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punktfunk/crates/punktfunk-host/src/capture/wgc.rs
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enricobuehler aef552f04a
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feat(host/windows): HDR scRGB→P010 in a shader — NVENC native P010, off the SM
On the Windows WGC HDR path the FP16 scRGB capture was fed to NVENC as
R10G10B10A2 (BT.2020 PQ), and NVENC did the RGB→YUV CSC internally on the
contended SM — adding to the encode_ms wall under a GPU-saturating game.
(NVIDIA's D3D11 VideoProcessor can't do RGB→P010 for HDR; that path renders
green, confirmed live — so the convert must be ours.)

New `HdrP010Converter` fuses the tone-map with the BT.2020 RGB→YUV matrix and
emits P010 (10-bit limited range) directly: a luma pass → an R16_UNORM plane
RTV (full-res) and a chroma pass → an R16G16_UNORM plane RTV (half-res, 2x2
box average) of a DXGI_FORMAT_P010 texture. NVENC then takes native P010 and
skips its SM-side convert.

Gated behind PUNKTFUNK_HDR_SHADER_P010 (default OFF → the existing
R10→NVENC path is byte-for-byte unchanged). Colour validated by a new
`hdr-p010-selftest` subcommand: a synthetic scRGB pattern → P010 → readback,
compared to a BT.2020 PQ 10-bit reference — max abs error Y=0.99 / Cb=0.82 /
Cr=0.75 codes on an RTX 4090. Live-validated HDR colours correct (no green).
Build + clippy (--features nvenc -D warnings) green on x86_64-pc-windows-msvc.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 09:54:00 +00:00

758 lines
34 KiB
Rust

//! Windows.Graphics.Capture (WGC) capture backend — the HDR/animation-correct path.
//!
//! Why WGC over DXGI Desktop Duplication: DDA duplicates only the DWM-composed primary surface, so
//! HDR desktop animations the OS routes onto hardware overlay / independent-flip / MPO planes (Start
//! menu, Win11 Mica/acrylic, window resize) never enter the surface DDA reads — the stream shows a
//! frozen desktop ("broken HDR animations"). Engaging WGC capture pulls that content back through DWM
//! composition, so the surface WGC hands back contains the animations. WGC also has no
//! ACCESS_LOST-on-overlay-flip churn.
//!
//! It reuses the rest of the pipeline UNCHANGED: the frame's GPU texture (the OS already composited
//! the cursor into it — `IsCursorCaptureEnabled(true)`) goes through the same scRGB→BT.2020-PQ shader
//! ([`super::dxgi::HdrConverter`]) into a host-owned `R10G10B10A2` texture (HDR) or is copied into a
//! BGRA texture (SDR), which is handed to NVENC zero-copy (registered by pointer, encoded in place).
//! Shares the D3D11 device with NVENC via `FramePayload::D3d11`.
//!
//! Limitation: WGC cannot capture the secure desktop (lock / UAC / login) — the caller falls back to
//! the DDA backend ([`super::dxgi::DuplCapturer`]) for those (see capture.rs).
