//! Direct3D11 presenter for a WinUI 3 `SwapChainPanel`. It draws a decoded frame Contain-fit into a //! **composition** flip-model swapchain, which the reactor stream page binds to the panel via //! `SwapChainPanelHandle::set_swap_chain`. //! //! Two frame sources, one swapchain: //! //! * **GPU (zero-copy)** — [`crate::video::GpuFrame`] is a decoder-owned NV12/P010 `ID3D11Texture2D` //! array slice (D3D11VA). We create per-plane shader-resource views over the slice and convert //! YUV→RGB in a pixel shader: NV12 via BT.709 (`ps_nv12`), P010 via BT.2020 with the PQ transfer //! left intact (`ps_p010`). No CPU copy. The decoder uses the **same** shared device //! ([`crate::gpu`]) so the texture is bindable here. //! * **CPU upload** — [`crate::video::CpuFrame`] is packed RGBA (SDR) or X2BGR10 (HDR) from the //! software decoder; we upload it into a dynamic texture and draw it with a passthrough shader //! (`ps_rgba`). The fallback path. //! //! **HDR10**: when a frame is BT.2020 PQ the swapchain flips to `R10G10B10A2` + //! `DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020` (+ HDR10 metadata) via `ResizeBuffers`/ //! `SetColorSpace1`; the shader output is already PQ-encoded so the compositor maps PQ→display. SDR //! stays 8-bit B8G8R8A8. //! //! All `windows` types here come from the same windows-rs commit as `windows-reactor`, so the //! `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`. use crate::video::{DecodedFrame, GpuFrame}; use anyhow::{anyhow, Context, Result}; use windows::core::{Interface, PCSTR}; use windows::Win32::Graphics::Direct3D::Fxc::{D3DCompile, D3DCOMPILE_OPTIMIZATION_LEVEL3}; use windows::Win32::Graphics::Direct3D::{ ID3DBlob, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D_SRV_DIMENSION_TEXTURE2DARRAY, }; use windows::Win32::Graphics::Direct3D11::*; use windows::Win32::Graphics::Dxgi::Common::*; use windows::Win32::Graphics::Dxgi::*; // One vertex shader (fullscreen triangle) + three pixel shaders, selected per frame source. tex0 is // RGBA (passthrough) or the luma plane; tex1 is the chroma plane. The YUV→RGB matrices fold the // limited→full range scale into the coefficients; for P010 the R16 sample is rescaled (×65535/65472) // to undo the 10-bits-in-the-high-bits packing, then converted with BT.2020 NCL, PQ preserved. const SHADER_HLSL: &str = r#" struct VSOut { float4 pos : SV_Position; float2 uv : TEXCOORD0; }; VSOut vs_main(uint vid : SV_VertexID) { float2 uv = float2((vid << 1) & 2, vid & 2); VSOut o; o.pos = float4(uv * float2(2, -2) + float2(-1, 1), 0, 1); o.uv = uv; return o; } Texture2D tex0 : register(t0); Texture2D tex1 : register(t1); SamplerState smp : register(s0); float4 ps_rgba(VSOut i) : SV_Target { return tex0.Sample(smp, i.uv); } float4 ps_nv12(VSOut i) : SV_Target { float y = tex0.Sample(smp, i.uv).r; float2 uv = tex1.Sample(smp, i.uv).rg; float yy = (y - 0.0627451) * 1.164384; // (Y-16/255)*255/219 float u = uv.x - 0.5; float v = uv.y - 0.5; // BT.709 limited, chroma scale folded float r = yy + 1.792741 * v; float g = yy - 0.213249 * u - 0.532909 * v; float b = yy + 2.112402 * u; return float4(saturate(float3(r, g, b)), 1.0); } float4 ps_p010(VSOut i) : SV_Target { const float S = 65535.0 / 65472.0; // undo P010 high-bit packing → exact 10-bit / 1023 float y = tex0.Sample(smp, i.uv).r * S; float2 uv = tex1.Sample(smp, i.uv).rg * S; float yy = (y - 0.0625611) * 1.167808; // (Y-64/1023)*1023/876 float u = uv.x - 0.5; float v = uv.y - 0.5; // BT.2020 NCL limited, chroma scale folded; PQ kept float r = yy + 1.683611 * v; float g = yy - 0.187877 * u - 