6972842a5b
Validated design for adding secure-desktop (UAC/lock/login) coverage on top of the shipped WGC animation fix. Key verified constraint: WGC won't activate under SYSTEM (0x80070424) even with thread-level ImpersonateLoggedOnUser, and DDA+SendInput on Winlogon need LOCAL_SYSTEM — so one process can't do both. Architecture: SYSTEM host (QUIC + SudoVDA + DDA-secure + SendInput + AU mux) + a USER-session WGC helper (CreateProcessAsUser) that relays encoded Annex-B AUs over a named pipe; the host muxes helper-AUs (normal desktop) vs its own DDA encoder (secure desktop), switched by a desktop-name watcher. No shared GPU texture (rejected — MIC/keyed-mutex pain); just AU bytes. docs/windows-secure-desktop.md has the ordered, box-testable steps. The impersonate_active_user() in wgc.rs is kept as a harmless no-op (under a user-token process WTSQueryUserToken fails → no impersonation → WGC works natively); it does NOT make WGC work under SYSTEM (the two-process design uses a real user process for WGC instead). + Win32_System_RemoteDesktop. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
520 lines
21 KiB
Rust
520 lines
21 KiB
Rust
//! Windows.Graphics.Capture (WGC) capture backend — the HDR/animation-correct path.
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//!
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//! Why WGC over DXGI Desktop Duplication: DDA duplicates only the DWM-composed primary surface, so
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//! HDR desktop animations the OS routes onto hardware overlay / independent-flip / MPO planes (Start
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//! menu, Win11 Mica/acrylic, window resize) never enter the surface DDA reads — the stream shows a
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//! frozen desktop ("broken HDR animations"). Engaging WGC capture pulls that content back through DWM
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//! composition, so the surface WGC hands back contains the animations. WGC also has no
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//! ACCESS_LOST-on-overlay-flip churn.
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//!
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//! It reuses the rest of the pipeline UNCHANGED: the frame's GPU texture (the OS already composited
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//! the cursor into it — `IsCursorCaptureEnabled(true)`) goes through the same scRGB→BT.2020-PQ shader
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//! ([`super::dxgi::HdrConverter`]) into a host-owned `R10G10B10A2` texture (HDR) or is copied into a
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//! BGRA texture (SDR), which is handed to NVENC zero-copy (registered by pointer, encoded in place).
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//! Shares the D3D11 device with NVENC via `FramePayload::D3d11`.
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//!
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//! Limitation: WGC cannot capture the secure desktop (lock / UAC / login) — the caller falls back to
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//! the DDA backend ([`super::dxgi::DuplCapturer`]) for those (see capture.rs).
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use super::dxgi::{
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find_output, make_device, nudge_cursor_onto, D3d11Frame, HdrConverter, WinCaptureTarget,
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};
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use super::{CapturedFrame, Capturer, FramePayload, PixelFormat};
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use anyhow::{anyhow, bail, Context, Result};
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use std::sync::atomic::{AtomicU64, Ordering};
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use std::sync::{Arc, Condvar, Mutex};
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use std::time::{Duration, Instant};
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use windows::core::{IInspectable, Interface};
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use windows::Foundation::{TimeSpan, TypedEventHandler};
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use windows::Graphics::Capture::{
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Direct3D11CaptureFrame, Direct3D11CaptureFramePool, GraphicsCaptureItem, GraphicsCaptureSession,
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};
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use windows::Graphics::DirectX::DirectXPixelFormat;
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use windows::Graphics::SizeInt32;
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use windows::Win32::Foundation::{CloseHandle, HANDLE};
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use windows::Win32::Graphics::Direct3D11::{
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ID3D11Device, ID3D11DeviceContext, ID3D11RenderTargetView, ID3D11ShaderResourceView,
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ID3D11Texture2D, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_TEXTURE2D_DESC,
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D3D11_USAGE_DEFAULT,
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};
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use windows::Win32::Graphics::Dxgi::Common::{
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DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020, DXGI_FORMAT_B8G8R8A8_UNORM,
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DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_SAMPLE_DESC,
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};
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use windows::Win32::Graphics::Dxgi::{IDXGIDevice, IDXGIOutput6};
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use windows::Win32::Security::{ImpersonateLoggedOnUser, RevertToSelf};
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use windows::Win32::System::RemoteDesktop::{WTSGetActiveConsoleSessionId, WTSQueryUserToken};
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use windows::Win32::System::WinRT::Direct3D11::{
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CreateDirect3D11DeviceFromDXGIDevice, IDirect3DDxgiInterfaceAccess,
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};
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use windows::Win32::System::WinRT::Graphics::Capture::IGraphicsCaptureItemInterop;
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use windows::Win32::System::WinRT::{RoInitialize, RO_INIT_MULTITHREADED};
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/// The host runs as SYSTEM (so the DDA secure-desktop path works), but WGC will NOT activate under
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/// the SYSTEM account (`CreateForMonitor` → 0x80070424). Impersonate the interactive console user
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/// for the WGC activation. Returns the user token (the caller reverts + closes it after activation)
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/// or `None` (no active user, or the host already runs AS the user — WTSQueryUserToken then fails and
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/// WGC works without impersonation). SYSTEM-only; harmless under a user-token host.