use super::dxgi::{
find_output, hdr_shader_p010_enabled, make_device, nudge_cursor_onto, D3d11Frame, HdrConverter,
HdrP010Converter, VideoConverter, WinCaptureTarget,
};
use super::{CapturedFrame, Capturer, FramePayload, PixelFormat};
use anyhow::{bail, Context, Result};
use std::collections::VecDeque;
use std::sync::atomic::{AtomicU64, Ordering};
use std::sync::{Arc, Condvar, Mutex};
use std::time::{Duration, Instant};
use windows::core::{IInspectable, Interface};
use windows::Foundation::{TimeSpan, TypedEventHandler};
use windows::Graphics::Capture::{
Direct3D11CaptureFrame, Direct3D11CaptureFramePool, GraphicsCaptureItem, GraphicsCaptureSession,
};
use windows::Graphics::DirectX::DirectXPixelFormat;
use windows::Win32::Foundation::{CloseHandle, HANDLE};
use windows::Win32::Graphics::Direct3D11::{
ID3D11Device, ID3D11DeviceContext, ID3D11RenderTargetView, ID3D11ShaderResourceView,
ID3D11Texture2D, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_TEXTURE2D_DESC,
D3D11_USAGE_DEFAULT,
};
use windows::Win32::Graphics::Dxgi::Common::{
DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020, DXGI_FORMAT_R10G10B10A2_UNORM,
DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_SAMPLE_DESC,
};
use windows::Win32::Graphics::Dxgi::{IDXGIDevice, IDXGIOutput6};
use windows::Win32::Security::{ImpersonateLoggedOnUser, RevertToSelf};
use windows::Win32::System::RemoteDesktop::{WTSGetActiveConsoleSessionId, WTSQueryUserToken};
use windows::Win32::System::WinRT::Direct3D11::{
CreateDirect3D11DeviceFromDXGIDevice, IDirect3DDxgiInterfaceAccess,
};
use windows::Win32::System::WinRT::Graphics::Capture::IGraphicsCaptureItemInterop;
use windows::Win32::System::WinRT::{RoInitialize, RO_INIT_MULTITHREADED};
/// Output texture ring depth. The encode loop pipelines one frame deep (NVENC encodes frame N while
/// the capturer produces N+1), so two live textures suffice; three gives headroom against a slow
/// `lock_bitstream` and matches the WGC frame-pool depth.
// Sized for the deep encode pipeline (`PUNKTFUNK_ENCODE_DEPTH`, default 4, clamped ≤ 6): up to DEPTH
// frames are in flight in NVENC at once, so the HDR convert ring and the SDR held-frame set must each
// keep DEPTH(+headroom) live textures, and the WGC pool needs spare buffers beyond what we hold.
const OUT_RING: usize = 8;
/// SDR zero-copy: how many recent WGC frames to keep alive so NVENC can encode the pool texture in
/// place (no `CopyResource`). Each in-flight encode reads a distinct frame, so this must exceed the
/// pipeline depth; the oldest is released once `HELD_FRAMES` newer ones exist.
const HELD_FRAMES: usize = 8;
/// WGC frame-pool buffer count. Must exceed `HELD_FRAMES` so the compositor always has free buffers
/// to render into while we hold frames for in-place (zero-copy) SDR encode.
const WGC_POOL_BUFFERS: i32 = 10;
/// The host runs as SYSTEM (so the DDA secure-desktop path works), but WGC will NOT activate under
/// the SYSTEM account (`CreateForMonitor` → 0x80070424). Impersonate the interactive console user
/// for the WGC activation. Returns the user token (the caller reverts + closes it after activation)
/// or `None` (no active user, or the host already runs AS the user — WTSQueryUserToken then fails and
/// WGC works without impersonation). SYSTEM-only; harmless under a user-token host.
unsafe fn impersonate_active_user() -> Option<HANDLE> {
let session = WTSGetActiveConsoleSessionId();
if session == 0xFFFF_FFFF {
return None;
}
let mut token = HANDLE::default();
if WTSQueryUserToken(session, &mut token).is_ok() {
if ImpersonateLoggedOnUser(token).is_ok() {
return Some(token);
}
let _ = CloseHandle(token);
}
None
}
/// RAII: reverts the WGC-activation impersonation when it drops (covers every `?` early-return).
struct Deimpersonate(Option<HANDLE>);
impl Drop for Deimpersonate {
fn drop(&mut self) {
if let Some(tok) = self.0.take() {
unsafe {
let _ = RevertToSelf();
let _ = CloseHandle(tok);
}
}
}
}
/// Signal from the free-threaded FrameArrived callback to the encode thread: a monotonically
/// increasing count of arrived frames + a condvar to wake `next_frame`. The encode thread tracks how
/// many it has consumed; `TryGetNextFrame` is called exactly `available - consumed` times so we never
/// hit the empty-pool ambiguity, and draining to the newest keeps latency at one frame.
struct WgcSignal {
available: AtomicU64,
mtx: Mutex<()>,
cv: Condvar,
}
pub struct WgcCapturer {
device: ID3D11Device,
context: ID3D11DeviceContext,
// WGC objects — kept alive for the session's lifetime.
