//! Windows.Graphics.Capture (WGC) capture backend — the HDR/animation-correct path. //! //! Why WGC over DXGI Desktop Duplication: DDA duplicates only the DWM-composed primary surface, so //! HDR desktop animations the OS routes onto hardware overlay / independent-flip / MPO planes (Start //! menu, Win11 Mica/acrylic, window resize) never enter the surface DDA reads — the stream shows a //! frozen desktop ("broken HDR animations"). Engaging WGC capture pulls that content back through DWM //! composition, so the surface WGC hands back contains the animations. WGC also has no //! ACCESS_LOST-on-overlay-flip churn. //! //! It reuses the rest of the pipeline UNCHANGED: the frame's GPU texture (the OS already composited //! the cursor into it — `IsCursorCaptureEnabled(true)`) goes through the same scRGB→BT.2020-PQ shader //! ([`super::dxgi::HdrConverter`]) into a host-owned `R10G10B10A2` texture (HDR) or is copied into a //! BGRA texture (SDR), which is handed to NVENC zero-copy (registered by pointer, encoded in place). //! Shares the D3D11 device with NVENC via `FramePayload::D3d11`. //! //! Limitation: WGC cannot capture the secure desktop (lock / UAC / login) — the caller falls back to //! the DDA backend ([`super::dxgi::DuplCapturer`]) for those (see capture.rs). use super::dxgi::{ find_output, make_device, nudge_cursor_onto, D3d11Frame, HdrConverter, WinCaptureTarget, }; use super::{CapturedFrame, Capturer, FramePayload, PixelFormat}; use anyhow::{bail, Context, Result}; use std::sync::atomic::{AtomicU64, Ordering}; use std::sync::{Arc, Condvar, Mutex}; use std::time::{Duration, Instant}; use windows::core::{IInspectable, Interface}; use windows::Foundation::{TimeSpan, TypedEventHandler}; use windows::Graphics::Capture::{ Direct3D11CaptureFrame, Direct3D11CaptureFramePool, GraphicsCaptureItem, GraphicsCaptureSession, }; use windows::Graphics::DirectX::DirectXPixelFormat; use windows::Win32::Foundation::{CloseHandle, HANDLE}; use windows::Win32::Graphics::Direct3D11::{ ID3D11Device, ID3D11DeviceContext, ID3D11RenderTargetView, ID3D11ShaderResourceView, ID3D11Texture2D, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT, }; use windows::Win32::Graphics::Dxgi::Common::{ DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_SAMPLE_DESC, }; use windows::Win32::Graphics::Dxgi::{IDXGIDevice, IDXGIOutput6}; use windows::Win32::Security::{ImpersonateLoggedOnUser, RevertToSelf}; use windows::Win32::System::RemoteDesktop::{WTSGetActiveConsoleSessionId, WTSQueryUserToken}; use windows::Win32::System::WinRT::Direct3D11::{ CreateDirect3D11DeviceFromDXGIDevice, IDirect3DDxgiInterfaceAccess, }; use windows::Win32::System::WinRT::Graphics::Capture::IGraphicsCaptureItemInterop; use windows::Win32::System::WinRT::{RoInitialize, RO_INIT_MULTITHREADED}; /// The host runs as SYSTEM (so the DDA secure-desktop path works), but WGC will NOT activate under /// the SYSTEM account (`CreateForMonitor` → 0x80070424). Impersonate the interactive console user /// for the WGC activation. Returns the user token (the caller reverts + closes it after activation) /// or `None` (no active user, or the host already runs AS the user — WTSQueryUserToken then fails and /// WGC works without impersonation). SYSTEM-only; harmless under a user-token host. unsafe fn impersonate_active_user() -> Option { let session = WTSGetActiveConsoleSessionId(); if session == 0xFFFF_FFFF { return None; } let mut token = HANDLE::default(); if WTSQueryUserToken(session, &mut token).is_ok() { if ImpersonateLoggedOnUser(token).is_ok() { return Some(token); } let _ = CloseHandle(token); } None } /// RAII: reverts the WGC-activation impersonation when it drops (covers every `?