Files
punktfunk/crates/pf-capture/src/windows/synthetic_nv12.rs
T
enricobuehlerandClaude Opus 5 6a2a153c0b chore(pf-capture): make the crate verifiable — Windows CI lint + two denies (sweep Phase 0)
Gate for the rest of design/pf-capture-sweep.md: today half this crate is compiled by no CI job
at all, so the Windows-side findings can't even be type-checked.

0.1 (X1) — windows-host.yml lints `-p pf-capture --all-targets`. The host lint above it builds
pf-capture only as a DEPENDENCY, so its `#[cfg(test)]` modules were never compiled anywhere: the
5 StallWatch tests, the DXGI HDR self-tests and the cursor-conversion tables were dead code in
CI. The workflow's own comment already diagnosed this blind spot and fixed it for pf-encode;
pf-capture never got the same treatment. No features on this crate, so no feature juggling and
no extra dep tree.

0.2 (X2) — `#![deny(unsafe_op_in_unsafe_fn)]` beside the existing
`deny(clippy::undocumented_unsafe_blocks)`. The crate declares "every unsafe block carries a
SAFETY proof; enforce it" in ten file headers, but in edition 2021 that lint has nothing to fire
on inside an `unsafe fn` — so the hardest FFI in the crate was exempt from its own program: the
ring/slot construction, the fence signal, the blend scratch, and every D3D converter ctor/convert.
119 operations across 16 functions now carry a proof. `shared_object_sa` loses its `unsafe`
marker instead (it states no precondition — only its RESULT is a raw pointer, which is the
caller's business).

0.3 (X4) — drop the crate-wide `#![allow(dead_code)]`. Verified: zero warnings on either target
without it, so it was hiding nothing the lint can see (W16's dead items are `pub`/written-once,
so they need Phase 1.7's deletion instead).

No behaviour change: only lint attributes, `unsafe { }` scoping and comments.

Linux `cargo test -p pf-capture` 6/6, clippy --all-targets clean on both targets (Windows
verified by cross-checking x86_64-pc-windows-msvc locally).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 10:18:48 +02:00

