//! The render-side D3D11 device the swap-chain processor binds to the IddCx swap-chain (STEP 5). //! //! Ported verbatim from the proven oracle (`packaging/windows/vdisplay-driver/pf-vdisplay/src/ //! direct_3d_device.rs` + the `DEVICE_POOL`/`pooled_device` that lived in its `context.rs`). The //! D3D/DXGI types are the `windows` crate (refcounted COM, no manual Drop); the swap-chain/LUID hand-off //! to the wdk-sys IddCx world happens via raw pointers in `swap_chain_processor.rs`. //! //! STEP 5 binds this device to the swap-chain to keep the monitor a live display; STEP 6 reuses the //! device's immediate context in the frame publisher's `CopyResource` (both on the swap-chain processor //! thread, the one thread this device is touched from). use std::sync::atomic::{AtomicI32, Ordering}; use std::sync::{Arc, Mutex}; use windows::{ Win32::{ Foundation::LUID, Graphics::{ Direct3D::D3D_DRIVER_TYPE_UNKNOWN, Direct3D11::{ D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY, D3D11_CREATE_DEVICE_SINGLETHREADED, D3D11_SDK_VERSION, D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext, }, Dxgi::{CreateDXGIFactory2, DXGI_CREATE_FACTORY_FLAGS, IDXGIAdapter1, IDXGIFactory5}, }, }, core::Error, }; #[derive(thiserror::Error, Debug)] pub enum Direct3DError { #[error("Direct3DError({0:?})")] Win32(#[from] Error), #[error("Direct3DError(\"{0}\")")] Other(&'static str), } impl From<&'static str> for Direct3DError { fn from(value: &'static str) -> Self { Direct3DError::Other(value) } } /// DIAGNOSTIC: live `Direct3DDevice` count. Each one holds an `ID3D11Device` whose NVIDIA UMD spawns /// ~dozens of worker threads; if this climbs without bound across reconnects, devices are leaking. pub static LIVE_DEVICES: AtomicI32 = AtomicI32::new(0); #[derive(Debug)] pub struct Direct3DDevice { // The following are already refcounted, so they're safe to use directly without additional drop impls _dxgi_factory: IDXGIFactory5, _adapter: IDXGIAdapter1, pub device: ID3D11Device, /// The single (SINGLETHREADED) immediate context — used by STEP 6's frame-push publisher's /// `CopyResource` on the swap-chain processor thread (the one thread this device is touched from). pub device_context: ID3D11DeviceContext, } impl Direct3DDevice { pub fn init(adapter_luid: LUID) -> Result { // SAFETY: a plain DXGI factory-creation call; `?` returns the error on failure. let dxgi_factory = unsafe { CreateDXGIFactory2::(DXGI_CREATE_FACTORY_FLAGS(0))? }; // SAFETY: `dxgi_factory` is the live factory just created; `adapter_luid` is a by-value LUID. let adapter = unsafe { dxgi_factory.EnumAdapterByLuid::(adapter_luid)? }; let mut device = None; let mut device_context = None; // SAFETY: `adapter` is a live IDXGIAdapter1; `device`/`device_context` are valid local out-params // (checked for None below); the flag set + SDK version are valid constants. `?` returns on failure. unsafe { D3D11CreateDevice( &adapter, D3D_DRIVER_TYPE_UNKNOWN, None, D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY, None, D3D11_SDK_VERSION, Some(&mut device), None, Some(&mut device_context), )?; } let device = device.ok_or("ID3D11Device not found")?; let device_context = device_context.ok_or("ID3D11DeviceContext not found")?; let live = LIVE_DEVICES.fetch_add(1, Ordering::Relaxed) + 1; dbglog!("[pf-vd] Direct3DDevice::init OK — live D3D devices = {live}"); Ok(Self { _dxgi_factory: dxgi_factory, _adapter: adapter, device, device_context, }) } } impl Drop for Direct3DDevice { fn drop(&mut self) { let live = LIVE_DEVICES.fetch_sub(1, Ordering::Relaxed) - 1; dbglog!("[pf-vd] Direct3DDevice::drop — live D3D devices = {live}"); } } /// ONE shared D3D render device, reused across every swap-chain assignment (keyed by render LUID). /// Creating a fresh `Direct3DDevice` per assign — and the swap-chain flap fires several assigns per /// session — spawned a new NVIDIA UMD worker-thread set each time that was NEVER reclaimed on release /// (proven on the RTX box: ~70 `nvwgf2umx` threads + ~50 MB VRAM leaked per reconnect, permanently, /// even though our `Direct3DDevice` refcount dropped to 0). Pooling one device keeps a single, stable /// thread set: the processors borrow an `Arc`, so the device outlives them and is never re-created. static DEVICE_POOL: Mutex)>> = Mutex::new(None); /// Get-or-create the pooled D3D device for `luid`. Re-creates only if the render adapter changes /// (e.g. a GPU hot-swap), which drops the old `Arc` once its last processor releases it. pub fn pooled_device(luid: LUID) -> Option> { let key = (i64::from(luid.HighPart) << 32) | i64::from(luid.LowPart); let mut pool = DEVICE_POOL.lock().ok()?; if let Some((k, dev)) = pool.as_ref() { if *k == key { return Some(dev.clone()); } } match Direct3DDevice::init(luid) { Ok(d) => { let a = Arc::new(d); *pool = Some((key, a.clone())); Some(a) } Err(e) => { dbglog!("[pf-vd] pooled Direct3DDevice::init failed: {e:?}"); None } } }