` early-return). struct Deimpersonate(Option); impl Drop for Deimpersonate { fn drop(&mut self) { if let Some(tok) = self.0.take() { unsafe { let _ = RevertToSelf(); let _ = CloseHandle(tok); } } } } /// Signal from the free-threaded FrameArrived callback to the encode thread: a monotonically /// increasing count of arrived frames + a condvar to wake `next_frame`. The encode thread tracks how /// many it has consumed; `TryGetNextFrame` is called exactly `available - consumed` times so we never /// hit the empty-pool ambiguity, and draining to the newest keeps latency at one frame. struct WgcSignal { available: AtomicU64, mtx: Mutex<()>, cv: Condvar, } pub struct WgcCapturer { device: ID3D11Device, context: ID3D11DeviceContext, // WGC objects — kept alive for the session's lifetime. pool: Direct3D11CaptureFramePool, session: GraphicsCaptureSession, _item: GraphicsCaptureItem, _frame_arrived_token: i64, signal: Arc, consumed: u64, width: u32, height: u32, timeout_ms: u64, first_frame: bool, hdr: bool, hdr_conv: Option, fp16_src: Option, fp16_srv: Option, hdr10_out: Option, bgra_copy: Option, /// Last presentable GPU texture + format, repeated when no new frame arrived (static desktop). last_present: Option<(ID3D11Texture2D, PixelFormat)>, /// Owns the SudoVDA keepalive once attached (after WGC is confirmed open) — dropping the capturer /// then REMOVEs the virtual output. `None` between open and attach so a WGC-open failure leaves /// the keepalive with the caller for the DDA fallback. _keepalive: Option>, } // COM + WinRT pointers; confined to the single owning (encode) thread, like DuplCapturer. unsafe impl Send for WgcCapturer {} impl WgcCapturer { /// Open WGC capture. Does NOT take the keepalive — the caller attaches it via /// [`attach_keepalive`](Self::attach_keepalive) only after open succeeds, so a failure leaves the /// keepalive with the caller to hand to the DDA fallback. pub fn open(target: WinCaptureTarget, preferred: Option<(u32, u32, u32)>) -> Result { unsafe { // WGC is WinRT — the calling thread needs a COM/WinRT apartment for the GraphicsCaptureItem // activation factory (RoGetActivationFactory). Initialize MTA; ignore "already initialized" // / "changed mode" (another component on this thread may have init'd a compatible apartment). let ro = RoInitialize(RO_INIT_MULTITHREADED); // Impersonate the interactive user for the duration of WGC activation (host runs as // SYSTEM; WGC won't activate under SYSTEM). Reverted by the guard's Drop on return. The // WGC objects, once created, are accessed from the (SYSTEM) encode thread thereafter. let imp = impersonate_active_user(); let _deimp = Deimpersonate(imp); tracing::info!(ro_result = ?ro, impersonated = imp.is_some(), "WGC: RoInitialize(MTA)"); // The SudoVDA output appears a beat after the display is created — settle-retry like DDA. let deadline = Instant::now() + Duration::from_millis(2000); let (adapter, output) = loop { if let Some(n) = crate::vdisplay::sudovda::resolve_gdi_name(target.target_id) { if let Ok(found) = find_output(&n) { break found; } } if let Ok(found) = find_output(&target.gdi_name) { break found; } if Instant::now() >= deadline { bail!( "WGC: no DXGI output for SudoVDA target {} yet", target.target_id ); } std::thread::sleep(Duration::from_millis(100)); }; let (device, context) = make_device(&adapter)?; let od = output.GetDesc().context("output GetDesc")?; let hmonitor = od.Monitor; // HDR iff the output's colour space is BT.2020 PQ (G2084) — matches the DDA FP16 detection. let hdr = output .cast::() .ok() .and_then(|o6| o6.GetDesc1().ok()) .map(|d1| d1.ColorSpace == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020) .unwrap_or(false); // Wrap our D3D11 device as a WinRT IDirect3DDevice so the frame pool allocates on it (the // pool textures land on our device → CopyResource + NVENC are same-device, no readback). let dxgi_device: IDXGIDevice = device.cast().context("ID3D11Device as IDXGIDevice")?; let inspectable: IInspectable = CreateDirect3D11DeviceFromDXGIDevice(&dxgi_device) .context("CreateDirect3D11DeviceFromDXGIDevice")?; let d3d_device: windows::Graphics::DirectX::Direct3D11::IDirect3DDevice = inspectable .cast() .context("IInspectable as IDirect3DDevice")?; tracing::info!