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//! A headless synthetic **NV12 D3D11** capture source for exercising the GPU encoders on Windows
//! without a real capture session.
//!
//! The native AMF path (and the D3D11 zero-copy NVENC/QSV paths) require an NV12 texture that lives
//! on the GPU — the CPU-Bgrx [`SyntheticCapturer`](crate::SyntheticCapturer) can't provide
//! one, and DXGI Desktop Duplication can't create one under an ssh session-0 (E_ACCESSDENIED). This
//! source builds an NV12 texture on the selected render adapter and fills it with a **moving** luma
//! ramp each frame, so the encoder sees genuine motion (P-frame residuals + the intra-refresh wave
//! under content change) — exactly what an intra-refresh recovery validation needs. Driven by
//! `spike --source synthetic-nv12`.
use crate::dxgi::{make_device, D3d11Frame};
use crate::{CapturedFrame, Capturer, FramePayload, PixelFormat};
use anyhow::{Context, Result};
use windows::Win32::Graphics::Direct3D11::{
ID3D11Device, ID3D11DeviceContext, ID3D11Texture2D, D3D11_BIND_SHADER_RESOURCE,
D3D11_CPU_ACCESS_WRITE, D3D11_MAPPED_SUBRESOURCE, D3D11_MAP_WRITE, D3D11_TEXTURE2D_DESC,
D3D11_USAGE, D3D11_USAGE_DEFAULT, D3D11_USAGE_STAGING,
};
use windows::Win32::Graphics::Dxgi::Common::{DXGI_FORMAT_NV12, DXGI_SAMPLE_DESC};
use windows::Win32::Graphics::Dxgi::{CreateDXGIFactory1, IDXGIAdapter1, IDXGIFactory4};
/// Synthetic NV12 frames on the GPU. Owns its own D3D11 device + immediate context and two NV12
/// textures: a CPU-writable STAGING scratch it fills each frame, and a DEFAULT texture it copies
/// into and hands to the encoder. The encoder copies out of the DEFAULT texture synchronously
/// (spike drives capture→submit→poll on one thread), so reusing one DEFAULT texture is sound.
pub struct SyntheticNv12Capturer {
device: ID3D11Device,
context: ID3D11DeviceContext,
default_tex: ID3D11Texture2D,
staging: ID3D11Texture2D,
width: u32,
height: u32,
fps: u32,
frame_idx: u64,
}
// SAFETY: mirrors `D3d11Frame`'s reasoning — the device is created free-threaded (`make_device`
// passes no `SINGLETHREADED` flag) and D3D11 uses interlocked COM refcounting, so moving the whole
// capturer (device + immediate context + textures) to its owning thread and using it only there is
// sound. The value is moved, never aliased (no `Sync`), so the single-threaded immediate context is
// never touched concurrently.
unsafe impl Send for SyntheticNv12Capturer {}
impl SyntheticNv12Capturer {
pub fn new(width: u32, height: u32, fps: u32) -> Result<Self> {
// NV12 is 4:2:0 — both dimensions must be even (the chroma plane is width/2 × height/2).
let width = (width & !1).max(2);
let height = (height & !1).max(2);
// SAFETY: a self-contained builder owning every handle it creates; each COM call is checked
// and the returned owners drop with their wrappers.
unsafe {
let adapter =
resolve_render_adapter().context("resolve render adapter for NV12 source")?;
let (device, context) = make_device(&adapter).context("create D3D11 device")?;
let default_tex = create_nv12(
&device,
width,
height,
D3D11_USAGE_DEFAULT,
0,
D3D11_BIND_SHADER_RESOURCE.0 as u32,
)
.context("create NV12 default texture")?;
let staging = create_nv12(
&device,
width,
height,
D3D11_USAGE_STAGING,
D3D11_CPU_ACCESS_WRITE.0 as u32,
0,
)
.context("create NV12 staging texture")?;
Ok(SyntheticNv12Capturer {
device,
context,
default_tex,
staging,
width,
height,
fps,
frame_idx: 0,
})
}
}
}
impl Capturer for SyntheticNv12Capturer {
fn next_frame(&mut self) -> Result<CapturedFrame> {
let pts_ns = self.frame_idx * 1_000_000_000 / self.fps.max(1) as u64;
// SAFETY: Map/Unmap/CopyResource on this capturer's own single-threaded immediate context;
// all writes stay within the mapped NV12 surface (Y: H rows of RowPitch; UV: H/2 rows of
// RowPitch beginning at RowPitch*H — the standard NV12 plane layout).
unsafe {
let mut map = D3D11_MAPPED_SUBRESOURCE::default();
self.context
.Map(&self.staging, 0, D3D11_MAP_WRITE, 0, Some(&mut map))
.context("Map(NV12 staging)")?;
let pitch = map.RowPitch as usize;
let base = map.pData as *mut u8;
// A diagonal luma ramp that shifts 4 codes/frame — strong, deterministic motion.
let shift = (self.frame_idx as u32).wrapping_mul(4);
for y in 0..self.height {
let row = base.add(y as usize * pitch);
for x in 0..self.width {
*row.add(x as usize) = x.wrapping_add(y).wrapping_add(shift) as u8;
}
}
// UV plane (neutral gray = 128) at offset RowPitch*H: H/2 rows, `width` bytes each
// (width/2 interleaved Cb,Cr pairs).
let uv = base.add(pitch * self.height as usize);
for r in 0..(self.height / 2) {
let row = uv.add(r as usize * pitch);
for c in 0..self.width {
*row.add(c as usize) = 128;
}
}
self.context.Unmap(&self.staging, 0);
self.context.CopyResource(&self.default_tex, &self.staging);
}
self.frame_idx += 1;
Ok(CapturedFrame {
width: self.width,
height: self.height,
pts_ns,
format: PixelFormat::Nv12,
payload: FramePayload::D3d11(D3d11Frame {
texture: self.default_tex.clone(),
device: self.device.clone(),
pyro: None,
}),
cursor: None,
})
}
}
/// Resolve the same render adapter the encoder will pick (`PUNKTFUNK_RENDER_ADAPTER` / preference /
/// max-VRAM LUID), falling back to adapter 0.
///
/// # Safety
/// Calls DXGI factory/adapter enumeration; returns owned COM objects or an error.
unsafe fn resolve_render_adapter() -> Result<IDXGIAdapter1> {
// SAFETY: three `?`/`Ok`-checked DXGI enumeration calls over owned locals — the factory is
// created here and the adapters it returns own their own COM references. No raw pointers.
unsafe {
let factory: IDXGIFactory4 = CreateDXGIFactory1().context("CreateDXGIFactory1")?;
if let Some(luid) = pf_gpu::resolve_render_adapter_luid() {
if let Ok(a) = factory.EnumAdapterByLuid::<IDXGIAdapter1>(luid) {
return Ok(a);
}
}
factory.EnumAdapters1(0).context("EnumAdapters1(0)")
}
}
/// Create an NV12 `Texture2D` with the given usage/CPU-access/bind flags.
///
/// # Safety
/// `device` must be a live D3D11 device; the returned texture is owned by the caller.
unsafe fn create_nv12(
device: &ID3D11Device,
width: u32,
height: u32,
usage: D3D11_USAGE,
cpu_access: u32,
bind: u32,
) -> Result<ID3D11Texture2D> {
let desc = D3D11_TEXTURE2D_DESC {
Width: width,
Height: height,
MipLevels: 1,
ArraySize: 1,
Format: DXGI_FORMAT_NV12,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Usage: usage,
BindFlags: bind,
CPUAccessFlags: cpu_access,
..Default::default()
};
let mut tex: Option<ID3D11Texture2D> = None;
// SAFETY: one `?`-checked `CreateTexture2D` on the live `device` borrow (per the contract
// above), with a fully-initialized stack descriptor and a live `Option` out-param.
unsafe {
device
.CreateTexture2D(&desc, None, Some(&mut tex))
.context("CreateTexture2D(NV12)")?;
}
tex.context("CreateTexture2D returned a null NV12 texture")
}