than /// legacy `DuplicateOutput` (which always tone-maps to 8-bit BGRA — the source of much of the /// ACCESS_LOST churn). Requires the process be per-monitor-v2 DPI aware (set at startup in /// [`install_gpu_pref_hook`]). Falls back to legacy `DuplicateOutput` if Output5 is unavailable or /// `DuplicateOutput1` fails. unsafe fn duplicate_output( output: &IDXGIOutput1, device: &ID3D11Device, want_hdr: bool, ) -> Result { if let Ok(output5) = output.cast::() { // For an HDR session, request FP16 FIRST so DuplicateOutput1 hands back the desktop's real // scRGB HDR surface → the `hdr_fp16` path converts it to BT.2020 PQ 10-bit for NVENC Main10. // For SDR request BGRA8 only: listing FP16 first would make DXGI hand back FP16 even on an SDR // desktop, wrongly tripping the HDR path. (HDR DDA is used for the secure desktop, where the // SudoVDA may be in HDR and legacy DuplicateOutput — the SDR-era API — can't capture FP16.) let formats: &[DXGI_FORMAT] = if want_hdr { &[DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_B8G8R8A8_UNORM] } else { &[DXGI_FORMAT_B8G8R8A8_UNORM] }; // RETRY DuplicateOutput1. The caller releases the OLD duplication (self.dupl = None) immediately // before calling us, and the kernel-side teardown of that duplication is ASYNC — the FIRST // DuplicateOutput1 right after can race it and return E_ACCESSDENIED ("output still duplicated") // even though we dropped our only reference. A few short retries let the teardown finish so the // ROBUST DuplicateOutput1 dup succeeds, instead of falling through to legacy DuplicateOutput, // which "succeeds" into a fragile dup that churns ACCESS_LOST/MODE_CHANGE every few ms on this // cross-GPU IDD. (This is why DuplicateOutput1 failed but the legacy call a beat later // succeeded — pure timing. Apollo retries DuplicateOutput1 2x/200ms for the same reason.) // Apollo waits 200 ms between DuplicateOutput1 attempts — the kernel-side teardown of the // just-released duplication takes that long, so short (ms) waits aren't enough. Env-tunable so // we can dial it without a rebuild: PUNKTFUNK_DUP_RETRY_MS (per-wait, default 200) × // PUNKTFUNK_DUP_RETRY_N (attempts, default 6) → ~1 s worst case before the legacy fallback. let retry_ms: u64 = std::env::var("PUNKTFUNK_DUP_RETRY_MS") .ok() .and_then(|s| s.parse().ok()) .unwrap_or(200); // Default 1 (no retry → immediate legacy fallback). On the secure desktop DuplicateOutput1 // ALWAYS refuses (only LOGON_UI may use it), so retrying there just blocks the capture thread; // and on the normal desktop the release-before-reduplicate + gentle recovery already keep the // legacy dup stable. Raise PUNKTFUNK_DUP_RETRY_N only on a box where DuplicateOutput1 can win // the old-dup-teardown race (then PUNKTFUNK_DUP_RETRY_MS sets the per-wait, default 200). // HDR DDA genuinely NEEDS DuplicateOutput1 (legacy DuplicateOutput can't capture an FP16/HDR // desktop — it returns E_INVALIDARG), so give it several attempts even on the secure desktop // rather than bailing after one try to the useless legacy fallback. SDR keeps the default 1. let attempts: u64 = std::env::var("PUNKTFUNK_DUP_RETRY_N") .ok() .and_then(|s| s.parse().ok()) .unwrap_or(if want_hdr { 5 } else { 1 }) .max(1); let mut last_err = None; for attempt in 0..attempts { match output5.DuplicateOutput1(device, 0, formats) { Ok(d) => { if attempt > 0 { tracing::debug!( attempt, "DuplicateOutput1 succeeded on retry (rode out old-dup teardown race)" ); } return Ok(d); } Err(e) => { last_err = Some(e); if attempt + 1 < attempts { std::thread::sleep(Duration::from_millis(retry_ms)); } } } } if let Some(e) = last_err { // Expected on the secure (Winlogon) desktop (DuplicateOutput1 is LOGON_UI-only) and fires // once per gentle recovery there — throttle so a lock dwell doesn't flood the log. The // legacy fallback below handles it; gentle recovery keeps it from churning. static FALLBACKS: AtomicU64 = AtomicU64::new(0); if FALLBACKS.fetch_add(1, Ordering::Relaxed) % 64 == 0 { tracing::debug!( error = %format!("{e:?}"), "DuplicateOutput1 unavailable — using legacy DuplicateOutput (expected on the secure desktop)" ); } } } output.DuplicateOutput(device).context("DuplicateOutput") } /// Park the cursor on a duplicated output. A blank virtual display emits NO Desktop Duplication /// frames until something changes; a pointer move IS a DDA "change", so this kicks the very first /// `AcquireNextFrame` loose — and lands the cursor on the display the client is viewing. Two moves /// to distinct points guarantee an actual move even if the cursor already sat at the center. /// Re-sync the calling (capture) thread to the CURRENT input desktop. MUST be called on EVERY recovery /// — symmetrically for ENTERING and LEAVING the Winlogon (secure: lock/login/UAC) desktop. Gating it on /// is_secure_desktop() (the old bug) re-attached only on the way IN, so on the way OUT the capture /// thread stayed stuck on the gone Winlogon desktop and every rebuild failed → no frames → client /// timeout → "display disconnected". Apollo calls its equivalent (syncThreadDesktop) before every /// duplicate. Opening the secure desktop requires SYSTEM (the host relaunches itself as SYSTEM). /// Matches Apollo by closing the handle right after SetThreadDesktop — the thread keeps the desktop via /// an internal reference, so this does NOT leak even when called on every recovery. unsafe fn attach_input_desktop() { match OpenInputDesktop( DESKTOP_CONTROL_FLAGS(0), false, DESKTOP_ACCESS_FLAGS(0x1000_0000), // GENERIC_ALL ) { Ok(desk) => { if let Err(e) = SetThreadDesktop(desk) { tracing::warn!(error = %format!("{e:?}"), "attach_input_desktop: SetThreadDesktop FAILED"); } let _ = CloseDesktop(desk); } Err(e) => { tracing::warn!(error = %format!("{e:?}"), "attach_input_desktop: OpenInputDesktop FAILED") } } } pub(crate) unsafe fn nudge_cursor_onto(output: &IDXGIOutput1) { if let Ok(od) = output.GetDesc() { let r = od.DesktopCoordinates; let _ = SetCursorPos(r.left + 8, r.top + 8); let _ = SetCursorPos((r.left + r.right) / 2, (r.top + r.bottom) / 2); } } /// How many times DXGI has actually called our hooked `NtGdiDdDDIGetCachedHybridQueryValue`. If this /// stays 0 while DDA churns with ACCESS_LOST, the hook is NOT on DXGI's GPU-preference path on this /// build (so reparenting can't be the cause — look at composition/independent-flip instead). >0 with /// continuing churn means the hook fires but reparenting isn't the trigger here. static HYBRID_HOOK_HITS: AtomicU64 = AtomicU64::new(0); pub(crate) fn hybrid_hook_hits() -> u64 { HYBRID_HOOK_HITS.load(Ordering::Relaxed) } // kernel32 — declared directly so we don't pull the whole Win32_System_Diagnostics_Debug feature for // one call. FlushInstructionCache serializes the i-cache after the inline patch: the patch is written // on the main thread but DXGI runs the hooked export from the encode/worker thread (possibly a // different core), so the "same-thread, no flush needed" assumption was wrong. #[link(name = "kernel32")] extern "system" { fn FlushInstructionCache(h: *mut c_void, base: *const c_void, size: usize) -> i32; fn GetCurrentProcess() -> *mut c_void; fn SetThreadExecutionState(es_flags: u32) -> u32; } const ES_CONTINUOUS: u32 = 0x8000_0000; const ES_SYSTEM_REQUIRED: u32 = 0x0000_0001; const ES_DISPLAY_REQUIRED: u32 = 0x0000_0002; /// Replacement for `win32u.dll!NtGdiDdDDIGetCachedHybridQueryValue`: always report /// `D3DKMT_GPU_PREFERENCE_STATE_UNSPECIFIED` (3). We fully replace the function (never call the /// original), so no trampoline is needed. (Ported verbatim from Apollo's MinHook hook.) unsafe extern "system" fn hybrid_query_hook(gpu_preference: *mut u32) -> i32 { HYBRID_HOOK_HITS.fetch_add(1, Ordering::Relaxed); if gpu_preference.is_null() { return 0xC000_000Du32 as i32; // STATUS_INVALID_PARAMETER } *gpu_preference = 3; // D3DKMT_GPU_PREFERENCE_STATE_UNSPECIFIED 0 // STATUS_SUCCESS } /// Apollo's win32u GPU-preference hook, ported. On a HYBRID-GPU box DXGI resolves a GPU preference /// (registry + power settings + the hybrid-adapter DDI) and REPARENTS outputs onto the chosen render /// GPU — which constantly invalidates Desktop Duplication (DXGI_ERROR_ACCESS_LOST 0x887A0026, the /// freeze/churn observed on the RTX 4090 + AMD iGPU box; `SET_RENDER_ADAPTER` is ignored there). Faking /// a cached preference of UNSPECIFIED makes DXGI skip the resolution, so the output is NOT reparented /// and DDA stays stable on one adapter (this is what makes Apollo's DDA work on this hardware). /// Installed once, before the first DXGI factory/enumeration; lasts the process lifetime (like Apollo). pub(crate) fn install_gpu_pref_hook() { use std::sync::Once; static HOOK: Once = Once::new(); // SAFETY: this one-time hook install only touches a region it has just validated. // `LoadLibraryA("win32u.dll")` + `GetProcAddress("NtGdiDdDDIGetCachedHybridQueryValue")` yield the // live base of the real exported function, so `target` is a valid executable code pointer to at // least the 12 bytes the patch overwrites (an x64 prologue, per Apollo's verified hook). The two // `ptr::copy_nonoverlapping`s each move exactly 12 bytes between the 12-byte stack arrays // (`patch`/`readback`) and `target`, which `VirtualProtect(target, 12, PAGE_EXECUTE_READWRITE, …)` // has just made writable (and is restored to `old` after) — source and dest never overlap (stack // vs. loaded module image), so every access stays in mapped, in-bounds memory. // `FlushInstructionCache` gets the current-process pseudo-handle + that same range. The DPI calls // take by-value context handles / fill the live local `&mut old`/`&mut restore` for the duration of // each synchronous call. Runs once via `Once::call_once`, before any DXGI use. HOOK.call_once(|| unsafe { use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA}; use windows::Win32::System::Memory::{ VirtualProtect, PAGE_EXECUTE_READWRITE, PAGE_PROTECTION_FLAGS, }; use windows::Win32::UI::HiDpi::{ GetAwarenessFromDpiAwarenessContext, GetThreadDpiAwarenessContext, SetProcessDpiAwarenessContext, DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2, }; // Per-monitor-v2 DPI awareness — REQUIRED for IDXGIOutput5::DuplicateOutput1 (without it the // call returns E_ACCESSDENIED forever, forcing the legacy DuplicateOutput path). Matches // Apollo's startup. SetProcessDpiAwarenessContext fails with E_ACCESS_DENIED if awareness was // already set (manifest / earlier call) — log the outcome AND the effective awareness so a // 100% DuplicateOutput1 E_ACCESSDENIED is diagnosable instead of silent. match SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) { Ok(()) => tracing::info!("DPI awareness set: PER_MONITOR_AWARE_V2"), Err(e) => tracing::warn!(error = %format!("{e:?}"), "SetProcessDpiAwarenessContext failed (already set?) — DuplicateOutput1 may E_ACCESSDENIED"), } // 0=UNAWARE 1=SYSTEM 2=PER_MONITOR(_V2). DuplicateOutput1 needs 2. let awareness = GetAwarenessFromDpiAwarenessContext(GetThreadDpiAwarenessContext()).0; tracing::info!(awareness, "effective DPI awareness (need 2=PER_MONITOR for DuplicateOutput1)"); let Ok(lib) = LoadLibraryA(s!("win32u.dll")) else { tracing::warn!("GPU-pref hook: win32u.dll not loadable — skipping (DDA may churn on hybrid GPUs)"); return; }; let Some(target) = GetProcAddress(lib, s!("NtGdiDdDDIGetCachedHybridQueryValue")) else { tracing::warn!("GPU-pref hook: NtGdiDdDDIGetCachedHybridQueryValue not exported — skipping"); return; }; let target = target as usize as *mut u8; // x64 absolute jump to our replacement: `mov rax, imm64 ; jmp rax` (12 bytes). We never call the // original, so no trampoline/relocation (hence no detour crate / C length-disassembler dep). let hook = hybrid_query_hook as *const () as usize; let mut patch = [0u8; 12]; patch[0] = 0x48; patch[1] = 0xB8; // mov rax, imm64 patch[2..10].copy_from_slice(&hook.to_le_bytes()); patch[10] = 0xFF; patch[11] = 0xE0; // jmp rax let mut old = PAGE_PROTECTION_FLAGS(0); if VirtualProtect(target as *const c_void, 12, PAGE_EXECUTE_READWRITE, &mut old).is_err() { tracing::warn!("GPU-pref hook: VirtualProtect failed — skipping"); return; } std::ptr::copy_nonoverlapping(patch.as_ptr(), target, 12); let mut restore = PAGE_PROTECTION_FLAGS(0); let _ = VirtualProtect(target as *const c_void, 12, old, &mut restore); // Serialize the i-cache: the patch is written here (main thread) but DXGI calls the export from // the capture/encode worker thread — possibly a different core with a stale i-cache, in which // case it would keep running the ORIGINAL function and DXGI would still reparent. (Apollo's // MinHook does this flush internally; our hand-rolled patch must do it explicitly.) let _ = FlushInstructionCache(GetCurrentProcess(), target as *const c_void, 12); // VERIFY the patch actually landed (CFG/hotpatch/short-stub could silently reject it). Read it // back; an error! (not a cheery "installed") makes a dead hook obvious in the logs. let mut readback = [0u8; 12]; std::ptr::copy_nonoverlapping(target, readback.as_mut_ptr(), 12); if readback == patch { tracing::info!( "GPU-pref hook installed + verified (win32u hybrid-query -> UNSPECIFIED): reparenting disabled" ); } else { tracing::error!( want = %format!("{patch:02x?}"), got = %format!("{readback:02x?