(hdr, "WGC: device ready, creating capture item"); // GraphicsCaptureItem for the monitor (the SudoVDA output enumerates as a normal monitor). let interop: IGraphicsCaptureItemInterop = windows::core::factory::() .context("GraphicsCaptureItem interop factory")?; let item: GraphicsCaptureItem = interop .CreateForMonitor(hmonitor) .context("CreateForMonitor")?; let size = item.Size().context("item Size")?; let (width, height) = (size.Width.max(0) as u32, size.Height.max(0) as u32); tracing::info!( width, height, "WGC: capture item created, creating frame pool" ); let pixel_format = if hdr { DirectXPixelFormat::R16G16B16A16Float // scRGB FP16 — same surface DDA gives on HDR } else { DirectXPixelFormat::B8G8R8A8UIntNormalized }; // ≥3 buffers for 240 Hz headroom (avoid the producer waiting on a free buffer). let pool = Direct3D11CaptureFramePool::CreateFreeThreaded(&d3d_device, pixel_format, 3, size) .context("CreateFreeThreaded frame pool")?; let signal = Arc::new(WgcSignal { available: AtomicU64::new(0), mtx: Mutex::new(()), cv: Condvar::new(), }); let sig = signal.clone(); let handler = TypedEventHandler::::new( move |_pool, _arg| { sig.available.fetch_add(1, Ordering::Release); sig.cv.notify_one(); Ok(()) }, ); let token = pool.FrameArrived(&handler).context("FrameArrived")?; tracing::info!("WGC: creating capture session"); let session = pool .CreateCaptureSession(&item) .context("CreateCaptureSession")?; // OS composites the cursor into the frame (HDR-correct, no manual composite pass). let _ = session.SetIsCursorCaptureEnabled(true); // Drop the yellow capture border (best-effort — older builds reject it). let _ = session.SetIsBorderRequired(false); // Lift the 60 Hz cap: allow up to the client's refresh (Win11 24H2+; below that this is a // no-op and WGC caps ~60). 100 ns ticks per frame. let refresh = preferred .map(|(_, _, hz)| hz) .filter(|&hz| hz > 0) .unwrap_or(60); let ticks = (10_000_000i64 / refresh.max(1) as i64).max(1); let _ = session.SetMinUpdateInterval(TimeSpan { Duration: ticks }); tracing::info!("WGC: StartCapture"); session.StartCapture().context("StartCapture")?; // WGC fires FrameArrived on CHANGE; a static desktop may never deliver the first frame // (→ black, then the next_frame deadline ends the session). Nudge the cursor onto the // output to force the first composition change, exactly like the DDA path does. nudge_cursor_onto(&output); let timeout_ms = (2000 / refresh.max(1) as u64).max(8); tracing::info!( width, height, hdr, refresh, "WGC capture started ({})", if hdr { "HDR FP16→BT.2020 PQ" } else { "SDR BGRA" } ); Ok(Self { device, context, pool, session, _item: item, _frame_arrived_token: token, signal, consumed: 0, width, height, timeout_ms, first_frame: true, hdr, hdr_conv: None, fp16_src: None, fp16_srv: None, hdr10_out: None, bgra_copy: None, last_present: None, _keepalive: None, }) } } /// Take ownership of the SudoVDA keepalive once the WGC session is confirmed open. pub fn attach_keepalive(&mut self, keepalive: Box) { self._keepalive = Some(keepalive); } /// Block until a new frame arrives (cv), then drain `TryGetNextFrame` to the NEWEST queued frame /// (skip stale → one-frame latency). Returns `None` on timeout (no new frame → caller repeats). fn wait_and_drain(&mut self) -> Option { let wait_ms = if self.first_frame { 2000 } else { self.timeout_ms }; { let mut g = self.signal.mtx.lock().unwrap(); while self.signal.available.load(Ordering::Acquire) <= self.consumed { let (ng, res) = self .signal .cv .wait_timeout(g, Duration::from_millis(wait_ms)) .unwrap(); g = ng; if res.timed_out() { return None; } } } let target = self.signal.available.load(Ordering::Acquire); let mut last = None; while self.consumed < target { if let Ok(f) = self.pool.TryGetNextFrame() { last = Some(f); } self.consumed += 1; } last } unsafe fn ensure_fp16_src(&mut self) -> Result<()> { if self.fp16_src.is_some() { return Ok(()); } let desc = tex_desc( self.width, self.height, DXGI_FORMAT_R16G16B16A16_FLOAT, (D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32, ); let