bbabc04bca
apple / swift (push) Successful in 54s
ci / rust (push) Successful in 1m32s
android / android (push) Successful in 1m49s
ci / web (push) Successful in 26s
ci / docs-site (push) Successful in 30s
ci / bench (push) Successful in 1m36s
decky / build-publish (push) Successful in 12s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 4s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 3s
deb / build-publish (push) Successful in 2m20s
flatpak / build-publish (push) Successful in 4m6s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 5m11s
docker / deploy-docs (push) Successful in 18s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 4m32s
Adds true HDR (BT.2020 PQ) and 10-bit (HEVC Main10) streaming, negotiated so an 8-bit/SDR client is never sent a stream it can't decode, plus a robust fix for the capture losing the stream across a secure-desktop transition. Protocol (punktfunk-core/quic.rs): - Hello gains `video_caps` (VIDEO_CAP_10BIT / VIDEO_CAP_HDR), Welcome gains `bit_depth`, both as optional trailing bytes (back-compat). client-rs advertises 10-bit via PUNKTFUNK_CLIENT_10BIT; the connector advertises 0 for now (in-band detection drives the native clients). Regenerated punktfunk_core.h. Windows host: - 10-bit Main10: host enables it only when the client advertised VIDEO_CAP_10BIT AND PUNKTFUNK_10BIT is set; threaded through open_video → NVENC (profile Main10, pixelBitDepthMinus8). - HDR: when the captured desktop is scRGB FP16 (R16G16B16A16_FLOAT, HDR on), copy it to an FP16 surface, composite the cursor there, convert scRGB → BT.2020 PQ 10-bit (R10G10B10A2) via a shader, and encode HEVC Main10 with the BT.2020/PQ colour VUI (ABGR10 input). Fixes the freeze + cursor-trail that came from feeding FP16 into the BGRA path. Reacts dynamically to the HDR toggle. - Capture recovery: rebuild is now a single NON-BLOCKING attempt, throttled to ~4×/s, repeating the last good frame between attempts (format-tagged last_present). During a secure-desktop dwell SudoVDA's output is gone; the old blocking 12 s retry starved the send loop for seconds so the client timed out and disconnected — now the session stays fed (frozen) until the desktop returns. Also seeds a black frame on recovery. Apple client (PunktfunkKit): - Detects HDR in-band from the stream VUI (PQ transfer function), decodes to 10-bit P010, and presents via an rgba16Float + BT.2020 PQ CAMetalLayer with EDR; SDR path unchanged. Switches automatically on a mid-session HDR toggle. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
220 lines
11 KiB
Swift
220 lines
11 KiB
Swift
// Stage-2 presenter, present half: draw a decoded NV12 CVPixelBuffer into a CAMetalLayer
|
|
// drawable with a BT.709 YUV→RGB shader. The display link (owned by the hosting view) drives
|
|
// `render` once per vsync with the target present time, so a present can finally be stamped and
|
|
// the present tail hand-paced. See docs apple-stage2-presenter.md.
|
|
//
|
|
// Main-thread only: created during view setup, `render` called from the view's CADisplayLink
|
|
// (which fires on the main runloop). The Metal objects + texture cache are touched only here.
|
|
|
|
#if canImport(Metal) && canImport(QuartzCore)
|
|
import CoreGraphics
|
|
import CoreVideo
|
|
import Metal
|
|
import QuartzCore
|
|
|
|
/// Runtime-compiled (no metallib build step needed in SwiftPM): a fullscreen triangle and a
|
|
/// BT.709 limited-range NV12→RGB fragment shader. uv.y is flipped (1 - p.y) so the top-left-
|
|
/// origin texture presents upright (NDC y is up), not upside down. (Colorspace is BT.709 SDR
|
|
/// for now — matches the host; 10-bit/HDR + other matrices are a later tie-in.)