}"), "GPU-pref hook patch did NOT land — hook is DEAD (DXGI will still reparent → ACCESS_LOST churn)" ); } }); } // DXGI Desktop Duplication deliberately EXCLUDES the hardware cursor from the captured surface (the // OS composites it separately). We capture the cursor shape/position from the frame info and blend it // back in — on the GPU for the zero-copy path (a CPU readback would stall the 240 fps pipeline). const CURSOR_VS: &str = r" cbuffer Rect : register(b0) { float4 r; }; struct VOut { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; VOut main(uint vid : SV_VertexID) { float2 uv = float2((vid == 1 || vid == 3) ? 1.0 : 0.0, (vid >= 2) ? 1.0 : 0.0); VOut o; o.pos = float4(lerp(r.x, r.z, uv.x), lerp(r.y, r.w, uv.y), 0.0, 1.0); o.uv = uv; return o; } "; const CURSOR_PS: &str = r" Texture2D tx : register(t0); SamplerState sm : register(s0); // b0 is shared with the VS: float4 rect, then the HDR cursor params. For SDR white_mul=1 / decode=0 // so this is a no-op (returns the raw sampled BGRA, blended in the display's native sRGB space). For // HDR the cursor is composited onto a LINEAR scRGB FP16 surface where 1.0 = 80 nits, so we sRGB→ // linear decode (correct alpha blending + no dark edge fringe) and scale to HDR graphics white // (~203 nits → white_mul = 203/80) so the cursor isn't ~2.5x too dim vs the HDR desktop. cbuffer C : register(b0) { float4 rect; float white_mul; float decode; float2 pad; }; float3 srgb_to_linear(float3 c) { return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4); } float4 main(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_TARGET { float4 s = tx.Sample(sm, uv); float3 rgb = s.rgb; if (decode > 0.5) { rgb = srgb_to_linear(rgb); } rgb *= white_mul; return float4(rgb, s.a); } "; unsafe fn compile_shader(src: &str, entry: PCSTR, target: PCSTR) -> Result> { let mut blob: Option = None; let mut errs: Option = None; let r = D3DCompile( src.as_ptr() as *const c_void, src.len(), PCSTR::null(), None, None, entry, target, 0, 0, &mut blob, Some(&mut errs), ); if r.is_err() { let msg = errs .as_ref() .map(|e| { let p = e.GetBufferPointer() as *const u8; String::from_utf8_lossy(std::slice::from_raw_parts(p, e.GetBufferSize())) .to_string() }) .unwrap_or_default(); bail!("D3DCompile failed: {msg}"); } let blob = blob.context("no shader blob")?; let p = blob.GetBufferPointer() as *const u8; Ok(std::slice::from_raw_parts(p, blob.GetBufferSize()).to_vec()) } /// A DXGI cursor shape decomposed into up to two BGRA layers. A single shape can require BOTH a /// normal alpha-blended layer AND a screen-inverting (XOR) layer at once — e.g. a masked-color text /// I-beam (opaque pixels + invert pixels) or a monochrome cursor mixing opaque and invert pixels. /// Each layer is composited with its own blend; a single image + single blend (the old approach) /// renders such mixed shapes wrong (wrong color, or a black box where the screen should invert). #[derive(Clone, Default)] struct CursorShape { w: u32, h: u32, /// Layer composited with src-over alpha (transparent where a==0). `None` if it has no pixels. alpha: Option>, /// Layer composited with the inversion blend (white opaque → invert the screen underneath). /// `None` if it has no pixels. xor: Option>, } /// GPU cursor overlay: a tiny shader pipeline that blends the cursor texture(s) onto the captured /// frame. Tied to one D3D11 device; rebuilt when the capturer recreates its device on a desktop switch. struct CursorCompositor { vs: ID3D11VertexShader, ps: ID3D11PixelShader, cbuf: ID3D11Buffer, blend: ID3D11BlendState, /// Inversion blend for masked-color (XOR) cursors like the text I-beam: result = white*(1-dest), /// i.e. it inverts the screen under the cursor so it's visible on any background. blend_invert: ID3D11BlendState, sampler: ID3D11SamplerState, /// Alpha-blended layer (normal cursor pixels). srv + width + height. tex_alpha: Option<(ID3D11ShaderResourceView, u32, u32)>, /// Inversion-blended layer (screen-inverting pixels: masked-color I-beam bar, monochrome invert). tex_xor: Option<(ID3D11ShaderResourceView, u32, u32)>, } impl CursorCompositor { unsafe fn new(device: &ID3D11Device) -> Result { let vsb = compile_shader(CURSOR_VS, s!("main"), s!("vs_5_0"))?; let psb = compile_shader(CURSOR_PS, s!("main"), s!("ps_5_0"))?; let mut vs = None; device.CreateVertexShader(&vsb, None, Some(&mut vs))?; let mut ps = None; device.CreatePixelShader(&psb, None, Some(&mut ps))?; let cbd = D3D11_BUFFER_DESC { ByteWidth: 32, // float4 rect + (white_mul, decode, pad, pad) for the HDR cursor PS Usage: D3D11_USAGE_DYNAMIC, BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32, CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32, ..Default::default() }; let mut cbuf = None; device.CreateBuffer(&cbd, None, Some(&mut cbuf))?; let mut bd = D3D11_BLEND_DESC::default(); bd.RenderTarget[0] = D3D11_RENDER_TARGET_BLEND_DESC { BlendEnable: true.into(), SrcBlend: D3D11_BLEND_SRC_ALPHA, DestBlend: D3D11_BLEND_INV_SRC_ALPHA, BlendOp: D3D11_BLEND_OP_ADD, SrcBlendAlpha: D3D11_BLEND_ONE, DestBlendAlpha: D3D11_BLEND_INV_SRC_ALPHA, BlendOpAlpha: D3D11_BLEND_OP_ADD, RenderTargetWriteMask: D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8, }; let mut blend = None; device.CreateBlendState(&bd, Some(&mut blend))?; // Inversion blend: result.rgb = src*(1-dest) + dest*(1-src.a). A white opaque cursor pixel // (src=1,a=1) -> 1-dest (inverted); a transparent pixel (src=0,a=0) -> dest (unchanged). let mut bdi = D3D11_BLEND_DESC::default(); bdi.RenderTarget[0] = D3D11_RENDER_TARGET_BLEND_DESC { BlendEnable: true.into(), SrcBlend: D3D11_BLEND_INV_DEST_COLOR, DestBlend: D3D11_BLEND_INV_SRC_ALPHA, BlendOp: D3D11_BLEND_OP_ADD, SrcBlendAlpha: D3D11_BLEND_ONE, DestBlendAlpha: D3D11_BLEND_INV_SRC_ALPHA, BlendOpAlpha: D3D11_BLEND_OP_ADD, RenderTargetWriteMask: D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8, }; let mut blend_invert = None; device.CreateBlendState(&bdi, Some(&mut blend_invert))?; let sd = D3D11_SAMPLER_DESC { Filter: D3D11_FILTER_MIN_MAG_MIP_POINT, AddressU: D3D11_TEXTURE_ADDRESS_CLAMP, AddressV: D3D11_TEXTURE_ADDRESS_CLAMP, AddressW: D3D11_TEXTURE_ADDRESS_CLAMP, ComparisonFunc: D3D11_COMPARISON_NEVER, MaxLOD: f32::MAX, ..Default::default() }; let mut sampler = None; device.CreateSamplerState(&sd, Some(&mut sampler))?; Ok(Self { vs: vs.context("vs")?, ps: ps.context("ps")?, cbuf: cbuf.context("cbuf")?, blend: blend.context("blend")?, blend_invert: blend_invert.context("blend_invert")?, sampler: sampler.context("sampler")?, tex_alpha: None, tex_xor: None, }) } /// Upload one BGRA layer as an immutable shader-resource texture and return its SRV. unsafe fn upload_layer( 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 = 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))?; srv.context("cursor srv") } /// (Re)upload the decomposed cursor layers; either layer may be absent (→ that pass is skipped). unsafe fn set_shapes(&mut self, device: &ID3D11Device, shape: &CursorShape) -> Result<()> { self.tex_alpha = match &shape.alpha { Some(b) => Some(( Self::upload_layer(device, b, shape.w, shape.h)?, shape.w, shape.h, )), None => None, }; self.tex_xor = match &shape.xor { Some(b) => Some(( Self::upload_layer(device, b, shape.w, shape.h)?, shape.w, shape.h, )), None => None, }; Ok(()) } /// Blend ONE cursor layer onto `rtv` (a render-target view of the captured frame) at frame pixel /// (cx,cy). `invert` selects the inversion blend (screen-inverting pixels); otherwise normal /// src-over alpha. A shape with both an alpha and an XOR layer is drawn by calling this twice. #[allow(clippy::too_many_arguments)] unsafe fn draw_layer( &self, ctx: &ID3D11DeviceContext, rtv: &ID3D11RenderTargetView, fw: u32, fh: u32, cx: i32, cy: i32, srv: &ID3D11ShaderResourceView, cw: u32, ch: u32, invert: bool, // HDR (decode=true): sRGB→linear decode + scale the cursor to `white_mul` × 80 nits, so a // white cursor hits HDR graphics white (~203 nits) not 80. SDR passes white_mul=1.0, // decode=false → the PS returns the raw sample (blended in the display's native sRGB space). // The inversion (masked-color / I-beam) blend operates on the framebuffer reference, so the // caller passes white_mul=1.0/decode=false for the XOR layer even in HDR. white_mul: f32, decode: bool, ) { 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 (mul, dec) = if invert { (1.0_f32, 0.0_f32) } else { (white_mul, if decode { 1.0 } else { 0.0 }) }; // cbuf layout: [rect.x, rect.y, rect.z, rect.w, white_mul, decode, pad, pad] (32 bytes). let cb = [x0, y0, x1, y1, mul, dec, 0.0, 0.0]; 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(cb.as_ptr(), mapped.pData as *mut f32, cb.len()); 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.PSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())])); // white_mul/decode for the PS 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); } } /// Fullscreen-triangle vertex shader for the HDR conversion pass (3 verts, no input layout). const HDR_VS: &str = r" struct VOut { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; VOut main(uint vid : SV_VertexID) { float2 uv = float2((vid << 1) & 2, vid & 2); VOut o; o.pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); o.uv = uv; return o; } "; /// HDR conversion pixel shader: scRGB FP16 desktop (linear, Rec.709 primaries, 1.0 = 80 nits) → /// BT.2020 primaries → SMPTE ST 2084 (PQ) → written to a 10-bit R10G10B10A2 target for NVENC /// (HEVC Main10 / HDR10). This is the standard Windows-HDR capture conversion (matches OBS/Sunshine). const HDR_PS: &str = r" Texture2D tx : register(t0); SamplerState sm : register(s0); // Rec.709 → Rec.2020 primaries (linear). Column-major rows as written, used with mul(M, v). static const float3x3 BT709_TO_BT2020 = { 0.627403914, 0.329283038, 0.043313048, 0.069097292, 0.919540405, 0.011362303, 0.016391439, 0.088013308, 0.895595253 }; float3 pq_oetf(float3 L) { // L normalized so 1.0 = 10000 nits. ST 2084. const float m1 = 0.1593017578125; const float m2 = 78.84375; const float c1 = 0.8359375; const float c2 = 18.8515625; const float c3 = 18.6875; float3 Lp = pow(saturate(L), m1); return pow((c1 + c2 * Lp) / (1.0 + c3 * Lp), m2); } float4 main(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_TARGET { float3 scrgb = max(tx.Sample(sm, uv).rgb, 0.0); // scRGB can be negative (wide gamut); clamp float3 nits = scrgb * 80.0; // scRGB 1.0 = 80 nits → absolute luminance float3 lin2020 = mul(BT709_TO_BT2020, nits); // primaries conversion (linear) float3 pq = pq_oetf(lin2020 / 10000.0); // normalize to 10k nits, encode PQ return float4(pq, 1.0); } "; /// scRGB FP16 → BT.2020 PQ 10-bit conversion pass. One per capture device (rebuilt on device /// recreate, like [`CursorCompositor`]). A single fullscreen draw samples the FP16 source SRV and /// writes PQ-encoded BT.2020 to the bound R10G10B10A2 render target. pub(crate) struct HdrConverter { vs: ID3D11VertexShader, ps: ID3D11PixelShader, sampler: ID3D11SamplerState, } impl HdrConverter { pub(crate) unsafe fn new(device: &ID3D11Device) -> Result { let vsb = compile_shader(HDR_VS, s!("main"), s!("vs_5_0"))?; let psb = compile_shader(HDR_PS, s!("main"), s!("ps_5_0"))?; let mut vs = None; device.CreateVertexShader(&vsb, None, Some(&mut vs))?; let mut ps = None; device.CreatePixelShader(&psb, None, Some(&mut ps))?; let sd = D3D11_SAMPLER_DESC { Filter: D3D11_FILTER_MIN_MAG_MIP_POINT, AddressU: D3D11_TEXTURE_ADDRESS_CLAMP, AddressV: D3D11_TEXTURE_ADDRESS_CLAMP, AddressW: D3D11_TEXTURE_ADDRESS_CLAMP, ComparisonFunc: D3D11_COMPARISON_NEVER, MaxLOD: f32::MAX, ..Default::default() }; let mut sampler = None; device.CreateSamplerState(&sd, Some(&mut sampler))?; Ok(Self { vs: vs.context("hdr vs")?, ps: ps.context("hdr ps")?, sampler: sampler.context("hdr sampler")?, }) } /// Convert `src_srv` (FP16 scRGB) into `dst_rtv` (R10G10B10A2 PQ BT.2020). Opaque pass, no blend. pub(crate) unsafe fn convert( &self, ctx: &ID3D11DeviceContext, src_srv: &ID3D11ShaderResourceView, dst_rtv: &ID3D11RenderTargetView, w: u32, h: u32, ) { let vp = D3D11_VIEWPORT { TopLeftX: 0.0, TopLeftY: 0.0, Width: w as f32, Height: h as f32, MinDepth: 0.0, MaxDepth: 1.0, }; ctx.RSSetViewports(Some(&[vp])); ctx.OMSetRenderTargets(Some(&[Some(dst_rtv.clone())]), None); ctx.OMSetBlendState(None, None, 0xffff_ffff); // opaque overwrite ctx.VSSetShader(&self.vs, None); ctx.PSSetShader(&self.ps, None); ctx.PSSetShaderResources(0, Some(&[Some(src_srv.clone())])); ctx.PSSetSamplers(0, Some(&[Some(self.sampler.clone())])); ctx.IASetInputLayout(None); ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx.Draw(3, 0); // Unbind so the next frame can CopyResource into the source and re-RTV the destination. ctx.OMSetRenderTargets(Some(&[None]), None); ctx.PSSetShaderResources(0, Some(&[None])); } } /// Whether `PUNKTFUNK_HDR_SHADER_P010` is truthy (`1`/`true`/`yes`/`on`). When set, the WGC HDR path /// emits P010 (BT.2020 PQ, 10-bit limited range) DIRECTLY from a shader pass ([`HdrP010Converter`]) /// instead of tone-mapping to R10G10B10A2 and letting NVENC do the RGB→YUV CSC on the contended SM. /// Default OFF → the current HDR path (R10→NVENC + the VideoProcessor attempt) is byte-for-byte /// unchanged. pub(crate) fn hdr_shader_p010_enabled() -> bool { std::env::var("PUNKTFUNK_HDR_SHADER_P010") .map(|v| matches!