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unsafe fn impersonate_active_user() -> Option<HANDLE> {
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let session = WTSGetActiveConsoleSessionId();
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if session == 0xFFFF_FFFF {
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return None;
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}
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let mut token = HANDLE::default();
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if WTSQueryUserToken(session, &mut token).is_ok() {
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if ImpersonateLoggedOnUser(token).is_ok() {
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return Some(token);
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}
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let _ = CloseHandle(token);
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}
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None
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}
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/// RAII: reverts the WGC-activation impersonation when it drops (covers every `?` early-return).
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struct Deimpersonate(Option<HANDLE>);
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impl Drop for Deimpersonate {
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fn drop(&mut self) {
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if let Some(tok) = self.0.take() {
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unsafe {
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let _ = RevertToSelf();
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let _ = CloseHandle(tok);
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}
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}
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}
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}
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/// Signal from the free-threaded FrameArrived callback to the encode thread: a monotonically
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/// increasing count of arrived frames + a condvar to wake `next_frame`. The encode thread tracks how
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/// many it has consumed; `TryGetNextFrame` is called exactly `available - consumed` times so we never
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/// hit the empty-pool ambiguity, and draining to the newest keeps latency at one frame.
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struct WgcSignal {
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available: AtomicU64,
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mtx: Mutex<()>,
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cv: Condvar,
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}
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pub struct WgcCapturer {
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device: ID3D11Device,
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context: ID3D11DeviceContext,
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// WGC objects — kept alive for the session's lifetime.
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pool: Direct3D11CaptureFramePool,
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session: GraphicsCaptureSession,
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_item: GraphicsCaptureItem,
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_frame_arrived_token: i64,
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signal: Arc<WgcSignal>,
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consumed: u64,
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width: u32,
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height: u32,
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timeout_ms: u64,
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first_frame: bool,
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hdr: bool,
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hdr_conv: Option<HdrConverter>,
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fp16_src: Option<ID3D11Texture2D>,
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fp16_srv: Option<ID3D11ShaderResourceView>,
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hdr10_out: Option<ID3D11Texture2D>,
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bgra_copy: Option<ID3D11Texture2D>,
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/// Last presentable GPU texture + format, repeated when no new frame arrived (static desktop).
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last_present: Option<(ID3D11Texture2D, PixelFormat)>,
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/// Owns the SudoVDA keepalive once attached (after WGC is confirmed open) — dropping the capturer
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/// then REMOVEs the virtual output. `None` between open and attach so a WGC-open failure leaves
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/// the keepalive with the caller for the DDA fallback.
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_keepalive: Option<Box<dyn Send>>,
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}
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// COM + WinRT pointers; confined to the single owning (encode) thread, like DuplCapturer.
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unsafe impl Send for WgcCapturer {}
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impl WgcCapturer {
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/// Open WGC capture. Does NOT take the keepalive — the caller attaches it via
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/// [`attach_keepalive`](Self::attach_keepalive) only after open succeeds, so a failure leaves the
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/// keepalive with the caller to hand to the DDA fallback.
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pub fn open(target: WinCaptureTarget, preferred: Option<(u32, u32, u32)>) -> Result<Self> {
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unsafe {
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// WGC is WinRT — the calling thread needs a COM/WinRT apartment for the GraphicsCaptureItem
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// activation factory (RoGetActivationFactory). Initialize MTA; ignore "already initialized"
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// / "changed mode" (another component on this thread may have init'd a compatible apartment).