|
|
private let shaderSource = """
|
|
#include <metal_stdlib>
|
|
using namespace metal;
|
|
|
|
struct VOut { float4 pos [[position]]; float2 uv; };
|
|
|
|
vertex VOut pf_vtx(uint vid [[vertex_id]]) {
|
|
float2 p = float2(float((vid << 1) & 2), float(vid & 2));
|
|
VOut o;
|
|
o.pos = float4(p * 2.0 - 1.0, 0.0, 1.0);
|
|
o.uv = float2(p.x, 1.0 - p.y);
|
|
return o;
|
|
}
|
|
|
|
fragment float4 pf_frag(VOut in [[stage_in]],
|
|
texture2d<float> lumaTex [[texture(0)]],
|
|
texture2d<float> chromaTex [[texture(1)]]) {
|
|
constexpr sampler s(filter::linear, address::clamp_to_edge);
|
|
float y = lumaTex.sample(s, in.uv).r;
|
|
float2 c = chromaTex.sample(s, in.uv).rg;
|
|
// BT.709, 8-bit limited (video) range → full-range RGB.
|
|
y = (y - 16.0/255.0) * (255.0/219.0);
|
|
float u = (c.x - 128.0/255.0) * (255.0/224.0);
|
|
float v = (c.y - 128.0/255.0) * (255.0/224.0);
|
|
float r = y + 1.5748 * v;
|
|
float g = y - 0.1873 * u - 0.4681 * v;
|
|
float b = y + 1.8556 * u;
|
|
return float4(saturate(float3(r, g, b)), 1.0);
|
|
}
|
|
|
|
// HDR: 10-bit P010 (BT.2020, limited range), Y'CbCr that is PQ-encoded. We apply the BT.2020
|
|
// matrix to get PQ-encoded R'G'B' and output it as-is — the CAMetalLayer's itur_2100_PQ colour
|
|
// space + EDR tells the compositor the samples are PQ, so it does the PQ→display mapping. No EOTF
|
|
// here (matching the host, which emitted BT.2020 PQ). P010 stores the 10-bit code in the high bits
|
|
// of each 16-bit sample, so an .r16Unorm sample reads ~code/1023 (the /1024 vs /1023 error is < 0.1%).
|
|
fragment float4 pf_frag_hdr(VOut in [[stage_in]],
|
|
texture2d<float> lumaTex [[texture(0)]],
|
|
texture2d<float> chromaTex [[texture(1)]]) {
|
|
constexpr sampler s(filter::linear, address::clamp_to_edge);
|
|
float y = lumaTex.sample(s, in.uv).r;
|
|
float2 c = chromaTex.sample(s, in.uv).rg;
|
|
// BT.2020 10-bit limited (video) range → full-range PQ R'G'B'.
|
|
y = (y - 64.0/1023.0) * (1023.0/876.0);
|
|
float u = (c.x - 512.0/1023.0) * (1023.0/896.0);
|
|
float v = (c.y - 512.0/1023.0) * (1023.0/896.0);
|
|
float r = y + 1.4746 * v;
|
|
float g = y - 0.16455 * u - 0.57135 * v;
|
|
float b = y + 1.8814 * u;
|
|
return float4(saturate(float3(r, g, b)), 1.0);
|
|
}
|
|
"""
|
|
|
|
public final class MetalVideoPresenter {
|
|
/// The layer the hosting view installs (as a sublayer) and sizes to its bounds.
|
|
public let layer: CAMetalLayer
|
|
|
|
private let device: MTLDevice
|
|
private let queue: MTLCommandQueue
|
|
/// SDR (BT.709 8-bit NV12 → bgra8) and HDR (BT.2020 PQ 10-bit P010 → rgba16Float) pipelines.
|
|
/// Selected per frame by `render`; the layer is reconfigured when the mode flips (HDR toggle).
|
|
private let pipelineSDR: MTLRenderPipelineState
|
|
private let pipelineHDR: MTLRenderPipelineState
|
|
private var textureCache: CVMetalTextureCache?
|
|
/// Current layer configuration — switched lazily in `configure(hdr:)` when a frame's mode differs.