(v.trim(), "1" | "true" | "yes" | "on")) .unwrap_or(false) } /// P010 **luma** pixel shader: scRGB FP16 desktop (linear, Rec.709 primaries, 1.0 = 80 nits) → /// BT.2020 PQ → BT.2020 non-constant-luminance limited-range Y′, written as a 10-bit code in the high /// 10 bits of an R16_UNORM render-target view of the P010 plane-0 (luma). The colour pipeline /// (scRGB→nits→BT.2020-linear→PQ) is IDENTICAL to [`HDR_PS`]; only the final RGB→Y + studio-range /// quantization differs. The shared HLSL is factored into [`HDR_P010_COMMON`]. const HDR_P010_COMMON: &str = r" Texture2D tx : register(t0); SamplerState sm : register(s0); // Rec.709 → Rec.2020 primaries (linear). Same matrix as the R10 HdrConverter (mul(M, v)). static const float3x3 BT709_TO_BT2020 = { 0.627403914, 0.329283038, 0.043313048, 0.069097292, 0.919540405, 0.011362303, 0.016391439, 0.088013308, 0.895595253 }; float3 pq_oetf(float3 L) { // L normalized so 1.0 = 10000 nits. ST 2084. (Identical to HdrConverter.) const float m1 = 0.1593017578125; const float m2 = 78.84375; const float c1 = 0.8359375; const float c2 = 18.8515625; const float c3 = 18.6875; float3 Lp = pow(saturate(L), m1); return pow((c1 + c2 * Lp) / (1.0 + c3 * Lp), m2); } // scRGB FP16 sample -> PQ-encoded BT.2020 RGB in [0,1] (the SAME pixels the R10 path would store, // before quantization). Used by both the luma and chroma passes so they agree bit-for-bit with the // existing HdrConverter colour math + the Rust reference. float3 scrgb_to_pq2020(float2 uv) { float3 scrgb = max(tx.Sample(sm, uv).rgb, 0.0); // scRGB can be negative (wide gamut); clamp float3 nits = scrgb * 80.0; // scRGB 1.0 = 80 nits float3 lin2020 = mul(BT709_TO_BT2020, nits); // primaries conversion (linear) return pq_oetf(lin2020 / 10000.0); // normalize to 10k nits, encode PQ -> [0,1] } // BT.2020 non-constant-luminance, on the PQ-encoded (gamma) RGB. Kr/Kg/Kb per Rec.2020. static const float KR = 0.2627; static const float KG = 0.6780; static const float KB = 0.0593; // 10-bit studio (limited) range codes. Y' -> [64, 940]; Cb/Cr -> [64, 960] (512 ± 448). float studio_y_code(float3 rgb_pq) { float y = KR * rgb_pq.r + KG * rgb_pq.g + KB * rgb_pq.b; // [0,1] float code = 64.0 + 876.0 * y; // [64, 940] return clamp(code, 64.0, 940.0); } float2 studio_cbcr_code(float3 rgb_pq) { float y = KR * rgb_pq.r + KG * rgb_pq.g + KB * rgb_pq.b; float cb = (rgb_pq.b - y) / 1.8814; // ~[-0.5, 0.5] float cr = (rgb_pq.r - y) / 1.4746; float cbc = 512.0 + 896.0 * cb; // [64, 960] float crc = 512.0 + 896.0 * cr; return float2(clamp(cbc, 64.0, 960.0), clamp(crc, 64.0, 960.0)); } // P010 stores the 10-bit code in the HIGH 10 bits of each 16-bit sample (code10 << 6). As an // R16_UNORM / R16G16_UNORM render target the UNORM float that maps to that stored u16 is // code10*64 / 65535.0. (Verified in hdr_p010_selftest against the readback.) float code10_to_unorm(float code10) { return (code10 * 64.0) / 65535.0; } "; /// P010 LUMA pass PS — full-res, writes Y′ to plane 0 (R16_UNORM RTV). const HDR_P010_Y_PS: &str = r" #include_common float main(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_TARGET { float3 pq = scrgb_to_pq2020(uv); float yc = studio_y_code(pq); return code10_to_unorm(yc); } "; /// P010 CHROMA pass PS — half-res, writes interleaved (Cb,Cr) to plane 1 (R16G16_UNORM RTV). Averages /// the 2x2 scRGB source footprint of this chroma sample (box filter) IN scRGB-linear space before the /// PQ encode, then forms Cb/Cr from the averaged-then-PQ-encoded RGB. `inv_src` = (1/srcW, 1/srcH). const HDR_P010_UV_PS: &str = r" #include_common cbuffer C : register(b0) { float2 inv_src; float2 pad; }; float2 main(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_TARGET { // `uv` is the chroma-sample centre in [0,1]; the 4 co-sited luma texels sit at uv ± half a luma // texel in each axis. Average their scRGB (linear) values, then run the SAME PQ/CSC as the Y pass. float2 h = inv_src * 0.5; float3 a = max(tx.Sample(sm, uv + float2(-h.x, -h.y)).rgb, 0.0); float3 b = max(tx.Sample(sm, uv + float2( h.x, -h.y)).rgb, 0.0); float3 c = max(tx.Sample(sm, uv + float2(-h.x, h.y)).rgb, 0.0); float3 d = max(tx.Sample(sm, uv + float2( h.x, h.y)).rgb, 0.0); float3 scrgb = (a + b + c + d) * 0.25; float3 nits = scrgb * 80.0; float3 lin2020 = mul(BT709_TO_BT2020, nits); float3 pq = pq_oetf(lin2020 / 10000.0); float2 cc = studio_cbcr_code(pq); return float2(code10_to_unorm(cc.x), code10_to_unorm(cc.y)); } "; /// scRGB FP16 → **P010** (BT.2020 PQ, 10-bit limited/studio range) conversion, in OUR OWN shader (two /// passes: full-res luma + half-res chroma). NVIDIA's D3D11 VideoProcessor cannot do RGB→P010 (renders /// green), so we quantize to studio-range 10-bit YUV directly and feed NVENC native P010 — skipping /// NVENC's internal RGB→YUV CSC (which runs on the contended SM). One per capture device (rebuilt on /// device recreate, like [`HdrConverter`]). /// /// Plane writes use per-plane render-target views of the single P010 texture: an `R16_UNORM` RTV /// selects plane 0 (luma, full WxH), an `R16G16_UNORM` RTV selects plane 1 (chroma, W/2 x H/2). This /// planar-RTV mechanism needs a D3D11.3+ runtime + driver support; [`HdrP010Converter::convert`] /// surfaces a clear error if `CreateRenderTargetView` rejects the plane format so the caller can fall /// back to the existing R10 path. pub(crate) struct HdrP010Converter { vs: ID3D11VertexShader, ps_y: ID3D11PixelShader, ps_uv: ID3D11PixelShader, sampler: ID3D11SamplerState, /// Constant buffer for the chroma pass (inv_src texel size). 16 bytes. cbuf: ID3D11Buffer, } impl HdrP010Converter { pub(crate) unsafe fn new(device: &ID3D11Device) -> Result { // Inline the shared HLSL (D3DCompile has no include handler wired here). The two PS sources // carry a `#include_common` marker we substitute before compiling. let y_src = HDR_P010_Y_PS.replace("#include_common", HDR_P010_COMMON); let uv_src = HDR_P010_UV_PS.replace("#include_common", HDR_P010_COMMON); let vsb = compile_shader(HDR_VS, s!("main"), s!("vs_5_0"))?; let yb = compile_shader(&y_src, s!("main"), s!("ps_5_0"))?; let uvb = compile_shader(&uv_src, s!("main"), s!("ps_5_0"))?; let mut vs = None; device.CreateVertexShader(&vsb, None, Some(&mut vs))?; let mut ps_y = None; device.CreatePixelShader(&yb, None, Some(&mut ps_y))?; let mut ps_uv = None; device.CreatePixelShader(&uvb, None, Some(&mut ps_uv))?; let sd = D3D11_SAMPLER_DESC { // POINT: the Y pass samples a single texel centre exactly, and the UV pass does its OWN // 2x2 box average via 4 explicit taps at texel centres (offset half a texel). Point // sampling keeps each tap exact; the averaging is in the shader, not the sampler. Filter: D3D11_FILTER_MIN_MAG_MIP_POINT, AddressU: D3D11_TEXTURE_ADDRESS_CLAMP, AddressV: D3D11_TEXTURE_ADDRESS_CLAMP, AddressW: D3D11_TEXTURE_ADDRESS_CLAMP, ComparisonFunc: D3D11_COMPARISON_NEVER, MaxLOD: f32::MAX, ..Default::default() }; let mut sampler = None; device.CreateSamplerState(&sd, Some(&mut sampler))?; let cbd = D3D11_BUFFER_DESC { ByteWidth: 16, // float2 inv_src + float2 pad Usage: D3D11_USAGE_DYNAMIC, BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32, CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32, ..Default::default() }; let mut cbuf = None; device.CreateBuffer(&cbd, None, Some(&mut cbuf))?; Ok(Self { vs: vs.context("p010 vs")?, ps_y: ps_y.context("p010 y ps")?, ps_uv: ps_uv.context("p010 uv ps")?, sampler: sampler.context("p010 sampler")?, cbuf: cbuf.context("p010 cbuf")?, }) } /// Create a per-plane RTV of the P010 texture `dst` with the given single-plane `format` /// (`R16_UNORM` for plane 0 luma, `R16G16_UNORM` for plane 1 chroma). The plane is selected by the /// view format (planar-RTV semantics); MipSlice 0. unsafe fn plane_rtv( device: &ID3D11Device, dst: &ID3D11Texture2D, format: DXGI_FORMAT, ) -> Result { let desc = D3D11_RENDER_TARGET_VIEW_DESC { Format: format, ViewDimension: D3D11_RTV_DIMENSION_TEXTURE2D, Anonymous: D3D11_RENDER_TARGET_VIEW_DESC_0 { Texture2D: D3D11_TEX2D_RTV { MipSlice: 0 }, }, }; let mut rtv: Option = None; device .CreateRenderTargetView( dst, Some(&desc as *const D3D11_RENDER_TARGET_VIEW_DESC), Some(&mut rtv), ) .with_context(|| { format!("CreateRenderTargetView(P010 plane, format={format:?}) — driver may not support planar RTVs") })?; rtv.context("p010 plane rtv null") } /// Convert `src_srv` (FP16 scRGB, WxH) into `dst` (a `DXGI_FORMAT_P010` texture with /// `BIND_RENDER_TARGET`). Two opaque passes: full-res luma → plane 0, half-res chroma → plane 1. /// `w`/`h` are the full luma dimensions (must be even). Returns `Err` if a plane RTV can't be /// created (driver) so the caller can fall back to the R10 path. pub(crate) unsafe fn convert( &self, device: &ID3D11Device, ctx: &ID3D11DeviceContext, src_srv: &ID3D11ShaderResourceView, dst: &ID3D11Texture2D, w: u32, h: u32, ) -> Result<()> { let y_rtv = Self::plane_rtv(device, dst, DXGI_FORMAT_R16_UNORM)?; let uv_rtv = Self::plane_rtv(device, dst, DXGI_FORMAT_R16G16_UNORM)?; // Update the chroma constant buffer (inverse source texel size). let cb: [f32; 4] = [1.0 / w as f32, 1.0 / h as f32, 0.0, 0.0]; 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(cb.as_ptr(), mapped.pData as *mut f32, cb.len()); ctx.Unmap(&self.cbuf, 0); } // Shared pipeline state. ctx.OMSetBlendState(None, None, 0xffff_ffff); // opaque overwrite ctx.VSSetShader(&self.vs, None); ctx.PSSetShaderResources(0, Some(&[Some(src_srv.clone())])); ctx.PSSetSamplers(0, Some(&[Some(self.sampler.clone())])); ctx.IASetInputLayout(None); ctx.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // --- LUMA pass: full-res, plane 0 --- let vp_y = D3D11_VIEWPORT { TopLeftX: 0.0, TopLeftY: 0.0, Width: w as f32, Height: h as f32, MinDepth: 0.0, MaxDepth: 1.0, }; ctx.RSSetViewports(Some(&[vp_y])); ctx.OMSetRenderTargets(Some(&[Some(y_rtv.clone())]), None); ctx.PSSetShader(&self.ps_y, None); ctx.Draw(3, 0); ctx.OMSetRenderTargets(Some(&[None]), None); // --- CHROMA pass: half-res, plane 1 --- let vp_uv = D3D11_VIEWPORT { TopLeftX: 0.0, TopLeftY: 0.0, Width: (w / 2) as f32, Height: (h / 2) as f32, MinDepth: 0.0, MaxDepth: 1.0, }; ctx.RSSetViewports(Some(&[vp_uv])); ctx.OMSetRenderTargets(Some(&[Some(uv_rtv.clone())]), None); ctx.PSSetShader(&self.ps_uv, None); ctx.PSSetConstantBuffers(0, Some(&[Some(self.cbuf.clone())])); ctx.Draw(3, 0); // Unbind for the next frame's re-RTV / NVENC read. ctx.OMSetRenderTargets(Some(&[None]), None); ctx.PSSetShaderResources(0, Some(&[None])); Ok(()) } } /// f64 reference for the P010 colour math — the EXACT analogue of the HLSL in [`HDR_P010_COMMON`]. /// Input is one scRGB pixel (linear, Rec.709 primaries, 1.0 = 80 nits, may be >1 for HDR). Output is /// the 10-bit studio-range (Y, Cb, Cr) codes the shader should produce for a flat (constant) block. /// Used by [`hdr_p010_selftest`]. #[cfg(target_os = "windows")] fn p010_reference(r: f64, g: f64, b: f64) -> (f64, f64, f64) { fn pq_oetf(l: f64) -> f64 { let l = l.clamp(0.0, 1.0); let m1 = 0.1593017578125; let m2 = 78.84375; let c1 = 0.8359375; let c2 = 18.8515625; let c3 = 18.6875; let lp = l.powf(m1); ((c1 + c2 * lp) / (1.0 + c3 * lp)).powf(m2) } // scRGB -> nits -> BT.2020 linear (row-major matrix, mul(M, v)). let (r, g, b) = (r.max(0.0) * 80.0, g.max(0.0) * 80.0, b.max(0.0) * 80.0); let m = [ [0.627403914, 0.329283038, 0.043313048], [0.069097292, 0.919540405, 0.011362303], [0.016391439, 0.088013308, 0.895595253], ]; let lr = m[0][0] * r + m[0][1] * g + m[0][2] * b; let lg = m[1][0] * r + m[1][1] * g + m[1][2] * b; let lb = m[2][0] * r + m[2][1] * g + m[2][2] * b; // PQ encode (normalize to 10k nits). let pr = pq_oetf(lr / 10000.0); let pg = pq_oetf(lg / 10000.0); let pb = pq_oetf(lb / 10000.0); // BT.2020 non-constant-luminance, limited 10-bit. let (kr, kg, kb) = (0.2627, 0.6780, 0.0593); let y = kr * pr + kg * pg + kb * pb; let cb = (pb - y) / 1.8814; let cr = (pr - y) / 1.4746; let yc = (64.0 + 876.0 * y).clamp(64.0, 940.0); let cbc = (512.0 + 896.0 * cb).clamp(64.0, 960.0); let crc = (512.0 + 896.0 * cr).clamp(64.0, 960.0); (yc, cbc, crc) } /// Colour self-test for [`HdrP010Converter`] (the `hdr-p010-selftest` subcommand): create a hardware /// D3D11 device, upload a known scRGB FP16 pattern, run the P010 shader passes, read the Y (plane 0) /// and UV (plane 1) planes back from a staging copy, and compare against the [`p010_reference`] f64 /// math. The ONLY validation we have without green-screening a live HDR stream. PASS if max abs error /// Y ≤ 4 codes, U/V ≤ 5 codes (rounding + chroma averaging). Prints a per-colour table + PASS/FAIL. #[cfg(target_os = "windows")] pub fn hdr_p010_selftest() -> Result<()> { use windows::Win32::Graphics::Direct3D::D3D_DRIVER_TYPE_HARDWARE; use windows::Win32::Graphics::Dxgi::IDXGIAdapter; // 64x64, even dims. A 4x4 grid of 16x16 flat scRGB blocks (each 2x2 chroma footprint uniform → // exact chroma comparison) covering pure R/G/B/white/black/gray at plausible HDR nit levels, plus // a couple of bright (>1.0 scRGB) colours, then the rest is a gradient (compared on Y only). const W: u32 = 64; const H: u32 = 64; const BLK: u32 = 16; // (name, r, g, b) scRGB linear (1.0 = 80 nits). Mix of SDR-ish and HDR (>1.0) values. let named: [(&str, f32, f32, f32); 8] = [ ("red1.0", 1.0, 0.0, 0.0), ("green0.5", 0.0, 0.5, 0.0), ("blue4.0", 0.0, 0.0, 4.0), ("white1.0", 1.0, 1.0, 1.0), ("black", 0.0, 0.0, 0.0), ("gray0.5", 