pool: Direct3D11CaptureFramePool,
session: GraphicsCaptureSession,
_item: GraphicsCaptureItem,
_frame_arrived_token: i64,
signal: Arc<WgcSignal>,
consumed: u64,
width: u32,
height: u32,
timeout_ms: u64,
first_frame: bool,
hdr: bool,
hdr_conv: Option<HdrConverter>,
fp16_src: Option<ID3D11Texture2D>,
fp16_srv: Option<ID3D11ShaderResourceView>,
/// `PUNKTFUNK_HDR_SHADER_P010` path: emit P010 (BT.2020 PQ 10-bit limited range) DIRECTLY from our
/// own shader (`HdrP010Converter`) so NVENC takes native P010 and skips its SM-side RGB→YUV CSC.
/// Gated by [`hdr_shader_p010_enabled`] AND `self.hdr`; `None`/empty when off → the existing R10 +
/// VideoProcessor paths run unchanged. `p010_disabled` latches a runtime failure (e.g. a driver
/// that rejects the planar plane RTV) so we fall back to the R10 path and stop retrying.
hdr_p010_conv: Option<HdrP010Converter>,
p010_out: Vec<ID3D11Texture2D>,
p010_idx: usize,
p010_disabled: bool,
/// Ring of host-owned output textures (BGRA for SDR, R10G10B10A2 for HDR), rotated per processed
/// frame. A ring — not one texture — is required because the encode loop is PIPELINED: NVENC
/// encodes frame N (in place, registered by pointer) while this capturer produces frame N+1, so
/// N+1 must land in a DIFFERENT texture or it clobbers the in-flight encode. (`fp16_src` stays
/// single: it's only touched within the D3D11 immediate context, whose op ordering already
/// serializes the convert's read against the next copy's write — NVENC's async engine read is the
/// only consumer that escapes that ordering, and it reads the ring output, never `fp16_src`.)
out_ring: Vec<ID3D11Texture2D>,
ring_idx: usize,
/// Video-processor RGB→YUV converter (off the 3D engine where possible) + its NV12/P010 output
/// ring. Preferred path: the OS-composited capture (cursor already in it) is converted DIRECTLY to
/// NVENC's native YUV — no `CopyResource`, no cursor draw, and NVENC skips its internal RGB→YUV.
/// `None`/error → falls back to the legacy SDR-zero-copy / HDR-shader paths.
video_conv: Option<VideoConverter>,
yuv_out: Vec<ID3D11Texture2D>,
yuv_idx: usize,
yuv_is_hdr: bool,
vp_disabled: bool,
/// SDR zero-copy: the recent WGC frames we hand to NVENC in place. Held so the pool doesn't
/// recycle the texture mid-encode; the oldest is released once `HELD_FRAMES` newer ones exist.
held: VecDeque<Direct3D11CaptureFrame>,
/// Last presentable GPU texture + format, repeated when no new frame arrived (static desktop).
last_present: Option<(ID3D11Texture2D, PixelFormat)>,
/// Owns the SudoVDA keepalive once attached (after WGC is confirmed open) — dropping the capturer
/// then REMOVEs the virtual output. `None` between open and attach so a WGC-open failure leaves
/// the keepalive with the caller for the DDA fallback.
_keepalive: Option<Box<dyn Send>>,
}
// COM + WinRT pointers; confined to the single owning (encode) thread, like DuplCapturer.
unsafe impl Send for WgcCapturer {}
impl WgcCapturer {
/// Open WGC capture. Does NOT take the keepalive — the caller attaches it via
/// [`attach_keepalive`](Self::attach_keepalive) only after open succeeds, so a failure leaves the
/// keepalive with the caller to hand to the DDA fallback.
pub fn open(target: WinCaptureTarget, preferred: Option<(u32, u32, u32)>) -> Result<Self> {
unsafe {
// WGC is WinRT — the calling thread needs a COM/WinRT apartment for the GraphicsCaptureItem
// activation factory (RoGetActivationFactory). Initialize MTA; ignore "already initialized"
// / "changed mode" (another component on this thread may have init'd a compatible apartment).
