//! Windows host-process session tuning — parity with Apollo/Sunshine `streaming_will_start`. //! //! The default Windows process runs at NORMAL priority and ~15.6 ms timer granularity, and lets the //! GPU/display idle. Under a GPU-saturating game that starves our capture/encode/send threads (the //! "240→40 fps collapse"), and the coarse timer floors any precise frame pacing. This raises the //! process out of the default scheduling class, gives DWM and our hot threads MMCSS priority, drops //! the timer to 1 ms, and keeps the (virtual) display awake for the session. //! //! Raw C-ABI FFI (winmm/kernel32/dwmapi/avrt) rather than the `windows` crate so it builds without //! pulling new windows-rs features. No-op on non-Windows. Per-thread effects (MMCSS, execution //! state) auto-revert at thread exit (= session end); the process-wide bits revert at process exit. //! See `docs/host-latency-plan.md` Tier 3A. #[cfg(target_os = "windows")] mod imp { #![allow(non_snake_case)] use std::ffi::c_void; use std::sync::OnceLock; type Handle = *mut c_void; type Bool = i32; #[link(name = "winmm")] extern "system" { fn timeBeginPeriod(uPeriod: u32) -> u32; } #[link(name = "kernel32")] extern "system" { fn GetCurrentProcess() -> Handle; fn SetPriorityClass(hProcess: Handle, dwPriorityClass: u32) -> Bool; fn SetThreadExecutionState(esFlags: u32) -> u32; } #[link(name = "dwmapi")] extern "system" { fn DwmEnableMMCSS(fEnableMMCSS: Bool) -> i32; // HRESULT } #[link(name = "avrt")] extern "system" { fn AvSetMmThreadCharacteristicsW(TaskName: *const u16, TaskIndex: *mut u32) -> Handle; } const HIGH_PRIORITY_CLASS: u32 = 0x0000_0080; const ES_CONTINUOUS: u32 = 0x8000_0000; const ES_SYSTEM_REQUIRED: u32 = 0x0000_0001; const ES_DISPLAY_REQUIRED: u32 = 0x0000_0002; static PROCESS_TUNED: OnceLock<()> = OnceLock::new(); /// Process-wide tuning, applied exactly once. Reverts at process exit. Best-effort: each call is /// independent and a failure is ignored (e.g. a non-elevated host may not get HIGH class). fn tune_process_once() { PROCESS_TUNED.get_or_init(|| unsafe { // 1 ms timer granularity (default ~15.6 ms) — the floor for precise frame pacing and the // encode|send split's sub-ms sleeps. timeBeginPeriod(1); // Run DWM's compositor work at MMCSS priority — helps the compose-rate ceiling hold up // under a saturating game (capture is bounded by how often DWM composes). DwmEnableMMCSS(1); // Lift the whole host above NORMAL so a CPU-saturating game can't deschedule our // control/capture/encode/send threads on the CPU (Apollo does the same). SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS); tracing::info!("windows session tuning applied (timer 1ms, DWM MMCSS, HIGH priority)"); }); } /// Call at the start of each capture/encode/send (hot stream) thread. Applies the process-wide /// tuning once, registers the calling thread with MMCSS ("Games"), and asserts the display/system /// must stay awake for as long as this thread lives. The MMCSS handle is intentionally leaked and /// the execution-state assertion is bound to this thread — both are reverted by the OS when the /// thread exits, so a session that ends tears them down without explicit bookkeeping. pub fn on_hot_thread() { tune_process_once(); unsafe { SetThreadExecutionState(ES_CONTINUOUS | ES_DISPLAY_REQUIRED | ES_SYSTEM_REQUIRED); let task: Vec = "Games\0".encode_utf16().collect(); let mut idx: u32 = 0; // Leak the handle: these are session/process-lifetime worker threads; the OS reverts the // MMCSS characteristics at thread exit. let _ = AvSetMmThreadCharacteristicsW(task.as_ptr(), &mut idx); } } } #[cfg(target_os = "windows")] pub use imp::on_hot_thread; /// No-op on non-Windows (Linux uses `setpriority` nice + CUDA stream priority instead — see /// `punktfunk1::boost_thread_priority` and `zerocopy::cuda`). #[cfg(not(target_os = "windows"))] pub fn on_hot_thread() {}