0.5, 0.5, 0.5), ("white4.0", 4.0, 4.0, 4.0), ("amber2.0", 2.0, 1.0, 0.0), ]; let grid_cols = W / BLK; // 4 let pixel_rgb = |x: u32, y: u32| -> (f32, f32, f32, bool) { let idx = ((y / BLK) * grid_cols + (x / BLK)) as usize; if idx < named.len() { let (_, r, g, b) = named[idx]; (r, g, b, true) } else { // Gradient (distinct per pixel; Y-only compare), within HDR scRGB range. let r = (x as f32 / W as f32) * 3.0; let g = (y as f32 / H as f32) * 3.0; let b = ((x + y) as f32 / (W + H) as f32) * 3.0; (r, g, b, false) } }; // Build the scRGB FP16 (R16G16B16A16_FLOAT) source as f16 bits. let mut fp16 = vec![0u16; (W * H * 4) as usize]; let mut flat = vec![false; (W * H) as usize]; for y in 0..H { for x in 0..W { let (r, g, b, is_flat) = pixel_rgb(x, y); let i = ((y * W + x) * 4) as usize; fp16[i] = f32_to_f16(r); fp16[i + 1] = f32_to_f16(g); fp16[i + 2] = f32_to_f16(b); fp16[i + 3] = f32_to_f16(1.0); flat[(y * W + x) as usize] = is_flat; } } // SAFETY: this self-test creates its own D3D11 device + immediate context (`D3D11CreateDevice`, // both checked non-null) and uses ONLY that device for the rest of the block: every // `CreateTexture2D`/`CreateShaderResourceView`/`HdrP010Converter::{new,convert}`/`CopyResource`/ // `Map` is invoked on that device or its context, so all resources share one device and run on this // single thread. The source texture's `D3D11_SUBRESOURCE_DATA` points at `fp16`, a live // `Vec` of `W*H*4` samples with `SysMemPitch = W*8`, matching the W×H R16G16B16A16 texture; // `fp16` outlives the synchronous `CreateTexture2D` that reads it. The mapped-pointer reads are // proven individually at the `read_u16` closure below. unsafe { // Hardware D3D11 device (no adapter pin — the default GPU is fine for the self-test). let mut device: Option = None; let mut context: Option = None; D3D11CreateDevice( None::<&IDXGIAdapter>, D3D_DRIVER_TYPE_HARDWARE, HMODULE::default(), D3D11_CREATE_DEVICE_BGRA_SUPPORT, Some(&[D3D_FEATURE_LEVEL_11_0]), D3D11_SDK_VERSION, Some(&mut device), None, Some(&mut context), ) .context("D3D11CreateDevice(hardware) for hdr-p010-selftest")?; let device = device.context("null device")?; let context = context.context("null context")?; // Source FP16 texture (initialized) + SRV. let src_desc = D3D11_TEXTURE2D_DESC { Width: W, Height: H, MipLevels: 1, ArraySize: 1, Format: DXGI_FORMAT_R16G16B16A16_FLOAT, 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: fp16.as_ptr() as *const c_void, SysMemPitch: W * 8, // 4 channels * 2 bytes SysMemSlicePitch: 0, }; let mut src_tex: Option = None; device .CreateTexture2D(&src_desc, Some(&init), Some(&mut src_tex)) .context("CreateTexture2D(fp16 src)")?; let src_tex = src_tex.context("null src tex")?; let mut src_srv: Option = None; device .CreateShaderResourceView(&src_tex, None, Some(&mut src_srv)) .context("CreateShaderResourceView(fp16 src)")?; let src_srv = src_srv.context("null src srv")?; // P010 destination texture (render-target bindable). let p010_desc = D3D11_TEXTURE2D_DESC { Width: W, Height: H, MipLevels: 1, ArraySize: 1, Format: DXGI_FORMAT_P010, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DEFAULT, BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32, ..Default::default() }; let mut p010: Option = None; device .CreateTexture2D(&p010_desc, None, Some(&mut p010)) .context("CreateTexture2D(P010 dst)")?; let p010 = p010.context("null p010 tex")?; let conv = HdrP010Converter::new(&device)?; conv.convert(&device, &context, &src_srv, &p010, W, H)?; // Staging copy of the whole P010 texture (both planes), MAP_READ. let stage_desc = D3D11_TEXTURE2D_DESC { Width: W, Height: H, MipLevels: 1, ArraySize: 1, Format: DXGI_FORMAT_P010, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_STAGING, BindFlags: 0, CPUAccessFlags: D3D11_CPU_ACCESS_READ.0 as u32, ..Default::default() }; let mut staging: Option = None; device .CreateTexture2D(&stage_desc, None, Some(&mut staging)) .context("CreateTexture2D(P010 staging)")?; let staging = staging.context("null staging")?; context.CopyResource(&staging, &p010); let mut map = D3D11_MAPPED_SUBRESOURCE::default(); context .Map(&staging, 0, D3D11_MAP_READ, 0, Some(&mut map)) .context("Map(P010 staging)")?; let row_pitch = map.RowPitch as usize; // bytes per luma row (in 16-bit samples: /2) let base = map.pData as *const u8; // DIAGNOSTIC (the uncertain layout spot — verify on the box if chroma is wrong): the mapped // P010 plane offsets. Plane 0 (luma): H rows of W u16. Plane 1 (chroma): H/2 rows of W/2 // *interleaved* (Cb,Cr) u16 pairs. P010 packs plane 1 after plane 0 at the SAME row pitch; the // chroma plane begins at byte offset RowPitch * (luma height). For a STAGING texture that // height is the created H (no inter-plane alignment). DepthPitch (total mapped size) lets us // sanity-check: it should be ~ RowPitch * H * 3/2. If chroma reads garbage on the box, print // these and adjust `chroma_base` (e.g. an aligned luma height). tracing::info!( row_pitch, depth_pitch = map.DepthPitch, expected_chroma_base = row_pitch * H as usize, expected_total = row_pitch * H as usize * 3 / 2, "hdr-p010-selftest: mapped P010 layout (verify chroma plane offset here if chroma is wrong)" ); // Plane 0 (luma): H rows of W u16. Plane 1 (chroma): H/2 rows of W/2 *interleaved* (Cb,Cr) // u16 pairs, i.e. W u16 per chroma row. P010 packs plane 1 immediately after plane 0 at the // SAME row pitch; per spec the chroma plane begins at an allocation offset of // RowPitch * Height (luma rows). We read it from there. (DepthPitch is the full surface size; // not all drivers report the chroma offset, so RowPitch*Height is the portable choice.) let read_u16 = |byte_off: usize| -> u16 { // SAFETY: `base` is the mapped staging pointer; all offsets are within the P010 surface // (luma H*RowPitch + chroma (H/2)*RowPitch ≤ DepthPitch). Already in the fn's unsafe scope. let p = base.add(byte_off) as *const u16; p.read_unaligned() }; // Luma codes: stored u16 in the high 10 bits -> code10 = stored >> 6. let mut y_codes = vec![0u16; (W * H) as usize]; for y in 0..H { for x in 0..W { let off = (y as usize) * row_pitch + (x as usize) * 2; y_codes[(y * W + x) as usize] = read_u16(off) >> 6; } } let cw = W / 2; let ch = H / 2; let chroma_base = row_pitch * H as usize; // plane 1 offset let mut cb_codes = vec![0u16; (cw * ch) as usize]; let mut cr_codes = vec![0u16; (cw * ch) as usize]; for cy in 0..ch { for cx in 0..cw { // Interleaved (Cb, Cr) per chroma sample → 2 u16 = 4 bytes per sample. let off = chroma_base + (cy as usize) * row_pitch + (cx as usize) * 4; cb_codes[(cy * cw + cx) as usize] = read_u16(off) >> 6; cr_codes[(cy * cw + cx) as usize] = read_u16(off + 2) >> 6; } } context.Unmap(&staging, 0); // Compare Y over every pixel. let mut max_y_err = 0.0f64; for y in 0..H { for x in 0..W { let (r, g, b, _) = pixel_rgb(x, y); let (ry, _, _) = p010_reference(r as f64, g as f64, b as f64); let got = y_codes[(y * W + x) as usize] as f64; max_y_err = max_y_err.max((got - ry).abs()); } } // Compare Cb/Cr over flat blocks only (uniform 2x2 footprint → exact reference). let mut max_u_err = 0.0f64; let mut max_v_err = 0.0f64; for cy in 0..ch { for cx in 0..cw { let (sx, sy) = (cx * 2, cy * 2); let all_flat = (0..2).all(|dy| (0..2).all(|dx| flat[((sy + dy) * W + (sx + dx)) as usize])); if !all_flat { continue; } let (r, g, b, _) = pixel_rgb(sx, sy); let (_, rcb, rcr) = p010_reference(r as f64, g as f64, b as f64); let gu = cb_codes[(cy * cw + cx) as usize] as f64; let gv = cr_codes[(cy * cw + cx) as usize] as f64; max_u_err = max_u_err.max((gu - rcb).abs()); max_v_err = max_v_err.max((gv - rcr).abs()); } } // Per-colour table. println!("HDR P010 self-test ({W}x{H}, BT.2020 PQ, 10-bit limited range)"); println!( " {:<10} {:>14} {:>14} {:>14}", "color", "Y exp/got", "Cb exp/got", "Cr exp/got" ); for (idx, (name, r, g, b)) in named.iter().enumerate() { let bx = (idx as u32 % grid_cols) * BLK + BLK / 2; let by = (idx as u32 / grid_cols) * BLK + BLK / 2; let (ey, ecb, ecr) = p010_reference(*r as f64, *g as f64, *b as f64); let gy = y_codes[(by * W + bx) as usize] as f64; let (ccx, ccy) = (bx / 2, by / 2); let gu = cb_codes[(ccy * cw + ccx) as usize] as f64; let gv = cr_codes[(ccy * cw + ccx) as usize] as f64; println!( " {:<10} {:>6.1}/{:<6.0} {:>6.1}/{:<6.0} {:>6.1}/{:<6.0}", name, ey, gy, ecb, gu, ecr, gv ); } println!( " max abs error: Y={max_y_err:.2} (≤4) Cb={max_u_err:.2} (≤5) Cr={max_v_err:.2} (≤5)" ); if max_y_err <= 4.0 && max_u_err <= 5.0 && max_v_err <= 5.0 { println!("PASS"); Ok(()) } else { println!("FAIL"); bail!( "HDR P010 self-test FAILED (Y={max_y_err:.2} Cb={max_u_err:.2} Cr={max_v_err:.2})" ); } } } /// Minimal f32 → IEEE-754 half (f16) bit pattern, for uploading the FP16 scRGB self-test pattern. Not /// on any hot path; handles normals, subnormals, and the 1.0/0.0 constants we feed. (round-to-nearest) #[cfg(target_os = "windows")] fn f32_to_f16(v: f32) -> u16 { let bits = v.to_bits(); let sign = ((bits >> 16) & 0x8000) as u16; let exp = ((bits >> 23) & 0xff) as i32 - 127 + 15; let mant = bits & 0x007f_ffff; if exp <= 0 { // Subnormal / zero in half precision. if exp < -10 { return sign; // too small → ±0 } let mant = mant | 0x0080_0000; // implicit 1 let shift = (14 - exp) as u32; let half_mant = (mant >> shift) as u16; // Round to nearest. let round = ((mant >> (shift - 1)) & 1) as u16; sign | (half_mant + round) } else if exp >= 0x1f { sign | 0x7c00 // Inf/NaN → Inf (our inputs never hit this) } else { let half_exp = (exp as u16) << 10; let half_mant = (mant >> 13) as u16; let round = ((mant >> 12) & 1) as u16; sign | half_exp | (half_mant + round) } } use windows::Win32::Graphics::Direct3D11::{ ID3D11VideoContext1, ID3D11VideoDevice, ID3D11VideoProcessor, ID3D11VideoProcessorEnumerator, ID3D11VideoProcessorInputView, ID3D11VideoProcessorOutputView, D3D11_TEX2D_VPIV, D3D11_TEX2D_VPOV, D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE, D3D11_VIDEO_PROCESSOR_CONTENT_DESC, D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC, D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC_0, D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC, D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC_0, D3D11_VIDEO_PROCESSOR_STREAM, D3D11_VIDEO_USAGE_PLAYBACK_NORMAL, D3D11_VPIV_DIMENSION_TEXTURE2D, D3D11_VPOV_DIMENSION_TEXTURE2D, }; use windows::Win32::Graphics::Dxgi::Common::{ DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709, DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709, DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020, DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709, DXGI_RATIONAL, }; /// D3D11 **Video Processor** colour/format converter — runs on the GPU's dedicated VIDEO engine, NOT /// the 3D engine, so the per-frame RGB→YUV conversion does not contend with a GPU-saturating game (the /// HDR pixel-shader path and NVENC's internal RGB→YUV both use the 3D/compute engine, which an AAA /// title pins at ~100%). Output is NV12 (SDR, BT.709 studio-range) or P010 (HDR, BT.2020 PQ /// studio-range) — NVENC's native YUV inputs, so it encodes them with no further conversion. pub(crate) struct VideoConverter { vdev: ID3D11VideoDevice, vctx: ID3D11VideoContext1, enumr: ID3D11VideoProcessorEnumerator, vp: ID3D11VideoProcessor, } impl VideoConverter { pub(crate) unsafe fn new( device: &ID3D11Device, context: &ID3D11DeviceContext, width: u32, height: u32, hdr: bool, ) -> Result { let vdev: ID3D11VideoDevice = device.cast().context("device -> ID3D11VideoDevice")?; let vctx: ID3D11VideoContext1 = context.cast().context("context -> ID3D11VideoContext1")?; let rate = DXGI_RATIONAL { Numerator: 240, Denominator: 1, }; let desc = D3D11_VIDEO_PROCESSOR_CONTENT_DESC { InputFrameFormat: D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE, InputFrameRate: rate, InputWidth: width, InputHeight: height, OutputFrameRate: rate, OutputWidth: width, OutputHeight: height, Usage: D3D11_VIDEO_USAGE_PLAYBACK_NORMAL, }; let enumr = vdev .CreateVideoProcessorEnumerator(&desc) .context("CreateVideoProcessorEnumerator")?; let vp = vdev .CreateVideoProcessor(&enumr, 0) .context("CreateVideoProcessor")?; // Full-range RGB in → studio-range YUV out. HDR: scRGB linear (G10) → BT.2020 PQ (G2084). // SDR: sRGB (G22) → BT.709 (G22). let (in_cs, out_cs) = if hdr { ( DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709, DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020, ) } else { ( DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709, DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709, ) }; vctx.VideoProcessorSetStreamColorSpace1(&vp, 0, in_cs); vctx.VideoProcessorSetOutputColorSpace1(&vp, out_cs); // One frame in, one frame out — no interpolation/auto-processing. vctx.VideoProcessorSetStreamFrameFormat(&vp, 0, D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE); Ok(Self { vdev, vctx, enumr, vp, }) } /// Convert `input` (BGRA or scRGB FP16) → `output` (NV12 or P010) on the video engine. Views are /// created per call (cheap relative to the Blt) so the input texture can vary frame to frame. pub(crate) unsafe fn convert( &self, input: &ID3D11Texture2D, output: &ID3D11Texture2D, ) -> Result<()> { let in_desc = D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC { FourCC: 0, ViewDimension: D3D11_VPIV_DIMENSION_TEXTURE2D, Anonymous: D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC_0 { Texture2D: D3D11_TEX2D_VPIV { MipSlice: 0, ArraySlice: 0, }, }, }; let mut in_view: Option = None; self.vdev .CreateVideoProcessorInputView(input, &self.enumr, &in_desc, Some(&mut in_view)) .context("CreateVideoProcessorInputView")?; let out_desc = D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC { ViewDimension: D3D11_VPOV_DIMENSION_TEXTURE2D, Anonymous: D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC_0 { Texture2D: D3D11_TEX2D_VPOV { MipSlice: 0 }, }, }; let mut out_view: Option = None; self.vdev .CreateVideoProcessorOutputView(output, &self.enumr, &out_desc, Some(&mut out_view)) .context("CreateVideoProcessorOutputView")?; let out_view = out_view.context("null output view")?; let stream = D3D11_VIDEO_PROCESSOR_STREAM { Enable: true.into(), pInputSurface: std::mem::ManuallyDrop::new(in_view), ..Default::default() }; self.vctx .VideoProcessorBlt(&self.vp, &out_view, 0, &[stream]) .context("VideoProcessorBlt") } } /// 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 { 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 → one alpha-blended layer, no XOR layer. let h = si.Height as usize; if buf.len() < pitch * h { return None; } let mut alpha = 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; alpha[d] = buf[s]; alpha[d + 1] = buf[s + 1]; alpha[d + 2] = buf[s + 2]; alpha[d + 3] = buf[s + 3]; } } Some(CursorShape { w: w as u32, h: h as u32, alpha: Some(alpha), xor: None, }) } else if si.Type == DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR.0 as u32 { // 32bpp where the alpha byte is a MASK selector (0x00 or 0xFF), not an alpha. A single shape // can mix opaque and screen-inverting pixels (the text I-beam: opaque hot-spot dot + an // inverting bar), so we split it into BOTH layers: // mask 0x00 -> opaque RGB → ALPHA layer // mask 0xFF, RGB != 0 -> invert the screen (white) → XOR layer // mask 0xFF, RGB == 0 -> XOR with black = no-op → transparent in both let h = si.Height as usize; if buf.len() < pitch * h { return None; } let mut alpha = vec![0u8; w * h * 4]; let mut xor = vec![0u8; w * h * 4]; let (mut any_alpha, mut any_xor) = (false, false); 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 { alpha[d] = b; alpha[d + 1] = g; alpha[d + 2] = r; alpha[d + 3] = 255; any_alpha = true; } else if b != 0 || g != 0 || r != 0 { // inverting pixel → white opaque; the inversion blend turns this into 1-dest xor[d] = 255; xor[d + 1] = 255; xor[d + 2] = 255; xor[d + 3] = 255; any_xor = true; } } } Some(CursorShape { w: w as u32, h: h as u32, alpha: any_alpha.then_some(alpha), xor: any_xor.then_some(xor), }) } else { // Monochrome: top half = AND mask, bottom half = XOR mask, 1 bpp. Per-pixel (AND,XOR): // (0,0) opaque black → ALPHA layer // (0,1) opaque white → ALPHA layer // (1,0) transparent → neither layer // (1,1) invert the screen → XOR layer (white opaque) — was previously approximated as // solid black, which is the bug this split fixes. 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 alpha = vec![0u8; w * h * 4]; let mut xor = vec![0u8; w * h * 4]; let (mut any_alpha, mut any_xor) = (false, false); for y in 0..h { for x in 0..w { let and_bit = bit(y, x); let xor_bit = bit(y + h, x); let d = (y * w + x) * 4; match (and_bit, xor_bit) { (0, 0) => { // opaque black: BGR already 0, just mark opaque alpha[d + 3] = 255; any_alpha = true; } (0, 1) => { alpha[d] = 255; alpha[d + 1] = 255; alpha[d + 2] = 255; alpha[d + 3] = 255; any_alpha = true; } (1, 0) => {} // transparent _ => { // (1,1) invert screen → white opaque into the XOR layer xor[d] = 255; xor[d + 1] = 255; xor[d + 2] = 255; xor[d + 3] = 255; any_xor = true; } } } } Some(CursorShape { w: w as u32, h: h as u32, alpha: any_alpha.then_some(alpha), xor: any_xor.then_some(xor), }) } } /// 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, /// The output duplication. `Option` so recovery can RELEASE it (set `None`) BEFORE re-duplicating: /// DXGI permits only ONE `IDXGIOutputDuplication` per output, and a stale one (incl. an ACCESS_LOST /// one) keeps holding the output, so a re-`DuplicateOutput1` returns E_ACCESSDENIED and legacy /// `DuplicateOutput` returns a BORN-LOST dup — the storm. Apollo releases before re-duplicating; so /// do we now. `None` only transiently during recovery (acquire routes None → recovery). dupl: Option, /// 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, staging: Option, 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, dbg_black_seeds: u32, last: Option>, /// 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. gpu_mode: bool, /// Reused owned texture the duplication frame is copied into for the D3D11 path (the duplication /// surface is transient and released each frame). gpu_copy: Option, /// The most recently produced presentable GPU texture + its pixel format, repeated by /// `next_frame` when AcquireNextFrame reports no change (static desktop) or during a rebuild. /// Format-tagged because the SDR path presents BGRA `gpu_copy` while the HDR path presents the /// 10-bit `hdr10_out` — the encoder needs the right format on every frame. last_present: Option<(ID3D11Texture2D, PixelFormat)>, /// Whether this capturer should request an HDR (FP16) duplication — `DuplicateOutput1` with FP16 /// first, retried (legacy DuplicateOutput can't capture HDR). Set for the secure-desktop DDA leg /// when the SudoVDA is in HDR; threaded into every (re)duplication incl. ACCESS_LOST recovery. want_hdr: bool, /// HDR (scRGB FP16) capture state. Set when the duplication surface is `R16G16B16A16_FLOAT` /// (the desktop has HDR on). The frame can't be `CopyResource`d into a BGRA target, so the HDR /// path copies it into an FP16 SRV texture, composites the cursor, then runs [`HdrConverter`] to /// produce a BT.2020 PQ 10-bit (`R10G10B10A2`) frame for NVENC. Toggling HDR fires ACCESS_LOST → /// `recreate_dupl` re-detects the format, so this tracks the *current* duplication. hdr_fp16: bool, /// The source display's static HDR mastering metadata (ST.2086 + content light level), read from /// `IDXGIOutput6::GetDesc1` whenever the duplication is HDR (`hdr_fp16`). The stream loop forwards /// it to the encoder (in-band SEI) and the client (0xCE). `None` when SDR or the read failed. hdr_meta: Option, /// FP16 copy of the duplication surface (RT|SRV): the cursor composites onto it and the converter /// samples it. Reallocated on device/size change. fp16_src: Option, fp16_srv: Option, /// 10-bit `R10G10B10A2` PQ output of the HDR conversion — the texture handed to NVENC. hdr10_out: Option, /// scRGB→PQ conversion pass; rebuilt on device recreate. hdr_conv: Option, /// Video-processor RGB→YUV converter (runs on the VIDEO engine, not the 3D engine) + its NV12 /// (SDR) / P010 (HDR) output texture. This is the zero-3D path: the per-frame colour conversion and /// NVENC's RGB→YUV both move off the 3D engine so capture+encode don't fight a GPU-saturating game. /// Lazily built for the current size+HDR; rebuilt on change. `None`/error → falls back to the /// legacy RGB path. Disabled with `PUNKTFUNK_NO_VIDEO_PROCESSOR=1`. video_conv: Option, yuv_out: Option, /// HDR-ness the current `video_conv`/`yuv_out` were built for, so an HDR toggle rebuilds them. yuv_is_hdr: bool, /// Latched off after a VideoConverter failure so we don't retry it every frame (fall back to RGB). vp_disabled: bool, /// Last time a duplication rebuild was attempted, to throttle retries during an outage (e.g. a /// secure-desktop dwell where the output is gone) so we don't block the encode loop or hammer /// DuplicateOutput — between attempts the last good frame is repeated. `None` = never attempted. last_rebuild: Option, /// Throttle for ALL ACCESS_LOST recovery attempts (cheap re-duplicate + full rebuild). A /// constantly-invalidated duplication (HDR overlay/MPO churn) would otherwise spin recovery and /// starve the encode thread; cap attempts to ~one per 5 ms and repeat the last frame between them. last_recover: Option, /// True once at least one real frame has been produced. After that, a frame drought (e.g. a long /// secure-desktop dwell with nothing rendering to the virtual output) must never fatally end the /// session — `next_frame` keeps repeating the last/seeded frame instead of erroring on its /// deadline. The deadline stays fatal only *before* the first frame (a genuine startup misconfig). ever_got_frame: bool, /// Consecutive rebuilds that produced a BORN-LOST duplication (created OK, but its first /// AcquireNextFrame instantly returned ACCESS_LOST). On the NORMAL desktop this is the hybrid /// reparent/flip storm — once it persists, `acquire` returns Err so the punktfunk1 loop cold-rebuilds the /// whole pipeline (new device/output) instead of spinning on a dead dup forever (the bug where the /// stream froze on the last frame). Reset to 0 by any real frame. NOT armed on the secure /// (Winlogon) desktop, where a long static dwell is legitimate and must never end the session. consecutive_born_lost: u32, /// GPU cursor overlay (rebuilt on device recreate). `None` until the first composite. cursor: Option, /// Last cursor shape, decomposed into alpha + XOR layers (kept device-independent so it survives /// a device recreate). cursor_shape: Option, cursor_pos: (i32, i32), cursor_visible: bool, /// Cursor shape changed → re-upload to the GPU texture(s) before the next composite. cursor_dirty: bool, dbg_cursor: u64, _keepalive: Box, } // SAFETY: `DuplCapturer` holds D3D11 device/context/duplication COM pointers plus plain data. The // device is created free-threaded (`make_device` sets no `D3D11_CREATE_DEVICE_SINGLETHREADED`) and // COM reference counting is interlocked, so moving ownership of the whole capturer to another thread // is sound. It is used by exactly one thread (the encode thread) at a time — moved to it once, never // shared (no `Sync`) — so the single-threaded immediate context is never touched concurrently. unsafe impl Send for DuplCapturer {} impl DuplCapturer { pub fn open( target: WinCaptureTarget, preferred: Option<(u32, u32, u32)>, keepalive: Box, // Whether the (already-resolved) encode backend wants GPU-resident frames — passed IN (Goal-1 // stage 5) so the capturer never re-derives the encode backend itself. gpu: bool, want_hdr: bool, ) -> Result { // SAFETY: runs on the capture thread that will own this `DuplCapturer`. `install_gpu_pref_hook()` // and the DPI-context calls take by-value handles / no args and touch only thread/process state; // `SetThreadExecutionState` takes a flags bitmask by value. `CreateDXGIFactory1` yields a live // `IDXGIFactory1`, and every subsequent COM method (`EnumAdapters1`/`EnumOutputs`/`GetDesc1`/ // `GetDesc`/`cast`) is called on that factory or on an adapter/output it returned — each obtained // through a checked `while let Ok(..)`/`?` — all from this one thread. No raw pointers are // dereferenced; the borrowed strings/locals outlive each synchronous call. unsafe { // Stop DXGI hybrid-GPU output reparenting BEFORE we create the factory / enumerate outputs // (the cause of the 0x887A0026 ACCESS_LOST churn on this hybrid box: RTX 4090 + AMD iGPU). install_gpu_pref_hook(); // Force PER-MONITOR-AWARE-V2 on THIS (capture) thread. IDXGIOutput5::DuplicateOutput1 // REQUIRES V2 — without it the call returns E_ACCESSDENIED forever (the 4370x failures // measured live), forcing the legacy DuplicateOutput fallback which yields a BORN-LOST // duplication on this box → the ACCESS_LOST storm. SetProcessDpiAwarenessContext failed at // startup ("already set" — a manifest/runtime locked the process to a LOWER awareness, and // GetAwarenessFromDpiAwarenessContext can't tell V1 from V2: it reports 2 for both). The // per-THREAD override works regardless of the process default, so DuplicateOutput1 can // succeed (the working dup Apollo gets). Must run on the capture thread before any DXGI use. { use windows::Win32::UI::HiDpi::{ AreDpiAwarenessContextsEqual, GetThreadDpiAwarenessContext, SetThreadDpiAwarenessContext, DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2, }; let prev = SetThreadDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); let is_v2 = AreDpiAwarenessContextsEqual( GetThreadDpiAwarenessContext(), DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2, ) .as_bool(); tracing::info!( set_ok = !prev.0.is_null(), thread_is_v2 = is_v2, "capture thread DPI awareness -> PER_MONITOR_AWARE_V2 (required for DuplicateOutput1)" ); } // Keep the IDD (SudoVDA) virtual display awake for the capture lifetime: an idle indirect // display can be power-gated, which invalidates the duplication (a contributor to the // "freezes randomly while streaming" loss). Restored to ES_CONTINUOUS on Drop. (Apollo does // this too.) Must run on the capture thread (this one owns the capturer). SetThreadExecutionState(ES_CONTINUOUS | ES_DISPLAY_REQUIRED | ES_SYSTEM_REQUIRED); let factory: IDXGIFactory1 = CreateDXGIFactory1().context("CreateDXGIFactory1")?; // 1) Find the output (monitor) whose GDI DeviceName matches, across ALL adapters. On a // real-GPU box the SudoVDA virtual monitor's DXGI output is enumerated under the GPU that // *renders* it (the discrete/integrated GPU), NOT under the SudoVDA "adapter" LUID that // SudoVDA reports — so we can't restrict the search to `target.adapter_luid`. The output // also appears a beat after the display is created, so settle-retry for up to ~2 s. // `target.adapter_luid` is kept only as a tie-break preference (matched adapter first). let _ = target.adapter_luid; let deadline = Instant::now() + Duration::from_millis(2000); let (adapter, output): (IDXGIAdapter1, IDXGIOutput1) = loop { let mut hit = None; let mut i = 0u32; while let Ok(a) = factory.EnumAdapters1(i) { let ad = a.GetDesc1()?; let aname = String::from_utf16_lossy(&ad.Description); let aname = aname.trim_end_matches('\u{0}'); let mut j = 0u32; while let Ok(o) = a.EnumOutputs(j) { let od = o.GetDesc()?; let oname = String::from_utf16_lossy(&od.DeviceName); let oname = oname.trim_end_matches('\u{0}').to_string(); tracing::debug!