mut t = None; self.device .CreateTexture2D(&desc, None, Some(&mut t)) .context("CreateTexture2D(wgc fp16 src)")?; let t = t.context("fp16 src")?; 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(()) } unsafe fn ensure_hdr10_out(&mut self) -> Result<()> { if self.hdr10_out.is_none() { let desc = tex_desc( self.width, self.height, DXGI_FORMAT_R10G10B10A2_UNORM, D3D11_BIND_RENDER_TARGET.0 as u32, ); let mut t = None; self.device .CreateTexture2D(&desc, None, Some(&mut t)) .context("CreateTexture2D(wgc hdr10 out)")?; self.hdr10_out = t; } Ok(()) } unsafe fn ensure_bgra(&mut self) -> Result<()> { if self.bgra_copy.is_none() { let desc = tex_desc( self.width, self.height, DXGI_FORMAT_B8G8R8A8_UNORM, D3D11_BIND_RENDER_TARGET.0 as u32, ); let mut t = None; self.device .CreateTexture2D(&desc, None, Some(&mut t)) .context("CreateTexture2D(wgc bgra)")?; self.bgra_copy = t; } Ok(()) } fn process_frame(&mut self, frame: Direct3D11CaptureFrame) -> Result { unsafe { let surface = frame.Surface().context("frame Surface")?; let access: IDirect3DDxgiInterfaceAccess = surface .cast() .context("surface as IDirect3DDxgiInterfaceAccess")?; let src: ID3D11Texture2D = access .GetInterface() .context("GetInterface ID3D11Texture2D")?; if self.hdr { // FP16 (cursor already composited by the OS) → BT.2020 PQ 10-bit for NVENC. self.ensure_fp16_src()?; let fp16 = self.fp16_src.clone().context("fp16 src")?; self.context.CopyResource(&fp16, &src); self.ensure_hdr10_out()?; let out = self.hdr10_out.clone().context("hdr10 out")?; 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)); Ok(self.d3d11_frame(out, PixelFormat::Rgb10a2)) } else { // SDR: copy out of the recycled pool texture (cursor already composited) and hand off. self.ensure_bgra()?; let bgra = self.bgra_copy.clone().context("bgra copy")?; self.context.CopyResource(&bgra, &src); self.last_present = Some((bgra.clone(), PixelFormat::Bgra)); Ok(self.d3d11_frame(bgra, PixelFormat::Bgra)) } } } fn d3d11_frame(&self, texture: ID3D11Texture2D, format: PixelFormat) -> CapturedFrame { CapturedFrame { width: self.width, height: self.height, pts_ns: now_ns(), format, payload: FramePayload::D3d11(D3d11Frame { texture, device: self.device.clone(), }), } } } impl Capturer for WgcCapturer { fn next_frame(&mut self) -> Result { let overall = Instant::now() + Duration::from_secs(20); loop { if let Some(frame) = self.wait_and_drain() { self.first_frame = false; return self.process_frame(frame); } // No new frame within the wait — repeat the last presented frame (static desktop). if let Some((tex, fmt)) = &self.last_present { return Ok(self.d3d11_frame(tex.clone(), *fmt)); } if Instant::now() > overall { bail!("no WGC frame within 20s (SudoVDA monitor not lit / no capture access?)"); } } } fn try_latest(&mut self) -> Result> { let target = self.signal.available.load(Ordering::Acquire); if target <= self.consumed { return Ok(None); } let mut last = None; while self.consumed < target { if let Ok(f) = self.pool.TryGetNextFrame() { last = Some(f); } self.consumed += 1; } match last { Some(frame) => self.process_frame(frame).map(Some), None => Ok(None), } } // set_active: the trait default (no-op) is correct — WGC keeps its session running across the // active/idle gate (cheap; the frame pool just recycles), like the DDA duplication. } impl Drop for WgcCapturer { fn drop(&mut self) { let _ = self.session.Close(); let _ = self.pool.Close(); // _keepalive drops after, REMOVEing the SudoVDA monitor. } } fn tex_desc( width: u32, height: u32, format: windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT, bind: u32, ) -> D3D11_TEXTURE2D_DESC { D3D11_TEXTURE2D_DESC { Width: width, Height: height, MipLevels: 1, ArraySize: 1, Format: format, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DEFAULT, BindFlags: bind, CPUAccessFlags: 0, MiscFlags: 0, } } fn now_ns() -> u64 { std::time::SystemTime::now() .duration_since(std::time::UNIX_EPOCH) .map(|d| d.as_nanos() as u64) .unwrap_or(0) }