0.652337 * v; float b = yy + 2.148072 * u; return float4(saturate(float3(r, g, b)), 1.0); } "#; /// A bound GPU frame: per-plane SRVs over the decoder's texture-array slice, plus the `GpuFrame` /// itself kept alive so the decoder won't recycle the slice while we re-present it. struct GpuView { y: ID3D11ShaderResourceView, c: ID3D11ShaderResourceView, /// Held only for its `Drop` (returns the decoder surface to the reuse pool) — never read. #[allow(dead_code)] frame: GpuFrame, } /// Current draw source. #[derive(Clone, Copy, PartialEq)] enum Mode { Empty, Rgba, Nv12, P010, } pub struct Presenter { device: ID3D11Device, context: ID3D11DeviceContext, vs: ID3D11VertexShader, ps_rgba: ID3D11PixelShader, ps_nv12: ID3D11PixelShader, ps_p010: ID3D11PixelShader, sampler: ID3D11SamplerState, swap: IDXGISwapChain1, rtv: Option, /// CPU-upload texture + SRV + dimensions; recreated when the decoded size/format changes. cpu_tex: Option<(ID3D11Texture2D, ID3D11ShaderResourceView, u32, u32)>, /// Bound zero-copy GPU frame (held to keep its decoder surface alive). gpu: Option, mode: Mode, /// Source frame dimensions, for the Contain-fit letterbox. src_w: u32, src_h: u32, /// Panel (swapchain) size in pixels, updated on resize. panel_w: u32, panel_h: u32, /// Whether the swapchain is currently in 10-bit HDR10 (R10G10B10A2 + ST.2084) mode. hdr: bool, /// The source's static HDR mastering metadata received over the protocol (`0xCE`), applied via /// `SetHDRMetaData` so the display tone-maps from the real grade instead of a generic 1000-nit /// guess. `None` until the first update arrives (then the generic baseline is used). hdr_meta: Option, } /// Latest source HDR mastering metadata, written by the session pump (`session.rs`, the sole /// `next_hdr_meta` consumer) and read by `present_newest` on the UI thread — decoupled so the /// presenter doesn't need the connector. One session at a time on the client, so a single slot. pub static LATEST_HDR_META: std::sync::Mutex> = std::sync::Mutex::new(None); impl Presenter { /// Create the presenter on the process-wide shared D3D11 device (the one the decoder uses), plus /// the composition swapchain + shaders, sized to the panel. pub fn new(width: u32, height: u32) -> Result { let shared = crate::gpu::shared().ok_or_else(|| anyhow!("no shared D3D11 device"))?; let device = shared.device.clone(); let context = shared.context.clone(); let (vs, ps_rgba, ps_nv12, ps_p010, sampler) = build_pipeline(&device)?; let swap = create_composition_swapchain(&device, width.max(1), height.max(1))?; Ok(Presenter { device, context, vs, ps_rgba, ps_nv12, ps_p010, sampler, swap, rtv: None, cpu_tex: None, gpu: None, mode: Mode::Empty, src_w: 1, src_h: 1, panel_w: width.max(1), panel_h: height.max(1), hdr: false, hdr_meta: None, }) } /// Update the source HDR mastering metadata (from the `0xCE` plane). Stored for the next HDR /// swapchain switch, and applied immediately if already presenting HDR. A no-op when unchanged /// (so it's cheap to call every frame from the present loop). pub fn set_hdr_metadata(&mut self, meta: punktfunk_core::quic::HdrMeta) { if self.hdr_meta == Some(meta) { return; } self.hdr_meta = Some(meta); if self.hdr { unsafe { self.apply_hdr_metadata() }; } } /// The DXGI swapchain to hand to `SwapChainPanelHandle::set_swap_chain`. pub fn swap_chain(&self) -> &IDXGISwapChain1 { &self.swap } /// Resize the back buffers to the panel's new size (drops the stale RTV). pub fn resize(&mut self, width: u32, height: u32) { if width == 0 || height == 0 || (width == self.panel_w && height == self.panel_h) { return; } self.rtv = None; // release all back-buffer refs before ResizeBuffers unsafe { let _ = self.swap.ResizeBuffers( 0, width, height, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG(0), ); } self.panel_w = width; self.panel_h = height; } /// Present one decoded frame (Contain-fit) — or, when `frame` is `None`, re-present the last one /// (or black). Called from the reactor `on_rendering` per-frame callback on the UI thread. Takes /// the frame by value so the GPU path can retain the decoder surface across re-presents. pub fn present(&mut self, frame: Option) { match frame { Some(DecodedFrame::Cpu(c)) => { if c.hdr != self.hdr { self.set_hdr(c.hdr); } if let Err(e) = self.upload(&c) { tracing::warn!(error = %e, "frame upload failed"); } else { self.mode = Mode::Rgba; self.src_w = c.width; self.src_h = c.height; self.gpu = None; // drop any held GPU frame } } Some(DecodedFrame::Gpu(g)) => { if g.hdr != self.hdr { self.set_hdr(g.hdr); } match self.bind_gpu(g) { Ok(()) => {} Err(e) => tracing::warn!(error = %e, "GPU frame bind failed"), } } None => {} } self.draw(); } /// Build per-plane SRVs over the decoded texture-array slice and retain the frame. fn bind_gpu(&mut self, g: GpuFrame) -> Result<()> { let tex: ID3D11Texture2D = unsafe { let raw = g.texture_ptr(); ID3D11Texture2D::from_raw_borrowed(&raw) .ok_or_else(|| anyhow!("null D3D11 texture"))? .clone() }; // NV12: R8 luma + R8G8 chroma. P010: R16 luma + R16G16 chroma (10 bits in the high bits). let (fy, fc) = if g.hdr { (DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM) } else { (DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM) }; let y = self.array_srv(&tex, fy, g.index)?; let c = self.array_srv(&tex, fc, g.index)?; self.mode = if g.hdr { Mode::P010 } else { Mode::Nv12 }; self.src_w = g.width; self.src_h = g.height; self.gpu = Some(GpuView { y, c, frame: g }); Ok(()) } /// A shader-resource view over a single slice of a texture array, reinterpreting the plane /// format (the NV12/P010 sub-format trick D3D11 allows on video textures). fn array_srv( &self, tex: &ID3D11Texture2D, format: DXGI_FORMAT, slice: u32, ) -> Result { let desc = D3D11_SHADER_RESOURCE_VIEW_DESC { Format: format, ViewDimension: D3D_SRV_DIMENSION_TEXTURE2DARRAY, Anonymous: D3D11_SHADER_RESOURCE_VIEW_DESC_0 { Texture2DArray: D3D11_TEX2D_ARRAY_SRV { MostDetailedMip: 0, MipLevels: 1, FirstArraySlice: slice, ArraySize: 1, }, }, }; unsafe { let mut srv = None; self.device .CreateShaderResourceView(tex, Some(&desc), Some(&mut srv)) .context("CreateShaderResourceView (array slice)")?; srv.ok_or_else(|| anyhow!("null SRV")) } } fn draw(&mut self) { let Ok(rtv) = self.rtv() else { return; }; let (pw, ph) = (self.panel_w, self.panel_h); // Resolve the current source's shader + the (up to two) SRVs to bind — cheap interface // clones. Each arm yields `Option<(&pixel_shader, [Option; 2])>`. let binding = match self.mode { Mode::Rgba => self .cpu_tex .as_ref() .map(|(_, srv, _, _)| (&self.ps_rgba, [Some(srv.clone()), None])), Mode::Nv12 => self .gpu .as_ref() .map(|g| (&self.ps_nv12, [Some(g.y.clone()), Some(g.c.clone())])), Mode::P010 => self .gpu .as_ref() .map(|g| (&self.ps_p010, [Some(g.y.clone()), Some(g.c.clone())])), Mode::Empty => None, }; unsafe { let c = &self.context; c.ClearRenderTargetView(&rtv, &[0.0, 0.0, 0.0, 1.0]); if let Some((ps, srvs)) = binding { // Contain-fit viewport: scale to the smaller axis, centre, letterbox the rest. let (ww, wh, vfw, vfh) = ( pw as f32, ph as f32, self.src_w.max(1) as f32, self.src_h.max(1) as f32, ); let scale = (ww / vfw).min(wh / vfh); let (dw, dh) = (vfw * scale, vfh * scale); let (ox, oy) = ((ww - dw) / 2.0, (wh - dh) / 2.0); c.OMSetRenderTargets(Some(&[Some(rtv.clone())]), None); let vp = D3D11_VIEWPORT { TopLeftX: ox, TopLeftY: oy, Width: dw, Height: dh, MinDepth: 0.0, MaxDepth: 1.0, }; c.RSSetViewports(Some(&[vp])); c.IASetInputLayout(None); c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); c.VSSetShader(&self.vs, None); c.PSSetShader(ps, None); c.PSSetShaderResources(0, Some(&srvs)); c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())])); c.Draw(3, 0); } let _ = self.swap.Present(1, DXGI_PRESENT(0)); } } /// Switch the swapchain between 8-bit SDR (B8G8R8A8, BT.709) and 10-bit HDR10 (R10G10B10A2, /// ST.2084 PQ BT.2020). `ResizeBuffers` changes the back-buffer format in place, so the panel /// binding (`set_swap_chain`) stays valid — no rebind. Both frame sources already produce /// PQ-encoded BT.2020 for HDR, so the colour space is all the compositor needs. fn set_hdr(&mut self, on: bool) { self.rtv = None; // release back-buffer refs before ResizeBuffers self.cpu_tex = None; // CPU texture format changes (R10G10B10A2 vs R8G8B8A8) let format = if on { DXGI_FORMAT_R10G10B10A2_UNORM } else { DXGI_FORMAT_B8G8R8A8_UNORM }; unsafe { if let Err(e) = self.swap.ResizeBuffers( 0, self.panel_w, self.panel_h, format, DXGI_SWAP_CHAIN_FLAG(0), ) { tracing::warn!(error = %e, "ResizeBuffers for HDR switch failed"); return; } let colorspace = if on { DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 } else { DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 }; if let Ok(sc3) = self.swap.cast::() { // Only set a colour space the swapchain accepts for present (on an SDR desktop the // DWM still tone-maps HDR10 → SDR, so leaving the default there is fine). if let Ok(support) = sc3.CheckColorSpaceSupport(colorspace) { if support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT.0 as u32 != 0 { if let Err(e) = sc3.SetColorSpace1(colorspace) { // A silent failure here presents PQ content as SDR gamma (crushed/dark) — // surface it instead of swallowing it. tracing::warn!(error = %e, ?colorspace, "SetColorSpace1 failed"); } } else if on { tracing::warn!("swapchain rejects BT.2020 PQ present colour space (SDR display?) — DWM tone-maps"); } } } self.hdr = on; if on { self.apply_hdr_metadata(); } } tracing::info!(hdr = on, "swapchain colour mode switched"); } /// Push the current `DXGI_HDR_METADATA_HDR10` to the swapchain. Uses the source's received /// mastering metadata when known, else a generic HDR10 baseline. Caller ensures HDR mode. unsafe fn apply_hdr_metadata(&self) { if let Ok(sc4) = self.swap.cast::() { let md = self .hdr_meta .map(hdr_meta_to_dxgi) .unwrap_or_else(generic_hdr10_metadata); let bytes = std::slice::from_raw_parts( &md as *const DXGI_HDR_METADATA_HDR10 as *const u8, std::mem::size_of::(), ); if let Err(e) = sc4.SetHDRMetaData(DXGI_HDR_METADATA_TYPE_HDR10, Some(bytes)) { tracing::warn!(error = %e, "SetHDRMetaData failed"); } } } fn upload(&mut self, frame: &crate::video::CpuFrame) -> Result<()> { let (w, h) = (frame.width, frame.height); let need_new = !matches!