( adapter = aname, luid = format!("{:#x}", pack_luid(ad.AdapterLuid)), output = oname, want = target.gdi_name, "DXGI output seen" ); if gdi_name_matches(&od.DeviceName, &target.gdi_name) { tracing::info!( adapter = aname, luid = format!("{:#x}", pack_luid(ad.AdapterLuid)), output = oname, "capturing the SudoVDA output on this adapter" ); hit = Some((a.clone(), o.cast::()?)); break; } j += 1; } if hit.is_some() { break; } i += 1; } if let Some(h) = hit { break h; } if Instant::now() >= deadline { let mut topo = Vec::new(); let mut i = 0u32; while let Ok(a) = factory.EnumAdapters1(i) { let ad = a.GetDesc1()?; let an = String::from_utf16_lossy(&ad.Description); let mut outs = Vec::new(); let mut j = 0u32; while let Ok(o) = a.EnumOutputs(j) { let od = o.GetDesc()?; outs.push( String::from_utf16_lossy(&od.DeviceName) .trim_end_matches('\u{0}') .to_string(), ); j += 1; } topo.push(format!( "{} [{:#x}]: {:?}", an.trim_end_matches('\u{0}'), pack_luid(ad.AdapterLuid), outs )); i += 1; } bail!( "no DXGI adapter exposes output {} (topology: {})", target.gdi_name, topo.join(" | ") ); } std::thread::sleep(Duration::from_millis(100)); }; // 2) D3D11 device ON the adapter that exposes the output (driver_type MUST be UNKNOWN with // an explicit adapter). NVENC binds to this same device for zero-copy encode. let mut device: Option = None; let mut context: Option = None; D3D11CreateDevice( &adapter, D3D_DRIVER_TYPE_UNKNOWN, HMODULE::default(), D3D11_CREATE_DEVICE_BGRA_SUPPORT, Some(&[D3D_FEATURE_LEVEL_11_0]), D3D11_SDK_VERSION, Some(&mut device), None, Some(&mut context), ) .context("D3D11CreateDevice")?; let device = device.context("null D3D11 device")?; let context = context.context("null D3D11 context")?; // 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. // The virtual display is kept the sole desktop via the CCD isolation the pf-vdisplay backend // applies at monitor creation (registry-persisted), so the secure desktop has nowhere to render // but the output we capture — no per-open re-isolation needed. attach_input_desktop(); let dupl = duplicate_output(&output, &device, want_hdr) .context("DuplicateOutput (already duplicated by another app?)")?; // Did DXGI actually call our win32u GPU-pref hook during factory/device/dupl creation? hits==0 // here means the hook is NOT on DXGI's reparenting path on this build → reparenting can't be // the churn cause (look at independent-flip/composition instead). Diagnostic only. tracing::debug!( hook_hits = hybrid_hook_hits(), "win32u GPU-pref hook call count after open" ); // 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 .map(|(_, _, hz)| hz) .filter(|&hz| hz > 0) .unwrap_or_else(|| { let r = dd.ModeDesc.RefreshRate; r.Numerator .checked_div(r.Denominator) .map_or(60, |hz| hz.max(1)) }); let timeout_ms = std::env::var("PUNKTFUNK_CAPTURE_TIMEOUT_MS") .ok() .and_then(|s| s.parse().ok()) .unwrap_or((2000 / refresh_hz.max(1)).max(100)); // Produce GPU-resident D3D11 frames (zero-copy NVENC, or the NV12/P010 the AMF/QSV backends // read back / import) whenever the encode backend is a GPU one — so the capturer's output // format matches the encoder's input. Only the software (GPU-less) path takes CPU staging. // The decision is resolved ONCE per session and passed in (Goal-1 stage 5), instead of this // capturer re-calling `encode::windows_resolved_backend()` — the back-reference that let // capture and encode disagree (plan §2.3/§5). let gpu_mode = gpu; // Read the source display's HDR mastering metadata while we still hold `output` (it is // moved into the struct below). Only meaningful for an HDR (FP16) duplication. let is_hdr_init = dd.ModeDesc.Format == DXGI_FORMAT_R16G16B16A16_FLOAT; let hdr_meta_init = if is_hdr_init { read_output_hdr_meta(&output) } else { None }; tracing::info!( "DXGI duplication: {}x{}@{} on {} ({}) dxgi_format={} (87=BGRA8 24=R10G10B10A2 10=R16G16B16A16_FLOAT)", width, height, refresh_hz, target.gdi_name, if gpu_mode { "D3D11 zero-copy" } else { "CPU staging" }, dd.ModeDesc.Format.0, ); Ok(Self { device, context, output, dupl: Some(dupl), target_id: target.target_id, gdi_name: target.gdi_name, width, height, refresh_hz, staging: None, holding_frame: false, active: AtomicBool::new(false), timeout_ms, first_frame: true, dbg_timeouts: 0, dbg_lost: 0, dbg_black_seeds: 0, last: None, gpu_mode, gpu_copy: None, last_present: None, want_hdr, hdr_fp16: is_hdr_init, hdr_meta: hdr_meta_init, fp16_src: None, fp16_srv: None, hdr10_out: None, hdr_conv: None, video_conv: None, yuv_out: None, yuv_is_hdr: false, vp_disabled: std::env::var_os("PUNKTFUNK_NO_VIDEO_PROCESSOR").is_some(), last_rebuild: None, last_recover: None, ever_got_frame: false, consecutive_born_lost: 0, cursor: None, cursor_shape: None, cursor_pos: (0, 0), cursor_visible: false, cursor_dirty: false, dbg_cursor: 0, _keepalive: keepalive, }) } } unsafe fn ensure_staging(&mut self) -> Result<()> { if self.staging.is_some() { return Ok(()); } let desc = D3D11_TEXTURE2D_DESC { Width: self.width, Height: self.height, MipLevels: 1, ArraySize: 1, Format: DXGI_FORMAT_B8G8R8A8_UNORM, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_STAGING, BindFlags: D3D11_BIND_FLAG(0).0 as u32, CPUAccessFlags: D3D11_CPU_ACCESS_READ.0 as u32, MiscFlags: 0, }; let mut t: Option = None; self.device .CreateTexture2D(&desc, None, Some(&mut t)) .context("CreateTexture2D(staging)")?; self.staging = t; Ok(()) } unsafe fn ensure_gpu_copy(&mut self) -> Result<()> { if self.gpu_copy.is_some() { return Ok(()); } let desc = D3D11_TEXTURE2D_DESC { Width: self.width, Height: self.height, MipLevels: 1, ArraySize: 1, Format: DXGI_FORMAT_B8G8R8A8_UNORM, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DEFAULT, BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32, CPUAccessFlags: 0, MiscFlags: 0, }; let mut t: Option = None; self.device .CreateTexture2D(&desc, None, Some(&mut t)) .context("CreateTexture2D(gpu copy)")?; self.gpu_copy = t; Ok(()) } /// Convert `input` (BGRA for SDR, scRGB FP16 for HDR) to NVENC's native YUV (NV12 / P010) via the /// D3D11 **video processor** (video engine) — keeping the per-frame colour conversion AND NVENC's /// RGB→YUV off the 3D engine so capture+encode don't fight a GPU-saturating game. Returns the YUV /// texture, or `None` to fall back to the legacy RGB path (processor disabled/unavailable). Lazily /// builds + caches the processor + output texture for the current size + HDR-ness. unsafe fn convert_to_yuv( &mut self, input: &ID3D11Texture2D, hdr: bool, ) -> Option { if self.vp_disabled { return None; } if self.video_conv.is_none() || self.yuv_out.is_none() || self.yuv_is_hdr != hdr { self.video_conv = None; self.yuv_out = None; let vc = match VideoConverter::new( &self.device, &self.context, self.width, self.height, hdr, ) { Ok(vc) => vc, Err(e) => { tracing::warn!(error = %format!("{e:#}"), "video processor unavailable — falling back to RGB encode path"); self.vp_disabled = true; return None; } }; let fmt = if hdr { windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_P010 } else { windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_NV12 }; let desc = D3D11_TEXTURE2D_DESC { Width: self.width, Height: self.height, MipLevels: 1, ArraySize: 1, Format: fmt, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DEFAULT, BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32, CPUAccessFlags: 0, MiscFlags: 0, }; let mut t: Option = None; if let Err(e) = self.device.CreateTexture2D(&desc, None, Some(&mut t)) { tracing::warn!(error = %format!("{e:?}"), "CreateTexture2D(YUV out) failed — falling back to RGB encode path"); self.vp_disabled = true; return None; } self.video_conv = Some(vc); self.yuv_out = t; self.yuv_is_hdr = hdr; tracing::info!( hdr, "video-processor YUV path active ({} on the video engine, 0% 3D)", if hdr { "P010" } else { "NV12" } ); } let out = self.yuv_out.clone()?; if let Err(e) = self.video_conv.as_ref()?.convert(input, &out) { tracing::warn!(error = %format!("{e:#}"), "VideoProcessorBlt failed — falling back to RGB encode path"); self.vp_disabled = true; self.video_conv = None; self.yuv_out = None; return None; } Some(out) } /// FP16 (`R16G16B16A16_FLOAT`) copy of the HDR duplication surface (RT for the cursor composite + /// SRV for the converter). Reallocated when absent (device/size change drops it). unsafe fn ensure_fp16_src(&mut self) -> Result<()> { if self.fp16_src.is_some() { return Ok(()); } let desc = D3D11_TEXTURE2D_DESC { Width: self.width, Height: self.height, MipLevels: 1, ArraySize: 1, Format: DXGI_FORMAT_R16G16B16A16_FLOAT, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DEFAULT, BindFlags: (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32, CPUAccessFlags: 0, MiscFlags: 0, }; let mut t: Option = None; self.device .CreateTexture2D(&desc, None, Some(&mut t)) .context("CreateTexture2D(fp16 src)")?; let t = t.context("fp16 src tex")?; let mut srv = None; self.device .CreateShaderResourceView(&t, None, Some(&mut srv))?; self.fp16_srv = Some(srv.context("fp16 srv")?); self.fp16_src = Some(t); Ok(()) } /// 10-bit `R10G10B10A2_UNORM` PQ output of the HDR conversion — the texture NVENC encodes. unsafe fn ensure_hdr10_out(&mut self) -> Result<()> { if self.hdr10_out.is_some() { return Ok(()); } let desc = D3D11_TEXTURE2D_DESC { Width: self.width, Height: self.height, MipLevels: 1, ArraySize: 1, Format: DXGI_FORMAT_R10G10B10A2_UNORM, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DEFAULT, BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32, CPUAccessFlags: 0, MiscFlags: 0, }; let mut t: Option = None; self.device .CreateTexture2D(&desc, None, Some(&mut t)) .context("CreateTexture2D(hdr10 out)")?; self.hdr10_out = t; Ok(()) } /// Allocate a presentable GPU texture on the *current* device, clear it to black, and record it /// as `last_present`. Called after a desktop-switch recovery so `next_frame` always has a D3D11 /// frame to repeat even while the (secure) desktop renders nothing to the virtual output — this /// is what keeps the session alive across a lock/login/UAC transition instead of dropping it. In /// HDR mode it seeds the 10-bit output (black = PQ 0); otherwise the BGRA copy. One-shot: the next /// real frame overwrites the texture in place. unsafe fn seed_black_gpu_frame(&mut self) -> Result<()> { // Instrumentation: a BLACK seed means we have no real desktop frame to show — if the client // streams black, this is why. On the secure (Winlogon) desktop this fires when the duplication // came back born-lost / idle. Counted + logged (throttled) so a real-lock repro shows the mode. self.dbg_black_seeds += 1; if self.dbg_black_seeds % 32 == 1 { tracing::warn!( black_seeds = self.dbg_black_seeds, "DDA: seeding BLACK frame — no real desktop frame available (secure desktop idle/born-lost?)" ); } if self.hdr_fp16 { self.ensure_hdr10_out()?; let out = self.hdr10_out.clone().context("hdr10 out texture")?; let mut rtv: Option = None; self.device .CreateRenderTargetView(&out, None, Some(&mut rtv))?; self.context .ClearRenderTargetView(&rtv.context("null RTV (hdr seed)")?, &[0.0, 0.0, 0.0, 1.0]); self.last_present = Some((out, PixelFormat::Rgb10a2)); } else { self.ensure_gpu_copy()?; let gpu = self.gpu_copy.clone().context("gpu copy texture")?; let mut rtv: Option = None; self.device .CreateRenderTargetView(&gpu, None, Some(&mut rtv))?; self.context .ClearRenderTargetView(&rtv.context("null RTV (sdr seed)")?, &[0.0, 0.0, 0.0, 1.0]); self.last_present = Some((gpu, PixelFormat::Bgra)); } 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.as_ref().is_some_and(|d| { d.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.w, shape.h), alpha = shape.alpha.is_some(), xor = shape.xor.is_some(), "cursor shape captured" ); self.cursor_shape = Some(shape); self.cursor_dirty = true; } } } } /// Composite the cursor onto the GPU frame texture (zero-copy path). `hdr` = the target is the /// linear scRGB FP16 surface (HDR path) — the cursor is then sRGB→linear decoded and scaled to /// HDR graphics white (PUNKTFUNK_HDR_CURSOR_NITS, default 203, per BT.2408) so it isn't ~2.5× /// too dim; SDR composites the raw cursor in the display's native sRGB space. unsafe fn composite_cursor_gpu(&mut self, gpu: &ID3D11Texture2D, hdr: bool) -> 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(|s| format!("{}x{}", s.w, s.