let ro = RoInitialize(RO_INIT_MULTITHREADED);
// Impersonate the interactive user for the duration of WGC activation (host runs as
// SYSTEM; WGC won't activate under SYSTEM). Reverted by the guard's Drop on return. The
// WGC objects, once created, are accessed from the (SYSTEM) encode thread thereafter.
let imp = impersonate_active_user();
let _deimp = Deimpersonate(imp);
tracing::info!(ro_result = ?ro, impersonated = imp.is_some(), "WGC: RoInitialize(MTA)");
// The SudoVDA output appears a beat after the display is created — settle-retry like DDA.
let deadline = Instant::now() + Duration::from_millis(2000);
let (adapter, output) = loop {
if let Some(n) = crate::vdisplay::sudovda::resolve_gdi_name(target.target_id) {
if let Ok(found) = find_output(&n) {
break found;
}
}
if let Ok(found) = find_output(&target.gdi_name) {
break found;
}
if Instant::now() >= deadline {
bail!(
"WGC: no DXGI output for SudoVDA target {} yet",
target.target_id
);
}
std::thread::sleep(Duration::from_millis(100));
};
let (device, context) = make_device(&adapter)?;
let od = output.GetDesc().context("output GetDesc")?;
let hmonitor = od.Monitor;
// HDR iff the output's colour space is BT.2020 PQ (G2084) — matches the DDA FP16 detection.
let hdr = output
.cast::<IDXGIOutput6>()
.ok()
.and_then(|o6| o6.GetDesc1().ok())
.map(|d1| d1.ColorSpace == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
.unwrap_or(false);
// Wrap our D3D11 device as a WinRT IDirect3DDevice so the frame pool allocates on it (the
// pool textures land on our device → CopyResource + NVENC are same-device, no readback).
let dxgi_device: IDXGIDevice = device.cast().context("ID3D11Device as IDXGIDevice")?;
let inspectable: IInspectable = CreateDirect3D11DeviceFromDXGIDevice(&dxgi_device)
.context("CreateDirect3D11DeviceFromDXGIDevice")?;
let d3d_device: windows::Graphics::DirectX::Direct3D11::IDirect3DDevice = inspectable
.cast()
.context("IInspectable as IDirect3DDevice")?;
tracing::info!(hdr, "WGC: device ready, creating capture item");
// GraphicsCaptureItem for the monitor (the SudoVDA output enumerates as a normal monitor).
let interop: IGraphicsCaptureItemInterop =
windows::core::factory::<GraphicsCaptureItem, IGraphicsCaptureItemInterop>()
.context("GraphicsCaptureItem interop factory")?;
let item: GraphicsCaptureItem = interop
.CreateForMonitor(hmonitor)
.context("CreateForMonitor")?;
let size = item.Size().context("item Size")?;
let (width, height) = (size.Width.max(0) as u32, size.Height.max(0) as u32);
tracing::info!(
width,
height,
"WGC: capture item created, creating frame pool"
);
let pixel_format = if hdr {
DirectXPixelFormat::R16G16B16A16Float // scRGB FP16 — same surface DDA gives on HDR
} else {
DirectXPixelFormat::B8G8R8A8UIntNormalized
};
// Extra buffers: SDR zero-copy holds the last `HELD_FRAMES` frames (encoded in place), so
// the pool needs headroom beyond that for the producer to keep rendering at 240 Hz.
let pool = Direct3D11CaptureFramePool::CreateFreeThreaded(
&d3d_device,
pixel_format,
WGC_POOL_BUFFERS,
size,
)
.context("CreateFreeThreaded frame pool")?;
let signal = Arc::new(WgcSignal {
available: AtomicU64::new(0),
mtx: Mutex::new(()),
cv: Condvar::new(),
});
let sig = signal.clone();
let handler = TypedEventHandler::<Direct3D11CaptureFramePool, IInspectable>::new(
move |_pool, _arg| {
sig.available.fetch_add(1, Ordering::Release);
sig.cv.notify_one();
Ok(())
},
);
let token = pool.FrameArrived(&handler).context("FrameArrived")?;
tracing::info!("WGC: creating capture session");
let session = pool
.CreateCaptureSession(&item)
.context("CreateCaptureSession")?;
// OS composites the cursor into the frame (HDR-correct, no manual composite pass).
