eaacdfccc2
Batch B of the audit's medium tier (M4+M5+M6): - M4: adapter_init_finished now reads AdapterInitStatus (was ignored) and only stashes the adapter on NT_SUCCESS, per the MS sample. A failed async init previously produced a HUSK adapter: monitors created on it arrive but the OS never assigns a swap-chain — every session black-screens with no visible cause (the exact signature live fault-injection produced after a WUDFHost kill). Unset adapter → ADD fails cleanly (host-retryable) and a re-entrant D0 retries the init; the status is now in the debug log. - M5: pooled_device checks GetDeviceRemovedReason on a cache hit — a TDR'd device was returned for its LUID forever (SetDevice fail-loop, black virtual display until device teardown); now it falls through to a fresh create. - M6: an AvSetMmThreadCharacteristicsW failure no longer aborts the worker before draining (which stalled the monitor and leaked the WDF swap-chain object) — continue unprioritized like the MS sample; revert only if MMCSS actually engaged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
176 lines
8.0 KiB
Rust
176 lines
8.0 KiB
Rust
//! 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` on each swap-chain processor
|
|
//! thread. The device is POOLED across processors (one per render LUID, [`pooled_device`]), so with
|
|
//! two live monitors two worker threads share it concurrently — creation must NOT pass
|
|
//! `D3D11_CREATE_DEVICE_SINGLETHREADED` (that was sound only pre-pooling, device-per-processor), and
|
|
//! the immediate context is `SetMultithreadProtected` (it has no internal locking of its own).
|
|
|
|
use std::sync::atomic::{AtomicI32, Ordering};
|
|
use std::sync::{Arc, Mutex};
|
|
|
|
use windows::{
|
|
Win32::{
|
|
Foundation::{BOOL, LUID},
|
|
Graphics::{
|
|
Direct3D::D3D_DRIVER_TYPE_UNKNOWN,
|
|
Direct3D11::{
|
|
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
|
|
D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY,
|
|
D3D11_SDK_VERSION, D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext,
|
|
ID3D11Multithread,
|
|
},
|
|
Dxgi::{CreateDXGIFactory2, DXGI_CREATE_FACTORY_FLAGS, IDXGIAdapter1, IDXGIFactory5},
|
|
},
|
|
},
|
|
core::{Error, Interface},
|
|
};
|
|
|
|
#[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 shared immediate context — used by STEP 6's frame-push publisher's `CopyResource` on each
|
|
/// swap-chain processor thread. Pooled across processors, so it is `SetMultithreadProtected` at
|
|
/// init: an immediate context has no internal locking, and two concurrent monitors' workers would
|
|
/// otherwise race it (undefined behavior inside the UMD).
|
|
pub device_context: ID3D11DeviceContext,
|
|
}
|
|
|
|
impl Direct3DDevice {
|
|
pub fn init(adapter_luid: LUID) -> Result<Self, Direct3DError> {
|
|
// SAFETY: a plain DXGI factory-creation call; `?` returns the error on failure.
|
|
let dxgi_factory =
|
|
unsafe { CreateDXGIFactory2::<IDXGIFactory5>(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::<IDXGIAdapter1>(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,
|
|
// NO `D3D11_CREATE_DEVICE_SINGLETHREADED`: the DEVICE_POOL shares this device (and
|
|
// its immediate context) across every swap-chain processor on the LUID, so the
|
|
// single-caller guarantee that flag declares no longer holds with >1 monitor.
|
|
D3D11_CREATE_DEVICE_BGRA_SUPPORT
|
|
| 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")?;
|
|
|
|
// The pool hands this device (and its immediate context) to every processor on the LUID, and
|
|
// an immediate context is not thread-safe by itself — turn on the runtime's per-call critical
|
|
// section. (D3D11.4 interface, guaranteed on the Win11-22H2 OS floor; if the cast ever fails
|
|
// we log and continue — a single monitor is still safe, concurrent ones would not be.)
|
|
match device_context.cast::<ID3D11Multithread>() {
|
|
Ok(mt) => {
|
|
// SAFETY: plain setter on the live context's multithread interface; the returned
|
|
// previous-state BOOL carries no obligation.
|
|
unsafe {
|
|
let _ = mt.SetMultithreadProtected(BOOL::from(true));
|
|
}
|
|
}
|
|
Err(e) => dbglog!(
|
|
"[pf-vd] ID3D11Multithread unavailable ({e:?}) — immediate context left unprotected"
|
|
),
|
|
}
|
|
|
|
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<Option<(i64, Arc<Direct3DDevice>)>> = 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<Arc<Direct3DDevice>> {
|
|
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()
|
|
&& *k == key
|
|
{
|
|
// A TDR / driver reset REMOVES the pooled device permanently; handing it out again gives
|
|
// every future swap-chain a dead device (SetDevice fail-loop → black virtual display until
|
|
// device teardown). Detect and fall through to a fresh create instead.
|
|
// SAFETY: plain status query on the live pooled device.
|
|
match unsafe { dev.device.GetDeviceRemovedReason() } {
|
|
Ok(()) => return Some(dev.clone()),
|
|
Err(e) => {
|
|
dbglog!("[pf-vd] pooled D3D device was REMOVED ({e:?}) — recreating on {key:#x}");
|
|
}
|
|
}
|
|
}
|
|
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
|
|
}
|
|
}
|
|
}
|