|
|
private var hdrActive = false
|
|
|
|
/// nil if Metal is unavailable (no GPU / a headless CI) — the caller falls back to stage-1.
|
|
public init?() {
|
|
guard let device = MTLCreateSystemDefaultDevice(),
|
|
let queue = device.makeCommandQueue()
|
|
else { return nil }
|
|
self.device = device
|
|
self.queue = queue
|
|
do {
|
|
let library = try device.makeLibrary(source: shaderSource, options: nil)
|
|
let vtx = library.makeFunction(name: "pf_vtx")
|
|
let sdr = MTLRenderPipelineDescriptor()
|
|
sdr.vertexFunction = vtx
|
|
sdr.fragmentFunction = library.makeFunction(name: "pf_frag")
|
|
sdr.colorAttachments[0].pixelFormat = .bgra8Unorm
|
|
pipelineSDR = try device.makeRenderPipelineState(descriptor: sdr)
|
|
let hdr = MTLRenderPipelineDescriptor()
|
|
hdr.vertexFunction = vtx
|
|
hdr.fragmentFunction = library.makeFunction(name: "pf_frag_hdr")
|
|
hdr.colorAttachments[0].pixelFormat = .rgba16Float // EDR-capable
|
|
pipelineHDR = try device.makeRenderPipelineState(descriptor: hdr)
|
|
} catch {
|
|
return nil
|
|
}
|
|
CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &textureCache)
|
|
guard textureCache != nil else { return nil }
|
|
|
|
let layer = CAMetalLayer()
|
|
layer.device = device
|
|
layer.pixelFormat = .bgra8Unorm
|
|
layer.framebufferOnly = true
|
|
layer.isOpaque = true
|
|
// Triple-buffer: more in-flight drawables before `nextDrawable()` (called on the
|
|
// display-link / MAIN thread) has to block waiting for one to free.
|
|
layer.maximumDrawableCount = 3
|
|
#if os(macOS)
|
|
// The display link already paces exactly one present per vsync. Leaving the layer's
|
|
// own vsync wait on means `commandBuffer.present` ALSO blocks for the hardware vsync,
|
|
// so `nextDrawable()` stalls the MAIN thread until a drawable frees — windowed, the
|
|
// WindowServer's looser compositing hides it; FULLSCREEN's tighter, more-direct path
|
|
// serializes the main thread to the display and the stall surfaces as bad judder.
|
|
// Disabling the layer-level sync lets present return promptly (the display link is the
|
|
// pacing source), which is what fixes the fullscreen stutter. macOS-only property.
|
|
layer.displaySyncEnabled = false
|
|
#endif
|
|
self.layer = layer
|
|
}
|
|
|
|
/// Track the stream mode (the host can Reconfigure mid-stream). Size is in pixels.
|
|
public func setDrawableSize(_ size: CGSize) {
|
|
guard size.width > 0, size.height > 0 else { return }
|
|
if layer.drawableSize != size { layer.drawableSize = size }
|
|
}
|
|
|
|
/// Reconfigure the layer for SDR or HDR when the stream mode flips (HDR toggle). HDR uses an
|
|
/// rgba16Float drawable + a BT.2020 PQ colour space + EDR, so the compositor PQ-maps to the
|
|
/// display; SDR uses the plain 8-bit sRGB path. Main-thread only (called from `render`).
|
|
private func configure(hdr: Bool) {
|
|
guard hdr != hdrActive else { return }
|
|
hdrActive = hdr
|
|
if hdr {
|
|
layer.pixelFormat = .rgba16Float
|
|
layer.colorspace = CGColorSpace(name: CGColorSpace.itur_2100_PQ)
|
|
#if os(macOS)
|
|
layer.wantsExtendedDynamicRangeContent = true
|
|
#endif
|
|
} else {
|
|
layer.pixelFormat = .bgra8Unorm
|
|
layer.colorspace = nil
|
|
#if os(macOS)
|
|
layer.wantsExtendedDynamicRangeContent = false
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/// Draw one decoded frame to the next drawable and present it. `isHDR` selects the 10-bit
|
|
/// BT.2020 PQ path (P010 input) vs the 8-bit BT.709 path (NV12 input). Returns true on success;
|
|
/// false when there's no drawable yet, a texture couldn't be made, or Metal errored — the
|
|
/// caller then doesn't stamp a present for this frame.