let _ = session.SetIsCursorCaptureEnabled(true);
// Drop the yellow capture border (best-effort — older builds reject it).
let _ = session.SetIsBorderRequired(false);
// Lift the 60 Hz cap: allow up to the client's refresh (Win11 24H2+; below that this is a
// no-op and WGC caps ~60). 100 ns ticks per frame.
let refresh = preferred
.map(|(_, _, hz)| hz)
.filter(|&hz| hz > 0)
.unwrap_or(60);
let ticks = (10_000_000i64 / refresh.max(1) as i64).max(1);
let _ = session.SetMinUpdateInterval(TimeSpan { Duration: ticks });
tracing::info!("WGC: StartCapture");
session.StartCapture().context("StartCapture")?;
// WGC fires FrameArrived on CHANGE; a static desktop may never deliver the first frame
// (→ black, then the next_frame deadline ends the session). Nudge the cursor onto the
// output to force the first composition change, exactly like the DDA path does.
nudge_cursor_onto(&output);
let timeout_ms = (2000 / refresh.max(1) as u64).max(8);
tracing::info!(
width,
height,
hdr,
refresh,
"WGC capture started ({})",
if hdr {
"HDR FP16→BT.2020 PQ"
} else {
"SDR BGRA"
}
);
Ok(Self {
device,
context,
pool,
session,
_item: item,
_frame_arrived_token: token,
signal,
consumed: 0,
width,
height,
timeout_ms,
first_frame: true,
hdr,
hdr_conv: None,
fp16_src: None,
fp16_srv: None,
hdr_p010_conv: None,
p010_out: Vec::new(),
p010_idx: 0,
p010_disabled: false,
out_ring: Vec::new(),
ring_idx: 0,
video_conv: None,
yuv_out: Vec::new(),
yuv_idx: 0,
yuv_is_hdr: false,
vp_disabled: std::env::var_os("PUNKTFUNK_NO_VIDEO_PROCESSOR").is_some(),
held: VecDeque::new(),
last_present: None,
_keepalive: None,
})
}
}
/// Take ownership of the SudoVDA keepalive once the WGC session is confirmed open.
pub fn attach_keepalive(&mut self, keepalive: Box<dyn Send>) {
self._keepalive = Some(keepalive);
}
/// Block until a new frame arrives (cv), then drain `TryGetNextFrame` to the NEWEST queued frame
/// (skip stale → one-frame latency). Returns `None` on timeout (no new frame → caller repeats).
fn wait_and_drain(&mut self) -> Option<Direct3D11CaptureFrame> {
let wait_ms = if self.first_frame {
2000
} else {
self.timeout_ms
};
{
let mut g = self.signal.mtx.lock().unwrap();
while self.signal.available.load(Ordering::Acquire) <= self.consumed {
let (ng, res) = self
.signal
.cv
.wait_timeout(g, Duration::from_millis(wait_ms))
.unwrap();
g = ng;
if res.timed_out() {
return None;
}
}
}
let target = self.signal.available.load(Ordering::Acquire);
let mut last = None;
while self.consumed < target {
if let Ok(f) = self.pool.TryGetNextFrame() {
last = Some(f);
}
self.consumed += 1;
}
last
}
unsafe fn ensure_fp16_src(&mut self) -> Result<()> {
if self.fp16_src.is_some() {
return Ok(());
}
let desc = tex_desc(
self.width,
self.height,
DXGI_FORMAT_R16G16B16A16_FLOAT,
(D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
);
let mut t = None;
self.device
.CreateTexture2D(&desc, None, Some(&mut t))
.context("CreateTexture2D(wgc fp16 src)")?;
let t = t.context("fp16 src")?;
let mut srv = None;
self.device
.CreateShaderResourceView(&t, None, Some(&mut srv))?;
self.fp16_srv = Some(srv.context("fp16 srv")?);
self.fp16_src = Some(t);
Ok(())
}
/// Lazily allocate the HDR output texture ring (R10G10B10A2, the convert pass's render target →
/// NVENC input), `RENDER_TARGET`-bindable. SDR is zero-copy (encodes the WGC pool texture in
/// place) and uses no ring.