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let ro = RoInitialize(RO_INIT_MULTITHREADED);
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// Impersonate the interactive user for the duration of WGC activation (host runs as
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// SYSTEM; WGC won't activate under SYSTEM). Reverted by the guard's Drop on return. The
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// WGC objects, once created, are accessed from the (SYSTEM) encode thread thereafter.
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let imp = impersonate_active_user();
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let _deimp = Deimpersonate(imp);
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tracing::info!(ro_result = ?ro, impersonated = imp.is_some(), "WGC: RoInitialize(MTA)");
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// The SudoVDA output appears a beat after the display is created — settle-retry like DDA.
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let deadline = Instant::now() + Duration::from_millis(2000);
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let (adapter, output) = loop {
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if let Some(n) = crate::vdisplay::sudovda::resolve_gdi_name(target.target_id) {
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if let Ok(found) = find_output(&n) {
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break found;
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}
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}
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if let Ok(found) = find_output(&target.gdi_name) {
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break found;
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}
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if Instant::now() >= deadline {
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bail!(
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"WGC: no DXGI output for SudoVDA target {} yet",
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target.target_id
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);
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}
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std::thread::sleep(Duration::from_millis(100));
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};
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let (device, context) = make_device(&adapter)?;
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let od = output.GetDesc().context("output GetDesc")?;
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let hmonitor = od.Monitor;
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// HDR iff the output's colour space is BT.2020 PQ (G2084) — matches the DDA FP16 detection.
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let hdr = output
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.cast::<IDXGIOutput6>()
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.ok()
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.and_then(|o6| o6.GetDesc1().ok())
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.map(|d1| d1.ColorSpace == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
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.unwrap_or(false);
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// Wrap our D3D11 device as a WinRT IDirect3DDevice so the frame pool allocates on it (the
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// pool textures land on our device → CopyResource + NVENC are same-device, no readback).
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let dxgi_device: IDXGIDevice = device.cast().context("ID3D11Device as IDXGIDevice")?;
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let inspectable: IInspectable = CreateDirect3D11DeviceFromDXGIDevice(&dxgi_device)
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.context("CreateDirect3D11DeviceFromDXGIDevice")?;
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let d3d_device: windows::Graphics::DirectX::Direct3D11::IDirect3DDevice = inspectable
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.cast()
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.context("IInspectable as IDirect3DDevice")?;
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tracing::info!(hdr, "WGC: device ready, creating capture item");
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// GraphicsCaptureItem for the monitor (the SudoVDA output enumerates as a normal monitor).
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let interop: IGraphicsCaptureItemInterop =
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windows::core::factory::<GraphicsCaptureItem, IGraphicsCaptureItemInterop>()
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.context("GraphicsCaptureItem interop factory")?;
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let item: GraphicsCaptureItem = interop
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.CreateForMonitor(hmonitor)
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.context("CreateForMonitor")?;
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let size = item.Size().context("item Size")?;
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let (width, height) = (size.Width.max(0) as u32, size.Height.max(0) as u32);
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tracing::info!(
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width,
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height,
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"WGC: capture item created, creating frame pool"
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);
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let pixel_format = if hdr {
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DirectXPixelFormat::R16G16B16A16Float // scRGB FP16 — same surface DDA gives on HDR
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} else {
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DirectXPixelFormat::B8G8R8A8UIntNormalized
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};
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// ≥3 buffers for 240 Hz headroom (avoid the producer waiting on a free buffer).
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let pool =
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Direct3D11CaptureFramePool::CreateFreeThreaded(&d3d_device, pixel_format, 3, size)
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.context("CreateFreeThreaded frame pool")?;
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let signal = Arc::new(WgcSignal {
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available: AtomicU64::new(0),
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mtx: Mutex::new(()),
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cv: Condvar::new(),
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});
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let sig = signal.clone();
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let handler = TypedEventHandler::<Direct3D11CaptureFramePool, IInspectable>::new(
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move |_pool, _arg| {
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sig.available.fetch_add(1, Ordering::Release);
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sig.cv.notify_one();
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Ok(())
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},
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);
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let token = pool.FrameArrived(&handler).context("FrameArrived")?;
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tracing::info!("WGC: creating capture session");
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let session = pool
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.CreateCaptureSession(&item)
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.context("CreateCaptureSession")?;
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// OS composites the cursor into the frame (HDR-correct, no manual composite pass).