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(shape) = &self.cursor_shape { self.cursor .as_mut() .unwrap() .set_shapes(&self.device, shape)?; } self.cursor_dirty = false; } let mut rtv: Option = None; self.device .CreateRenderTargetView(gpu, None, Some(&mut rtv))?; let rtv = rtv.context("cursor rtv")?; let (cx, cy) = self.cursor_pos; // HDR graphics-white target in nits → scRGB multiplier (scRGB 1.0 = 80 nits). Default 203 // (BT.2408); PUNKTFUNK_HDR_CURSOR_NITS overrides without a rebuild. SDR → 1.0, no decode. let white_mul = if hdr { let nits = std::env::var("PUNKTFUNK_HDR_CURSOR_NITS") .ok() .and_then(|s| s.parse::().ok()) .filter(|n| n.is_finite() && *n > 0.0) .unwrap_or(203.0); nits / 80.0 } else { 1.0 }; let (w, h) = (self.width, self.height); let comp = self.cursor.as_ref().unwrap(); // Alpha-blended layer (normal cursor pixels); HDR brightness scale applies here. if let Some((srv, cw, ch)) = &comp.tex_alpha { comp.draw_layer( &self.context, &rtv, w, h, cx, cy, srv, *cw, *ch, false, white_mul, hdr, // decode sRGB→linear only on the HDR (linear FP16) target ); } // Inversion layer (masked-color I-beam bar / monochrome invert): operates on the framebuffer // reference, so it is never HDR-scaled or sRGB-decoded. if let Some((srv, cw, ch)) = &comp.tex_xor { comp.draw_layer( &self.context, &rtv, w, h, cx, cy, srv, *cw, *ch, true, 1.0, false, ); } Ok(()) } /// CHEAP recovery for the ACCESS_LOST *churn*: re-`DuplicateOutput` on the EXISTING device + /// output. No new device/factory, so the encoder is NOT re-initialized and no black is seeded — /// the existing `gpu_copy`/HDR textures/`last_present` are kept and frames resume immediately. This /// is the right recovery for the HDR overlay-flip churn (the duplication is invalidated but the /// output is still live). Returns false when the output can't be re-duplicated (desktop switch / /// output gone) so the caller falls back to the full [`recreate_dupl`]. Probes the new duplication /// (like recreate_dupl) so a born-lost one is rejected rather than adopted. unsafe fn try_reduplicate(&mut self) -> bool { if self.holding_frame { let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame()); self.holding_frame = false; } // RELEASE the old duplication FIRST (drop it → frees the output) before re-duplicating. DXGI // allows one duplication per output; leaving the stale one alive is exactly why DuplicateOutput1 // returned E_ACCESSDENIED and the legacy fallback produced a born-lost dup. self.dupl = None; let dupl = match duplicate_output(&self.output, &self.device, self.want_hdr) { Ok(d) => d, Err(_) => return false, }; // Adopt first (SAME device → existing gpu_copy/HDR textures/last_present stay valid), then probe // + CAPTURE the frame: a born-lost duplication returns ACCESS_LOST immediately; alive-but-idle // waits the full 16ms. On a real frame we present it (so a static desktop keeps a real // last_present instead of the discarded one); idle keeps the existing last_present. self.dupl = Some(dupl); let mut info = DXGI_OUTDUPL_FRAME_INFO::default(); let mut res: Option = None; match self .dupl .as_ref() .unwrap() .AcquireNextFrame(16, &mut info, &mut res) { Ok(()) => { self.update_cursor(&info); if let Some(r) = res { let _ = self.present_acquired(r); } } Err(e) if e.code() == DXGI_ERROR_WAIT_TIMEOUT => {} Err(_) => return false, // born-lost on the same output → need the full rebuild } true } /// ONE rebuild attempt — deliberately non-blocking. ACCESS_LOST fires on desktop switches /// (normal ↔ Winlogon secure: lock/login/UAC) and on the mode change we issue at create. We /// re-attach to the now-current input desktop and recreate the D3D11 device + duplication on it /// (a device made on the previous desktop can't sustain a duplication on the new one). CRUCIAL: /// no internal multi-second retry loop — during a secure-desktop dwell the SudoVDA output is /// *gone* (`no DXGI output named …`), and a blocking retry here would starve the encode/send /// loop of frames for seconds, so the client times out and disconnects (the bug this fixes). /// Instead a single attempt returns immediately; the caller ([`acquire`]) repeats the last good /// frame and retries on a throttle, so the session survives an arbitrarily long secure visit. unsafe fn recreate_dupl(&mut self) -> Result<()> { if self.holding_frame { let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame()); self.holding_frame = false; } // The SudoVDA output's GDI name can CHANGE across a secure-desktop topology rebuild — // re-resolve from the STABLE target id so we find it under its current name. if let Some(n) = crate::win_display::resolve_gdi_name(self.target_id) { self.gdi_name = n; } // Re-sync the capture thread to the CURRENT input desktop on EVERY rebuild — symmetric for // ENTERING and LEAVING the secure (Winlogon) desktop. This is the fix for "UAC/lock appears // fine but breaks the instant you click out of it": leaving secure used to skip this (it was // gated on is_secure_desktop()), stranding the thread on the gone Winlogon desktop. Cheap + // leak-free (attach_input_desktop closes its handle). Apollo (syncThreadDesktop) does the same. // We do NOT re-isolate the display on recovery: the CCD isolation from create_monitor is // registry-persisted, and a CCD topology mutation here would itself invalidate the freshly-rebuilt // duplication → a self-feeding ACCESS_LOST storm (200 rebuilds/session observed before this). attach_input_desktop(); // RELEASE the old duplication FIRST (frees the output). reopen_duplication creates a NEW device // and re-DuplicateOutputs the output; if the stale duplication is still alive it holds the output // and the new one is born-lost / E_ACCESSDENIED. (On reopen failure self.dupl stays None and // acquire's None-guard re-drives recovery.) self.dupl = None; let (dev, ctx, out, dupl) = reopen_duplication(&self.gdi_name, self.want_hdr)?; // Err → caller repeats + retries // (The born-lost guard is now the capture-acquire at the end: we adopt, then grab the current // frame; ACCESS_LOST there means born-lost, and we seed black + let the throttled caller retry.) // 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); tracing::info!( dxgi_format = dd.ModeDesc.Format.0, "DXGI duplication rebuilt (format: 87=BGRA8 24=R10G10B10A2 10=R16G16B16A16_FLOAT)" ); 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 = Some(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.last_present = None; // belonged to the old device; reseeded below // Re-detect HDR and drop the HDR textures/converter (old device). Toggling HDR on or // off is exactly this path: the duplication comes back as FP16 (HDR) or BGRA8. self.hdr_fp16 = dd.ModeDesc.Format == DXGI_FORMAT_R16G16B16A16_FLOAT; // Re-read the source mastering metadata for the (possibly new) HDR output, or clear it on SDR. self.hdr_meta = if self.hdr_fp16 { read_output_hdr_meta(&self.output) } else { None }; self.fp16_src = None; self.fp16_srv = None; self.hdr10_out = None; self.hdr_conv = None; // Video processor + its YUV output belonged to the old device / size / HDR-ness — rebuild lazily. self.video_conv = None; self.yuv_out = None; self.first_frame = true; // Capture the CURRENT desktop frame as `last_present` (instead of seeding black). The secure // (lock/login/UAC) desktop is STATIC, so DDA only emits a frame on change — if we seeded black // we'd stream black until the user pressed a key (the reported bug). A freshly-created // duplication's first AcquireNextFrame returns the full current desktop; grab it and present it, // so the client shows the real (frozen-until-it-changes) secure desktop. Born-lost (ACCESS_LOST // here) or no-initial-frame (timeout) → seed black as a fallback and let the throttled caller // retry — a brief black flash during the unsettled switch, then real content. nudge_cursor_onto(&self.output); // kick a change so a static desktop yields its first frame let mut info = DXGI_OUTDUPL_FRAME_INFO::default(); let mut res: Option = None; let captured = match self .dupl .as_ref() .unwrap() .AcquireNextFrame(120, &mut info, &mut res) { Ok(()) => { self.update_cursor(&info); match res { Some(r) => match self.present_acquired(r) { Ok(_) => { self.first_frame = false; tracing::info!("DXGI recovery: captured real secure-desktop frame"); true } Err(e) => { tracing::warn!(error = %format!("{e:#}"), "recovery: present_acquired failed"); false } }, None => false, } } Err(e) => { tracing::warn!( code = format!("{:#x}", e.code().0), "DXGI recovery: no initial frame (born-lost/idle) — seeding black, will retry" ); false } }; if !captured && self.gpu_mode { if let Err(e) = self.seed_black_gpu_frame() { tracing::warn!(error = %format!("{e:#}"), "seed black frame after recovery failed"); } } // Track the born-lost storm: a rebuild that grabbed a real frame clears it; one that came back // born-lost (created OK, first AcquireNextFrame == ACCESS_LOST) advances it. `acquire` uses this // to escape to a full pipeline cold-rebuild on the normal desktop instead of spinning forever. if captured { self.consecutive_born_lost = 0; } else { self.consecutive_born_lost = self.consecutive_born_lost.saturating_add(1); } Ok(()) } /// Acquire one frame: `Some` on a fresh image, `None` on timeout (no change → caller reuses last). unsafe fn acquire(&mut self) -> Result> { if self.holding_frame { let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame()); self.holding_frame = false; } let mut info = DXGI_OUTDUPL_FRAME_INFO::default(); let mut res: Option = None; let timeout = if self.first_frame { 2000 } else { self.timeout_ms }; // If a prior recovery released the old duplication but couldn't create a new one yet (output // gone during a secure dwell, etc.), self.dupl is None — synthesize ACCESS_LOST so we flow into // the recovery path below instead of panicking. let acq = match self.dupl.as_ref() { Some(d) => d.AcquireNextFrame(timeout, &mut info, &mut res), None => Err(windows::core::Error::from_hresult(DXGI_ERROR_ACCESS_LOST)), }; match acq { Ok(()) => { if self.first_frame { tracing::info!(w = self.width, h = self.height, "DXGI first frame acquired"); self.first_frame = false; } self.consecutive_born_lost = 0; // a real frame breaks the born-lost storm self.update_cursor(&info); } Err(e) if e.code() == DXGI_ERROR_WAIT_TIMEOUT => { self.dbg_timeouts += 1; if self.dbg_timeouts % 40 == 1 { // A static desktop produces no DDA frames, so timeouts are NORMAL idle, not an error. tracing::debug!( timeouts = self.dbg_timeouts, first_frame = self.first_frame, "DXGI AcquireNextFrame timeout (no desktop change yet)" ); } return Ok(None); } // MODE_CHANGE_IN_PROGRESS (0x887A0025) is TRANSIENT by design ("the call may succeed at a // later attempt") — the display topology is mid-settle (e.g. just after the IDD's mode is // applied). Do NOT recover/rebuild: a rebuild re-issues create()→set_active_mode, re-touching // the topology and PERPETUATING the change (the storm we measured). Just repeat the last frame // and wait it out, like a timeout. Throttled log so a genuinely stuck change stays visible. Err(e) if e.code() == DXGI_ERROR_MODE_CHANGE_IN_PROGRESS => { self.dbg_timeouts += 1; if self.dbg_timeouts % 120 == 1 { tracing::warn!( "DXGI mode change in progress (0x887A0025) — waiting for topology to settle" ); } 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; // TIERED recovery. The HDR path produces a constant ACCESS_LOST *churn*: the // duplication keeps getting invalidated (overlay/MPO flips that HDR makes aggressive) // but the OUTPUT stays valid — a probe passes, the dup lives briefly, dies, repeats. // For that, the cheap fix is a fresh DuplicateOutput on the SAME device+output: no new // device/factory → NO encoder re-init, NO black seed → frames stay near-continuous // (this is what makes HDR animations smooth). Only a genuine output loss (secure-desktop // switch, where DISPLAY10 is gone) or a dead device needs the full rebuild — and THAT // is throttled so a long secure dwell doesn't hammer DuplicateOutput / starve the // client (between attempts we repeat the last frame). let device_dead = e.code() == DXGI_ERROR_DEVICE_REMOVED || e.code() == DXGI_ERROR_DEVICE_RESET; if self.dbg_lost % 64 == 1 { tracing::warn!( lost = self.dbg_lost, code = format!