unsafe fn ensure_out_ring(
&mut self,
format: windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT,
) -> Result<()> {
if !self.out_ring.is_empty() {
return Ok(());
}
let desc = tex_desc(
self.width,
self.height,
format,
D3D11_BIND_RENDER_TARGET.0 as u32,
);
for _ in 0..OUT_RING {
let mut t = None;
self.device
.CreateTexture2D(&desc, None, Some(&mut t))
.context("CreateTexture2D(wgc out ring)")?;
self.out_ring.push(t.context("wgc out ring tex")?);
}
Ok(())
}
/// Convert `input` (the OS-composited WGC pool texture: BGRA or scRGB FP16) → NVENC's native YUV
/// (NV12 / P010) on the video processor. Returns the YUV texture (from a ring so consecutive
/// encodes don't collide), or `None` to fall back to the legacy RGB paths.
unsafe fn convert_to_yuv(
&mut self,
input: &ID3D11Texture2D,
hdr: bool,
) -> Option<ID3D11Texture2D> {
if self.vp_disabled {
return None;
}
if self.video_conv.is_none() || self.yuv_out.is_empty() || self.yuv_is_hdr != hdr {
self.video_conv = None;
self.yuv_out.clear();
self.yuv_idx = 0;
let vc = match VideoConverter::new(
&self.device,
&self.context,
self.width,
self.height,
hdr,
) {
Ok(vc) => vc,
Err(e) => {
tracing::warn!(error = %format!("{e:#}"),
"WGC: video processor unavailable — falling back to RGB path");
self.vp_disabled = true;
return None;
}
};
let fmt = if hdr {
windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_P010
} else {
windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_NV12
};
let desc = tex_desc(
self.width,
self.height,
fmt,
D3D11_BIND_RENDER_TARGET.0 as u32,
);
for _ in 0..OUT_RING {
let mut t = None;
if self
.device
.CreateTexture2D(&desc, None, Some(&mut t))
.is_err()
{
tracing::warn!("WGC: CreateTexture2D(YUV) failed — falling back to RGB path");
self.vp_disabled = true;
self.yuv_out.clear();
return None;
}
let Some(tex) = t else {
self.vp_disabled = true;
self.yuv_out.clear();
return None;
};
self.yuv_out.push(tex);
}
self.video_conv = Some(vc);
self.yuv_is_hdr = hdr;
tracing::info!(
hdr,
"WGC: video-processor YUV path active ({})",
if hdr { "P010" } else { "NV12" }
);
}
let slot = self.yuv_idx;
self.yuv_idx = (self.yuv_idx + 1) % self.yuv_out.len();
let out = self.yuv_out[slot].clone();
if let Err(e) = self.video_conv.as_ref()?.convert(input, &out) {
tracing::warn!(error = %format!("{e:#}"),
"WGC: VideoProcessorBlt failed — falling back to RGB path");
self.vp_disabled = true;
self.video_conv = None;
self.yuv_out.clear();
return None;
}
Some(out)
}
/// `PUNKTFUNK_HDR_SHADER_P010` path: convert the OS-composited FP16 scRGB capture DIRECTLY to a
/// host-owned P010 texture (BT.2020 PQ, 10-bit limited range) via [`HdrP010Converter`] — two
/// shader passes writing the P010 planes. NVENC then takes native P010 and skips its internal
/// RGB→YUV CSC. Returns the next ring slot's P010 texture, or `Err` if the converter / a planar
/// plane RTV fails (the caller latches `p010_disabled` and falls back to the R10 path).
unsafe fn hdr_to_p010(&mut self, src: &ID3D11Texture2D) -> Result<ID3D11Texture2D> {
let slot = self.p010_idx;
// Lazily allocate the FP16 source (shared with the R10 path) + the P010 output ring.
