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punktfunk/packaging/windows/vdisplay-driver/README.md
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enricobuehler d39da4bc06 feat(windows): pf-vdisplay — all-Rust IddCx virtual display (replaces SudoVDA)
P1 done: a pure-Rust UMDF2 IddCx driver, drop-in compatible with the host's
existing vdisplay/sudovda.rs control plane (the {e5bcc234} interface + the
SudoVDA IOCTL ABI), so the host drives it unchanged. Validated streaming on
glass at 5120x1440@240 — steady 240 fps, ~2.4 ms encode, clean teardown, full
parity with SudoVDA.

- Vendored wdf-umdf-sys / wdf-umdf bindgen crates (MIT, from virtual-display-rs)
  + the SDK-version build.rs fix that resolves the IddCxStub lib path by the WDK
  version actually containing um\x64\iddcx, not the max base SDK.
- pf-vdisplay crate: entry/callbacks/context/control/monitor/edid/
  swap_chain_processor. Our OWN 128-byte EDID (manufacturer PNK, product
  punktfunk — no SudoVDA bytes), a real swap-chain drain (faithful vdd port,
  required so DWM keeps compositing), the SudoVDA-compatible IOCTL control plane
  (ADD/REMOVE/PING/GET_WATCHDOG/GET_VERSION/SET_RENDER_ADAPTER) + a watchdog that
  tears down orphaned monitors when the host stops pinging.
- deploy-dev.ps1: stage + sign + stampinf (date.time DriverVer) + Inf2Cat +
  install, codifying the "bump DriverVer or pnputil keeps the old binary" gotcha.
- docs/windows-virtual-display-rust-port.md: investigation, the on-glass
  validation, and the two traps that cost time (Session-0 measurement +
  accumulated device-state needing a reboot).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 00:36:21 +02:00

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Markdown

# pf-vdisplay — punktfunk Windows virtual display (Rust IddCx)
P1 of replacing the vendored **SudoVDA** C++ driver with one we own — a pure-Rust UMDF2 **IddCx**
(Indirect Display Driver) virtual display, drop-in compatible with the host's existing
`vdisplay/sudovda.rs` IOCTL control plane. Full rationale + roadmap:
[`docs/windows-virtual-display-rust-port.md`](../../../docs/windows-virtual-display-rust-port.md).
## Layout
```
vdisplay-driver/
wdf-umdf-sys/ VENDORED bindgen FFI to WDF + IddCx (links WdfDriverStubUm + IddCxStub)
wdf-umdf/ VENDORED safe wrappers (IddCx*/Wdf*)
pf-vdisplay/ OUR driver crate (cdylib) + pf_vdisplay.inx
```
`wdf-umdf-sys` / `wdf-umdf` are vendored from [MolotovCherry/virtual-display-rs](https://github.com/MolotovCherry/virtual-display-rs)
(MIT — see `LICENSE.virtual-display-rs`). They're a self-contained bindgen over the WDK, **not**
`windows-drivers-rs` (which the gamepad drivers use): IddCx functions are direct `IddCxStub` exports the
WDF function-table macro can't reach, so a unified bindgen is the cleaner base. Local fix carried in
`wdf-umdf-sys/build.rs`: resolve the `IddCxStub` lib path by the SDK version that actually contains
`um\x64\iddcx\<ver>` (a newer base SDK alongside the WDK has `um\x64` but no `iddcx`).
## Status
- **Scaffold builds** ✅ — workspace + vendored bindings + `pf-vdisplay` compile in-tree to
`pf_vdisplay.dll`. The reference (virtual-display-rs) was separately built + installed + loaded
(Status OK) on the RTX box, proving the IddCx-in-Rust chain end to end.
- **Next (P1 driver logic):** port the IddCx driver — `DriverEntry``IDD_CX_CLIENT_CONFIG`
(adapter-init / parse-monitor-description / query-target-modes / assign-swapchain) → device + monitor
context, generic EDID, no-op swap-chain drain (DDA still captures for P1). Logging via
`OutputDebugString` (no `log`/`driver-logger`/`tokio`).
- **Then (control plane):** the SudoVDA-compatible IOCTL surface on the control device
(`ADD`/`REMOVE`/`PING`/`GET_WATCHDOG`/`GET_VERSION`/`SET_RENDER_ADAPTER`, byte-identical structs +
the `{e5bcc234-…}` interface GUID) so `vdisplay/sudovda.rs` drives it **unchanged**; a default mode
table + the per-`ADD` client mode injected as preferred; the watchdog.
- **Later (P2):** push swap-chain frames straight to the host (skip DDA); HDR via the IddCx 1.11 D3D12
acquire path.
## Build
Needs the WDK (UMDF 2.31 + IddCx stubs), LLVM/clang (`LIBCLANG_PATH`), and the pinned
`nightly-2024-07-26` (auto-selected via `rust-toolchain.toml`). From `pf-vdisplay/`, inside an MSVC dev
shell:
```
set LIBCLANG_PATH=C:\Program Files\LLVM\bin
cargo build # -> ../target/x86_64-pc-windows-msvc/debug/pf_vdisplay.dll
```
## Sign + install (same recipe as the gamepad drivers)
1. (no FORCE_INTEGRITY bit to clear — this crate doesn't set `/INTEGRITYCHECK`)
2. `signtool sign /fd SHA256 /sha1 <punktfunk-ds-test thumbprint>` the renamed `pf_vdisplay.dll`
3. `stampinf -f pf_vdisplay.inf -d * -a amd64 -u 2.15.0 -v <ver>` ; `Inf2Cat /driver:<dir> /os:10_X64` ;
sign the `.cat`
4. `pnputil /add-driver pf_vdisplay.inf` ; create the root devnode (`nefconc --create-device-node
--hardware-id root\pf_vdisplay --class-name Display --class-guid {4d36e968-…}`, mirroring
`install-sudovda.ps1`)
Bundles into the Inno Setup installer the same way as `gamepad-drivers/` once the driver is functional.