|
|
@discardableResult
|
|
public func render(_ pixelBuffer: CVPixelBuffer, isHDR: Bool = false) -> Bool {
|
|
configure(hdr: isHDR)
|
|
// P010 stores 10-bit luma/chroma in 16-bit samples → R16/RG16; NV12 is 8-bit → R8/RG8.
|
|
let lumaFmt: MTLPixelFormat = isHDR ? .r16Unorm : .r8Unorm
|
|
let chromaFmt: MTLPixelFormat = isHDR ? .rg16Unorm : .rg8Unorm
|
|
guard let textureCache,
|
|
let luma = makeTexture(pixelBuffer, plane: 0, format: lumaFmt, cache: textureCache),
|
|
let chroma = makeTexture(pixelBuffer, plane: 1, format: chromaFmt, cache: textureCache)
|
|
else { return false }
|
|
|
|
// The hosting view owns drawableSize (aspect-fit to its bounds); skip until it's laid
|
|
// out. The fullscreen triangle scales the decoded texture to fill the drawable.
|
|
guard layer.drawableSize.width > 0, layer.drawableSize.height > 0,
|
|
let drawable = layer.nextDrawable(),
|
|
let commandBuffer = queue.makeCommandBuffer()
|
|
else { return false }
|
|
|
|
let pass = MTLRenderPassDescriptor()
|
|
pass.colorAttachments[0].texture = drawable.texture
|
|
pass.colorAttachments[0].loadAction = .clear
|
|
pass.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
|
|
pass.colorAttachments[0].storeAction = .store
|
|
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: pass) else {
|
|
return false
|
|
}
|
|
encoder.setRenderPipelineState(isHDR ? pipelineHDR : pipelineSDR)
|
|
encoder.setFragmentTexture(CVMetalTextureGetTexture(luma), index: 0)
|
|
encoder.setFragmentTexture(CVMetalTextureGetTexture(chroma), index: 1)
|
|
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
|
|
encoder.endEncoding()
|
|
commandBuffer.present(drawable) // present at the next vsync — lowest latency
|
|
// Hold the CVMetalTextures + the source pixel buffer (its IOSurface) alive until the GPU
|
|
// finishes sampling — releasing them at scope exit could free the backing mid-read.
|
|
commandBuffer.addCompletedHandler { _ in _ = (luma, chroma, pixelBuffer) }
|
|
commandBuffer.commit()
|
|
return true
|
|
}
|
|
|
|
/// Returns the CVMetalTexture (not just its MTLTexture) so the caller can keep it alive past
|
|
/// the draw — the MTLTexture is only valid while its CVMetalTexture is retained.
|
|
private func makeTexture(
|
|
_ pixelBuffer: CVPixelBuffer, plane: Int, format: MTLPixelFormat,
|
|
cache: CVMetalTextureCache
|
|
) -> CVMetalTexture? {
|
|
let w = CVPixelBufferGetWidthOfPlane(pixelBuffer, plane)
|
|
let h = CVPixelBufferGetHeightOfPlane(pixelBuffer, plane)
|
|
var cvTexture: CVMetalTexture?
|
|
let status = CVMetalTextureCacheCreateTextureFromImage(
|
|
kCFAllocatorDefault, cache, pixelBuffer, nil, format, w, h, plane, &cvTexture)
|
|
guard status == kCVReturnSuccess, let cvTexture,
|
|
CVMetalTextureGetTexture(cvTexture) != nil
|
|
else { return nil }
|
|
return cvTexture
|
|
}
|
|
}
|
|
#endif
|