self.ensure_fp16_src()?;
let fp16 = self.fp16_src.clone().context("fp16 src")?;
self.context.CopyResource(&fp16, src);
if self.p010_out.is_empty() {
let desc = tex_desc(
self.width,
self.height,
windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_P010,
D3D11_BIND_RENDER_TARGET.0 as u32,
);
for _ in 0..OUT_RING {
let mut t = None;
self.device
.CreateTexture2D(&desc, None, Some(&mut t))
.context("CreateTexture2D(wgc p010 ring)")?;
self.p010_out.push(t.context("wgc p010 ring tex")?);
}
}
self.p010_idx = (self.p010_idx + 1) % self.p010_out.len();
let out = self.p010_out[slot].clone();
if self.hdr_p010_conv.is_none() {
self.hdr_p010_conv = Some(HdrP010Converter::new(&self.device)?);
}
let srv = self.fp16_srv.clone().context("fp16 srv")?;
self.hdr_p010_conv.as_ref().unwrap().convert(
&self.device,
&self.context,
&srv,
&out,
self.width,
self.height,
)?;
Ok(out)
}
fn process_frame(&mut self, frame: Direct3D11CaptureFrame) -> Result<CapturedFrame> {
unsafe {
let surface = frame.Surface().context("frame Surface")?;
let access: IDirect3DDxgiInterfaceAccess = surface
.cast()
.context("surface as IDirect3DDxgiInterfaceAccess")?;
let src: ID3D11Texture2D = access
.GetInterface()
.context("GetInterface ID3D11Texture2D")?;
// GATED P010-shader path (`PUNKTFUNK_HDR_SHADER_P010`): for HDR, emit P010 (BT.2020 PQ
// 10-bit limited range) DIRECTLY from our shader so NVENC takes native P010 and skips its
// SM-side RGB→YUV CSC. Runs BEFORE the R10 + VideoProcessor path. A converter/plane-RTV
// failure latches `p010_disabled` → we fall through to the unchanged R10 path for the rest
// of the session. Default OFF → none of this executes and behaviour is byte-for-byte as
// today.
if self.hdr && !self.p010_disabled && hdr_shader_p010_enabled() {
match self.hdr_to_p010(&src) {
Ok(p010) => {
// The P010 output is host-owned (the ring), and the FP16 CopyResource read
// `src` synchronously on the immediate context before the shader passes — so we
// do NOT need to hold `frame` past here (unlike the SDR/R10 in-place paths).
// Dropping it returns the pool buffer to WGC immediately.
drop(frame);
self.last_present = Some((p010.clone(), PixelFormat::P010));
return Ok(self.d3d11_frame(p010, PixelFormat::P010));
}
Err(e) => {
tracing::warn!(error = %format!("{e:#}"),
"WGC: HDR P010 shader path failed — disabling it, falling back to R10");
self.p010_disabled = true;
self.hdr_p010_conv = None;
self.p010_out.clear();
}
}
}
// Preferred path: convert the OS-composited capture (cursor already in it) DIRECTLY to
// NVENC's native YUV on the video processor — no CopyResource, no cursor draw, and NVENC
// skips its internal RGB→YUV (the contended 3D step). WGC's multi-buffer pool + held set
// means reading the pool texture directly does NOT serialize (unlike DDA's single-frame
// model). The frame is held until the async Blt finishes. (HDR: the video processor can't
// ingest FP16 scRGB, so the Blt fails and we fall back to the R10 path below; the
// `PUNKTFUNK_HDR_SHADER_P010` branch above is the off-the-SM HDR path.)
if let Some(yuv) = self.convert_to_yuv(&src, self.hdr) {
let fmt = if self.hdr {
PixelFormat::P010
} else {
PixelFormat::Nv12
};
self.last_present = Some((yuv.clone(), fmt));
let out = self.d3d11_frame(yuv, fmt);
self.held.push_back(frame);
while self.held.len() > HELD_FRAMES {
self.held.pop_front();
}
return Ok(out);
}
// --- fallback (video processor unavailable) ---
if self.hdr {
// Next ring slot — the in-flight encode reads the slot we handed out last time, so
// this capture must land in a different one (see `out_ring`).
let slot = self.ring_idx;
self.ring_idx = (self.ring_idx + 1) % OUT_RING;
// FP16 (cursor already composited by the OS) → BT.2020 PQ 10-bit for NVENC.
