//! Shared Windows GPU primitives — D3D11 device creation, GPU scheduling priority hooks, //! HLSL shader compilation, HDR FP16→P010 conversion ([`HdrP010Converter`]), video-engine //! colour conversion ([`VideoConverter`]), and the IDD-push capture identity //! ([`WinCaptureTarget`], [`pack_luid`]). Consumed by [`super::idd_push`]. //! DXGI Desktop Duplication has been removed; this module contains no capturer. // Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program). #![deny(clippy::undocumented_unsafe_blocks)] use anyhow::{bail, Context, Result}; use std::ffi::c_void; use std::sync::atomic::{AtomicU64, Ordering}; 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, }; use windows::Win32::Graphics::Direct3D11::{ D3D11CreateDevice, ID3D11Buffer, ID3D11Device, ID3D11DeviceContext, ID3D11PixelShader, ID3D11RenderTargetView, ID3D11SamplerState, ID3D11ShaderResourceView, ID3D11Texture2D, ID3D11VertexShader, D3D11_BIND_CONSTANT_BUFFER, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_BUFFER_DESC, 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_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_P010, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_SAMPLE_DESC, }; use windows::Win32::Graphics::Dxgi::{IDXGIAdapter1, IDXGIDevice, IDXGIDevice1}; #[derive(Clone)] 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) } /// 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")?; // GPU scheduling hardening — the same approach Sunshine/Apollo use, reimplemented here via the // documented D3DKMT/DXGI APIs (no GPL source copied). 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::() { // The absolute max GPU thread priority (0x4000001E; the same value Sunshine/Apollo use); 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 does NOT have it, which is why `elevate_process_gpu_priority` may silently no-op in a /// restricted service context. 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)) } /// GPU scheduling-priority hardening — the same approach as Sunshine/Apollo, independently /// implemented via the documented D3DKMT APIs (no GPL source copied). 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). Best-effort: silently no-ops under a UAC-filtered token (the process will not /// hold SE_INC_BASE_PRIORITY, so the D3DKMT call is a no-op). 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"), } }); } /// 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); // 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; } /// 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. (Independent reimplementation of the same technique Apollo /// uses: Apollo installs its hook via the MinHook library; this is an original inline byte-patch and /// copies no Apollo/GPL source.) 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 } /// The win32u GPU-preference hook (the same technique Apollo applies, reimplemented here from the /// documented DDI — no GPL source copied). 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). 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)" ); } }); } 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()) } /// 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; } "; /// 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 the R10 HDR path; 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). /// /// 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") } }