(&self.cpu_tex, Some((_, _, tw, th)) if *tw == w && *th == h); if need_new { let format = if self.hdr { DXGI_FORMAT_R10G10B10A2_UNORM } else { DXGI_FORMAT_R8G8B8A8_UNORM }; let desc = D3D11_TEXTURE2D_DESC { Width: w, Height: h, MipLevels: 1, ArraySize: 1, Format: format, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DYNAMIC, BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32, CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32, MiscFlags: 0, }; let texture = unsafe { let mut t = None; self.device .CreateTexture2D(&desc, None, Some(&mut t)) .context("CreateTexture2D")?; t.unwrap() }; let srv = unsafe { let mut s = None; self.device .CreateShaderResourceView(&texture, None, Some(&mut s)) .context("CreateShaderResourceView")?; s.unwrap() }; self.cpu_tex = Some((texture, srv, w, h)); } let (texture, _, _, _) = self.cpu_tex.as_ref().unwrap(); unsafe { let mut mapped = D3D11_MAPPED_SUBRESOURCE::default(); self.context .Map(texture, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped)) .context("Map video texture")?; let dst = mapped.pData as *mut u8; let dst_pitch = mapped.RowPitch as usize; let src_pitch = frame.stride; let row_bytes = (w as usize) * 4; for y in 0..h as usize { std::ptr::copy_nonoverlapping( frame.pixels.as_ptr().add(y * src_pitch), dst.add(y * dst_pitch), row_bytes.min(src_pitch), ); } self.context.Unmap(texture, 0); } Ok(()) } fn rtv(&mut self) -> Result { if self.rtv.is_none() { let back: ID3D11Texture2D = unsafe { self.swap.GetBuffer(0).context("GetBuffer")? }; let rtv = unsafe { let mut v = None; self.device .CreateRenderTargetView(&back, None, Some(&mut v)) .context("CreateRenderTargetView")?; v.unwrap() }; self.rtv = Some(rtv); } Ok(self.rtv.clone().unwrap()) } } /// A composition flip-model swapchain (no HWND) for binding to a XAML `SwapChainPanel`. fn create_composition_swapchain( device: &ID3D11Device, width: u32, height: u32, ) -> Result { let dxdev: IDXGIDevice = device.cast().context("IDXGIDevice cast")?; let factory: IDXGIFactory2 = unsafe { let adapter = dxdev.GetAdapter().context("GetAdapter")?; adapter.GetParent().context("GetParent (IDXGIFactory2)")? }; let desc = DXGI_SWAP_CHAIN_DESC1 { Width: width, Height: height, Format: DXGI_FORMAT_B8G8R8A8_UNORM, Stereo: false.into(), SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount: 2, Scaling: DXGI_SCALING_STRETCH, SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL, // IGNORE (opaque), not PREMULTIPLIED: the video fills the panel and the HDR `X2BGR10` // upload leaves the 2 padding/alpha bits 0 — premultiplied alpha would then make HDR frames // transparent. Opaque is correct for a full-frame video surface either way. AlphaMode: DXGI_ALPHA_MODE_IGNORE, Flags: 0, }; unsafe { factory .CreateSwapChainForComposition(device, &desc, None) .context("CreateSwapChainForComposition") } } fn build_pipeline( device: &ID3D11Device, ) -> Result<( ID3D11VertexShader, ID3D11PixelShader, ID3D11PixelShader, ID3D11PixelShader, ID3D11SamplerState, )> { let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?; let rgba_blob = compile(SHADER_HLSL, "ps_rgba", "ps_5_0")?; let nv12_blob = compile(SHADER_HLSL, "ps_nv12", "ps_5_0")?; let p010_blob = compile(SHADER_HLSL, "ps_p010", "ps_5_0")?; unsafe { let mut vs = None; device .CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs)) .context("CreateVertexShader")?; let mut ps_rgba = None; device .CreatePixelShader(blob_bytes(&rgba_blob), None, Some(&mut ps_rgba)) .context("CreatePixelShader (rgba)")?; let mut ps_nv12 = None; device .CreatePixelShader(blob_bytes(&nv12_blob), None, Some(&mut ps_nv12)) .context("CreatePixelShader (nv12)")?; let mut ps_p010 = None; device .CreatePixelShader(blob_bytes(&p010_blob), None, Some(&mut ps_p010)) .context("CreatePixelShader (p010)")?; let sdesc = D3D11_SAMPLER_DESC { Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR, AddressU: D3D11_TEXTURE_ADDRESS_CLAMP, AddressV: D3D11_TEXTURE_ADDRESS_CLAMP, AddressW: D3D11_TEXTURE_ADDRESS_CLAMP, MaxLOD: D3D11_FLOAT32_MAX, ..Default::default() }; let mut sampler = None; device .CreateSamplerState(&sdesc, Some(&mut sampler)) .context("CreateSamplerState")?; Ok(( vs.unwrap(), ps_rgba.unwrap(), ps_nv12.unwrap(), ps_p010.unwrap(), sampler.unwrap(), )) } } fn compile(src: &str, entry: &str, target: &str) -> Result { let entry_c = std::ffi::CString::new(entry).unwrap(); let target_c = std::ffi::CString::new(target).unwrap(); let mut code = None; let mut errors = None; let r = unsafe { D3DCompile( src.as_ptr() as *const _, src.len(), PCSTR::null(), None, None, PCSTR(entry_c.as_ptr() as *const u8), PCSTR(target_c.as_ptr() as *const u8), D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &mut code, Some(&mut errors), ) }; if r.is_err() { let msg = errors .as_ref() .map(|b| unsafe { let p = b.GetBufferPointer() as *const u8; let n = b.GetBufferSize(); String::from_utf8_lossy(std::slice::from_raw_parts(p, n)).to_string() }) .unwrap_or_default(); return Err(anyhow!("D3DCompile {entry}: {msg}")); } code.ok_or_else(|| anyhow!("D3DCompile produced no bytecode")) } fn blob_bytes(blob: &ID3DBlob) -> &[u8] { unsafe { let p = blob.GetBufferPointer() as *const u8; let n = blob.GetBufferSize(); std::slice::from_raw_parts(p, n) } } /// True if any attached display is currently in HDR (BT.2020 PQ) mode. The client advertises HDR /// caps only when this holds, so an SDR display gets a proper 8-bit BT.709 stream instead of PQ it /// would mis-tone-map (the washed-out/dark failure); an HDR display self-tone-maps from the /// mastering metadata. Coarse — checks ANY output, not the app's specific monitor; a mid-session /// monitor move to/from HDR is a follow-up (the `Reconfigure` downgrade). pub fn display_supports_hdr() -> bool { unsafe { let factory: IDXGIFactory1 = match CreateDXGIFactory1() { Ok(f) => f, Err(_) => return false, }; let mut ai = 0u32; while let Ok(adapter) = factory.EnumAdapters1(ai) { ai += 1; let mut oi = 0u32; while let Ok(output) = adapter.EnumOutputs(oi) { oi += 1; if let Ok(o6) = output.cast::() { if let Ok(desc) = o6.GetDesc1() { if desc.ColorSpace == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 { return true; } } } } } } false } /// Generic HDR10 mastering metadata: BT.2020 primaries + D65 white, a 1000-nit mastering display, /// MaxCLL 1000 / MaxFALL 400. The fallback used only until the host's real `0xCE` metadata arrives. fn generic_hdr10_metadata() -> DXGI_HDR_METADATA_HDR10 { DXGI_HDR_METADATA_HDR10 { RedPrimary: [35400, 14600], GreenPrimary: [8500, 39850], BluePrimary: [6550, 2300], WhitePoint: [15635, 16450], MaxMasteringLuminance: 1000, MinMasteringLuminance: 1, // 0.0001-nit units → 0.0001 nits MaxContentLightLevel: 1000, MaxFrameAverageLightLevel: 400, } } /// Map the protocol's [`HdrMeta`](punktfunk_core::quic::HdrMeta) to `DXGI_HDR_METADATA_HDR10`. /// Two careful conversions: HdrMeta stores primaries in **ST.2086 G,B,R order**, DXGI wants /// **R,G,B**; and HdrMeta mastering luminance is in **0.0001-cd/m² units** while DXGI's /// `MaxMasteringLuminance` is in **whole nits** (MinMasteringLuminance stays 0.0001-nit). Chromaticity /// units (1/50000) and MaxCLL/MaxFALL (nits) match 1:1. fn hdr_meta_to_dxgi(m: punktfunk_core::quic::HdrMeta) -> DXGI_HDR_METADATA_HDR10 { let [g, b, r] = m.display_primaries; // ST.2086 order DXGI_HDR_METADATA_HDR10 { RedPrimary: r, GreenPrimary: g, BluePrimary: b, WhitePoint: m.white_point, MaxMasteringLuminance: m.max_display_mastering_luminance / 10_000, // 0.0001-nit → nit MinMasteringLuminance: m.min_display_mastering_luminance, // already 0.0001-nit MaxContentLightLevel: m.max_cll, MaxFrameAverageLightLevel: m.max_fall, } }