self.ensure_fp16_src()?;
let fp16 = self.fp16_src.clone().context("fp16 src")?;
self.context.CopyResource(&fp16, &src);
self.ensure_out_ring(DXGI_FORMAT_R10G10B10A2_UNORM)?;
let out = self.out_ring[slot].clone();
if self.hdr_conv.is_none() {
self.hdr_conv = Some(HdrConverter::new(&self.device)?);
}
let srv = self.fp16_srv.clone().context("fp16 srv")?;
let mut rtv: Option<ID3D11RenderTargetView> = None;
self.device
.CreateRenderTargetView(&out, None, Some(&mut rtv))?;
let rtv = rtv.context("hdr10 rtv")?;
self.hdr_conv.as_ref().unwrap().convert(
&self.context,
&srv,
&rtv,
self.width,
self.height,
);
self.last_present = Some((out.clone(), PixelFormat::Rgb10a2));
Ok(self.d3d11_frame(out, PixelFormat::Rgb10a2))
} else {
// SDR ZERO-COPY: hand NVENC the WGC pool texture DIRECTLY — no `CopyResource`. The
// per-frame copy otherwise queues on the graphics engine behind a GPU-saturating game
// and stalls `lock_bitstream` ~20 ms (NVENC sits idle waiting for its input). Encoding
// the pool texture in place removes that graphics-queue dependency (Apollo's model).
// We must keep the frame alive until its async encode finishes, so retain the last
// `HELD_FRAMES`; the pool has spare buffers so the producer never starves.
self.last_present = Some((src.clone(), PixelFormat::Bgra));
let out = self.d3d11_frame(src, PixelFormat::Bgra);
self.held.push_back(frame);
while self.held.len() > HELD_FRAMES {
self.held.pop_front();
}
Ok(out)
}
}
}
fn d3d11_frame(&self, texture: ID3D11Texture2D, format: PixelFormat) -> CapturedFrame {
CapturedFrame {
width: self.width,
height: self.height,
pts_ns: now_ns(),
format,
payload: FramePayload::D3d11(D3d11Frame {
texture,
device: self.device.clone(),
}),
}
}
}
impl Capturer for WgcCapturer {
fn next_frame(&mut self) -> Result<CapturedFrame> {
let overall = Instant::now() + Duration::from_secs(20);
loop {
if let Some(frame) = self.wait_and_drain() {
self.first_frame = false;
return self.process_frame(frame);
}
// No new frame within the wait — repeat the last presented frame (static desktop).
if let Some((tex, fmt)) = &self.last_present {
return Ok(self.d3d11_frame(tex.clone(), *fmt));
}
if Instant::now() > overall {
bail!("no WGC frame within 20s (SudoVDA monitor not lit / no capture access?)");
}
}
}
fn try_latest(&mut self) -> Result<Option<CapturedFrame>> {
let target = self.signal.available.load(Ordering::Acquire);
if target <= self.consumed {
return Ok(None);
}
let mut last = None;
while self.consumed < target {
if let Ok(f) = self.pool.TryGetNextFrame() {
last = Some(f);
}
self.consumed += 1;
}
match last {
Some(frame) => self.process_frame(frame).map(Some),
None => Ok(None),
}
}
// set_active: the trait default (no-op) is correct — WGC keeps its session running across the
// active/idle gate (cheap; the frame pool just recycles), like the DDA duplication.
}
impl Drop for WgcCapturer {
fn drop(&mut self) {
let _ = self.session.Close();
let _ = self.pool.Close();
// _keepalive drops after, REMOVEing the SudoVDA monitor.
}
}
fn tex_desc(
width: u32,
height: u32,
format: windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT,
bind: u32,
) -> D3D11_TEXTURE2D_DESC {
D3D11_TEXTURE2D_DESC {
Width: width,
Height: height,
MipLevels: 1,
ArraySize: 1,
Format: format,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Usage: D3D11_USAGE_DEFAULT,
BindFlags: bind,
CPUAccessFlags: 0,
MiscFlags: 0,
}
}
fn now_ns() -> u64 {
std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.map(|d| d.as_nanos() as u64)
.unwrap_or(0)
}