("{:#x}", e.code().0), "DXGI capture lost — recovering (cheap re-duplicate, full rebuild if output gone)" ); } // GENTLE recovery. On the secure (Winlogon) desktop the duplication dies on EVERY // independent-flip; a tight re-duplicate loop tears the duplication down + brings it up // hundreds of times/sec — that release/recreate cycle is the real kernel stress (and it // stalls the send thread long enough that the client times out → "display disconnected"). // So instead of fighting it: cap recovery HARD and just repeat the last frame in between // (no busy-spin, no per-flip teardown). The session stays alive across a secure dwell; the // lock/UAC screen is frozen/laggy, then capture resumes cleanly when the desktop returns. // Tunable: PUNKTFUNK_RECOVER_MS (cheap re-duplicate cadence, default 250) and // PUNKTFUNK_REBUILD_MS (heavy new-device rebuild cadence, default 1500). let recover_ms = std::env::var("PUNKTFUNK_RECOVER_MS") .ok() .and_then(|s| s.parse().ok()) .unwrap_or(250u64); let now = Instant::now(); if self .last_recover .is_some_and(|t| now.duration_since(t) < Duration::from_millis(recover_ms)) { return Ok(None); // repeat the last frame; do NOT tear down/recreate yet } self.last_recover = Some(now); if !device_dead && self.try_reduplicate() { // Cheap recovery succeeded (same device, no teardown of the device/monitor). self.first_frame = true; return Ok(None); } // Heavy full rebuild (new device) — the costliest teardown/recreate, so throttle it the // hardest. Only when the cheap re-duplicate keeps failing (genuine output/device loss). let rebuild_ms = std::env::var("PUNKTFUNK_REBUILD_MS") .ok() .and_then(|s| s.parse().ok()) .unwrap_or(1500u64); let now = Instant::now(); let due = self .last_rebuild .is_none_or(|t| now.duration_since(t) >= Duration::from_millis(rebuild_ms)); if due { self.last_rebuild = Some(now); if self.recreate_dupl().is_ok() { self.first_frame = true; } } // Born-lost rebuilds (created OK, instant ACCESS_LOST) used to escalate to a full pipeline // cold-rebuild here — but that re-issued vd.create()→set_active_mode (an audible PnP // add/remove chime + a fresh topology mode change), which never converged and amplified // the storm. With the topology fix (set_active_mode no longer promotes the IDD to PRIMARY // by default) the born-lost storm is gone at its source; if one ever recurs, just keep // repeating the last frame in-process — never tear the IDD down mid-session (Apollo never // does). Throttled visibility only. if self.consecutive_born_lost > 0 && self.consecutive_born_lost % 40 == 1 { tracing::warn!( consecutive = self.consecutive_born_lost, "DDA born-lost rebuilds — repeating last frame in-process (no teardown)" ); } return Ok(None); } Err(e) => return Err(e).context("AcquireNextFrame"), } let res = res.context("AcquireNextFrame: null resource")?; // Detect a mode/format change on the hot path. The desktop can flip HDR<->SDR (FP16<->BGRA — // e.g. the SudoVDA output dropping out of HDR for the secure desktop) or change resolution // WITHOUT raising ACCESS_LOST; `hdr_fp16`/`width`/`height` would then be stale and // `present_acquired` would CopyResource into a mismatched-format/size target — corruption, or // the secure-desktop "works once, then HDR breaks" bug. Re-read the acquired texture's desc // every frame (Apollo does this) and rebuild on a real change instead of presenting a // mismatched frame. Throttled like the ACCESS_LOST path so a flapping toggle can't hammer // DuplicateOutput. if let Ok(tex) = res.cast::() { let mut d = D3D11_TEXTURE2D_DESC::default(); tex.GetDesc(&mut d); // Only a real SIZE change is reliably detectable here. Format/HDR is NOT: legacy // DuplicateOutput always hands back an 8-bit BGRA surface regardless of the output's FP16 // scanout mode, so comparing the acquired-texture format against `hdr_fp16` (derived from // the OUTDUPL ModeDesc) self-fires every frame → a rebuild storm. A genuine resolution // change is caught here; a real HDR↔SDR toggle arrives as ACCESS_LOST → recreate_dupl // re-detects it. (Genuine FP16 capture is a separate change: DuplicateOutput1.) if d.Width != self.width || d.Height != self.height { tracing::info!( old = format!("{}x{}", self.width, self.height), new = format!("{}x{}", d.Width, d.Height), "DXGI capture size changed mid-stream — rebuilding" ); let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame()); let now = Instant::now(); let due = self .last_rebuild .is_none_or(|t| now.duration_since(t) >= Duration::from_millis(250)); if due { self.last_rebuild = Some(now); if self.recreate_dupl().is_ok() { self.first_frame = true; } } return Ok(None); } } Ok(Some(self.present_acquired(res)?)) } /// Turn a freshly-acquired duplication resource into a `CapturedFrame` and record it as /// `last_present`. Factored out of [`acquire`] so the recovery path ([`recreate_dupl`]) can grab /// the CURRENT desktop frame instead of seeding black: the secure (lock/login/UAC) desktop is /// static, so DDA emits no change-frame to replace a black seed — the cause of the black-screen- /// until-you-press-a-key bug. The caller has already `AcquireNextFrame`d; this releases it. unsafe fn present_acquired(&mut self, res: IDXGIResource) -> Result { self.holding_frame = true; let tex: ID3D11Texture2D = res.cast().context("resource -> Texture2D")?; if self.gpu_mode && self.hdr_fp16 { // HDR zero-copy path: the duplication surface is scRGB FP16 (R16G16B16A16_FLOAT) — it can't // be CopyResource'd into a BGRA target (that was the freeze + cursor-trail bug). Copy it into // an FP16 SRV texture (same format → valid), composite the cursor onto it (the cursor lands // at ~SDR-white brightness, then goes through the PQ curve correctly), then convert scRGB → // BT.2020 PQ 10-bit into hdr10_out and hand THAT to NVENC (HEVC Main10 / HDR10). self.ensure_fp16_src()?; let src = self.fp16_src.clone().context("fp16 src texture")?; self.context.CopyResource(&src, &tex); let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame()); self.holding_frame = false; self.composite_cursor_gpu(&src, true)?; // onto the FP16 surface (HDR: decode + nits scale) // Video-engine path: scRGB FP16 → BT.2020 PQ P010 on the VIDEO engine (no 3D shader, and // NVENC encodes P010 natively). Fall back to the HdrConverter pixel shader (3D) only if the // video processor is unavailable. if let Some(p010) = self.convert_to_yuv(&src, true) { self.last_present = Some((p010.clone(), PixelFormat::P010)); return Ok(CapturedFrame { width: self.width, height: self.height, pts_ns: now_ns(), format: PixelFormat::P010, payload: FramePayload::D3d11(D3d11Frame { texture: p010, device: self.device.clone(), }), }); } self.ensure_hdr10_out()?; let out = self.hdr10_out.clone().context("hdr10 out texture")?; if self.hdr_conv.is_none() { self.hdr_conv = Some(HdrConverter::new(&self.device)?); } let srv = self.fp16_srv.clone().context("fp16 srv")?; let mut rtv: Option = None; self.device .CreateRenderTargetView(&out, None, Some(&mut rtv))?; let rtv = rtv.context("hdr10 rtv")?; self.hdr_conv.as_ref().unwrap().convert( &self.context, &srv, &rtv, self.width, self.height, ); self.last_present = Some((out.clone(), PixelFormat::Rgb10a2)); return Ok(CapturedFrame { width: self.width, height: self.height, pts_ns: now_ns(), format: PixelFormat::Rgb10a2, payload: FramePayload::D3d11(D3d11Frame { texture: out, device: self.device.clone(), }), }); } if self.gpu_mode { // Zero-copy path: keep the frame on the GPU for NVENC. Copy the transient duplication // surface into a reused owned texture, release the duplication frame, hand off the texture. // NOTE: do NOT convert the duplication surface directly on the video processor to skip this // copy — the VP colour-convert (3D/compute on NVIDIA) holds the DDA surface until it // completes, blocking ReleaseFrame/AcquireNextFrame and SERIALIZING capture+convert (~60 fps, // encode_us 15-20 ms measured). The fast same-format CopyResource decouples them: it releases // the DDA frame immediately so the convert runs independently (40-200 fps). Worth ~5% 3D. self.ensure_gpu_copy()?; let gpu = self.gpu_copy.clone().context("gpu copy texture")?; self.context.CopyResource(&gpu, &tex); let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame()); self.holding_frame = false; self.composite_cursor_gpu(&gpu, false)?; // Prefer the video-engine YUV path (BGRA → NV12 on the video engine) so the colour // conversion AND NVENC's encode stay OFF the 3D engine — the only way to keep up when a // game pins the 3D engine at ~100%. Fall back to handing NVENC the BGRA texture (it then // does RGB→YUV internally on the 3D/compute engine). if let Some(nv12) = self.convert_to_yuv(&gpu, false) { self.last_present = Some((nv12.clone(), PixelFormat::Nv12)); return Ok(CapturedFrame { width: self.width, height: self.height, pts_ns: now_ns(), format: PixelFormat::Nv12, payload: FramePayload::D3d11(D3d11Frame { texture: nv12, device: self.device.clone(), }), }); } self.last_present = Some((gpu.clone(), PixelFormat::Bgra)); return Ok(CapturedFrame { width: self.width, height: self.height, pts_ns: now_ns(), format: PixelFormat::Bgra, payload: FramePayload::D3d11(D3d11Frame { texture: gpu, device: self.device.clone(), }), }); } self.ensure_staging()?; let staging = self.staging.clone().context("staging texture")?; self.context.CopyResource(&staging, &tex); let mut map = D3D11_MAPPED_SUBRESOURCE::default(); self.context .Map(&staging, 0, D3D11_MAP_READ, 0, Some(&mut map)) .context("Map staging")?; 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 mut tight = depad_bgra(src, pitch, w, h); self.context.Unmap(&staging, 0); let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame()); self.holding_frame = false; if self.cursor_visible { if let Some(shape) = &self.cursor_shape { let (cx, cy) = self.cursor_pos; if let Some(bgra) = &shape.alpha { blend_cursor_cpu( &mut tight, self.width, self.height, bgra, shape.w, shape.h, cx, cy, false, ); } if let Some(bgra) = &shape.xor { blend_cursor_cpu( &mut tight, self.width, self.height, bgra, shape.w, shape.h, cx, cy, true, ); } } } self.last = Some(tight.clone()); Ok(CapturedFrame { width: self.width, height: self.height, pts_ns: now_ns(), format: PixelFormat::Bgra, payload: FramePayload::Cpu(tight), }) } } fn now_ns() -> u64 { SystemTime::now() .duration_since(UNIX_EPOCH) .map(|d| d.as_nanos() as u64) .unwrap_or(0) } impl Capturer for DuplCapturer { fn hdr_meta(&self) -> Option { // Only when the duplication is actually HDR (FP16); cleared to None on an SDR rebuild. if self.hdr_fp16 { self.hdr_meta } else { None } } fn next_frame(&mut self) -> Result { // 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 mut deadline = Instant::now() + Duration::from_secs(20); loop { // SAFETY: `acquire` is an `unsafe fn` because it drives the D3D11 immediate context + the // output duplication, which must be touched only from the capturer's owning thread. // `next_frame` runs on that one thread — `DuplCapturer` is `Send` but not `Sync`, so it is // owned by a single (encode) thread for its whole life — and `&mut self` gives exclusive // access for the call, satisfying that contract. if let Some(f) = unsafe { self.acquire() }? { self.ever_got_frame = true; return Ok(f); } if self.gpu_mode { if let Some((tex, fmt)) = &self.last_present { // Repeat the last presented GPU frame (SDR BGRA or HDR 10-bit), keeping the encoder // on a matching format through a static desktop or a mid-rebuild gap. return Ok(CapturedFrame { width: self.width, height: self.height, pts_ns: now_ns(), format: *fmt, payload: FramePayload::D3d11(D3d11Frame { texture: tex.clone(), device: self.device.clone(), }), }); } } if let Some(b) = &self.last { return Ok(CapturedFrame { width: self.width, height: self.height, pts_ns: now_ns(), format: PixelFormat::Bgra, payload: FramePayload::Cpu(b.clone()), }); } if Instant::now() > deadline { // After we've streamed at least once, never fatally drop on a frame drought: a long // secure-desktop dwell (or a slow rebuild) just means no NEW frame yet. Reset the // deadline and keep repeating the last/seeded frame so the session stays alive. The // deadline stays fatal only before the first frame — a genuine "monitor never lit up". if self.ever_got_frame { deadline = Instant::now() + Duration::from_secs(20); continue; } return Err(anyhow!( "no DXGI frame within 20s (SudoVDA monitor not activated by a WDDM GPU?)" )); } } } fn try_latest(&mut self) -> Result> { // SAFETY: as in `next_frame` — `acquire` must run on the capturer's single owning thread, and // `try_latest` is called on it (`DuplCapturer` is `Send`, not `Sync`); `&mut self` is exclusive. unsafe { self.acquire() } } fn set_active(&self, active: bool) { self.active.store(active, Ordering::Relaxed); } } impl Drop for DuplCapturer { fn drop(&mut self) { if self.holding_frame { // SAFETY: `self.dupl` is the live `IDXGIOutputDuplication` this capturer created and owns; // `ReleaseFrame` is a valid COM method on it, called only when `holding_frame` records that a // frame was acquired and not yet released (so it is not an unbalanced release). Drop runs on // whichever thread owns the capturer — its sole owner, since it is `!Sync` — and the `&` // borrow of the duplication outlives this synchronous call. unsafe { let _ = self.dupl.as_ref().map(|d| d.ReleaseFrame()); } } // Release the display/system-required execution state we took at open(). // SAFETY: `SetThreadExecutionState` is a Win32 FFI call taking an execution-state flag bitmask // by value (`ES_CONTINUOUS` clears the display/system-required state taken at open); it borrows // no Rust memory and is safe to call from any thread. unsafe { SetThreadExecutionState(ES_CONTINUOUS); } // _keepalive drops after, REMOVEing the SudoVDA monitor. } } #[cfg(test)] mod tests { use super::*; #[test] fn pack_luid_roundtrip() { let l = LUID { LowPart: 0x1234_5678, HighPart: 0x0000_0009, }; assert_eq!(pack_luid(l), (0x9i64 << 32) | 0x1234_5678); } #[test] fn gdi_name_match() { let mut buf = [0u16; 32]; for (i, c) in r"\\.\DISPLAY3".encode_utf16().enumerate() { buf[i] = c; } assert!(gdi_name_matches(&buf, r"\\.\DISPLAY3")); assert!(!gdi_name_matches(&buf, r"\\.\DISPLAY1")); } #[test] fn depad_removes_row_padding() { // 2x2 BGRA, pitch = 12 (row=8 + 4 pad bytes). let pitch = 12; let mut src = vec![0u8; pitch * 2]; for y in 0..2 { for x in 0..8 { src[y * pitch + x] = (y * 8 + x) as u8; } } let out = depad_bgra(&src, pitch, 2, 2); assert_eq!(out.len(), 16); assert_eq!(&out[0..8], &[0, 1, 2, 3, 4, 5, 6, 7]); assert_eq!(&out[8..16], &[8, 9, 10, 11, 12, 13, 14, 15]); } }