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let _ = session.SetIsCursorCaptureEnabled(true);
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// Drop the yellow capture border (best-effort — older builds reject it).
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let _ = session.SetIsBorderRequired(false);
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// Lift the 60 Hz cap: allow up to the client's refresh (Win11 24H2+; below that this is a
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// no-op and WGC caps ~60). 100 ns ticks per frame.
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let refresh = preferred
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.map(|(_, _, hz)| hz)
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.filter(|&hz| hz > 0)
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.unwrap_or(60);
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let ticks = (10_000_000i64 / refresh.max(1) as i64).max(1);
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let _ = session.SetMinUpdateInterval(TimeSpan { Duration: ticks });
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tracing::info!("WGC: StartCapture");
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session.StartCapture().context("StartCapture")?;
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// WGC fires FrameArrived on CHANGE; a static desktop may never deliver the first frame
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// (→ black, then the next_frame deadline ends the session). Nudge the cursor onto the
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// output to force the first composition change, exactly like the DDA path does.
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nudge_cursor_onto(&output);
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let timeout_ms = (2000 / refresh.max(1) as u64).max(8);
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tracing::info!(
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width,
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height,
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hdr,
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refresh,
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"WGC capture started ({})",
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if hdr {
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"HDR FP16→BT.2020 PQ"
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} else {
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"SDR BGRA"
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}
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);
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Ok(Self {
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device,
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context,
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pool,
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session,
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_item: item,
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_frame_arrived_token: token,
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signal,
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consumed: 0,
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width,
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height,
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timeout_ms,
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first_frame: true,
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hdr,
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hdr_conv: None,
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fp16_src: None,
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fp16_srv: None,
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hdr10_out: None,
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bgra_copy: None,
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last_present: None,
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_keepalive: None,
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})
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}
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}
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/// Take ownership of the SudoVDA keepalive once the WGC session is confirmed open.
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pub fn attach_keepalive(&mut self, keepalive: Box<dyn Send>) {
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self._keepalive = Some(keepalive);
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}
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/// Block until a new frame arrives (cv), then drain `TryGetNextFrame` to the NEWEST queued frame
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/// (skip stale → one-frame latency). Returns `None` on timeout (no new frame → caller repeats).
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fn wait_and_drain(&mut self) -> Option<Direct3D11CaptureFrame> {
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let wait_ms = if self.first_frame {
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2000
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} else {
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self.timeout_ms
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};
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{
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let mut g = self.signal.mtx.lock().unwrap();
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while self.signal.available.load(Ordering::Acquire) <= self.consumed {
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let (ng, res) = self
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.signal
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.cv
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.wait_timeout(g, Duration::from_millis(wait_ms))
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.unwrap();
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g = ng;
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if res.timed_out() {
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return None;
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}
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}
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}
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let target = self.signal.available.load(Ordering::Acquire);
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let mut last = None;
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while self.consumed < target {
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if let Ok(f) = self.pool.TryGetNextFrame() {
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last = Some(f);
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}
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self.consumed += 1;
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}
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last
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}
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unsafe fn ensure_fp16_src(&mut self) -> Result<()> {
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if self.fp16_src.is_some() {
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return Ok(());
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}
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let desc = tex_desc(
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self.width,
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self.height,
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DXGI_FORMAT_R16G16B16A16_FLOAT,
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(D3D11_BIND_RENDER_TARGET.0 | D3D11_BIND_SHADER_RESOURCE.0) as u32,
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);
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let mut t = None;
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self.device
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.CreateTexture2D(&desc, None, Some(&mut t))
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.context("CreateTexture2D(wgc fp16 src)")?;
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let t = t.context("fp16 src")?;
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let mut srv = None;
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self.device
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.CreateShaderResourceView(&t, None, Some(&mut srv))?;
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self.fp16_srv = Some(srv.context("fp16 srv")?);
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self.fp16_src = Some(t);
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Ok(())
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}
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unsafe fn ensure_hdr10_out(&mut self) -> Result<()> {
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if self.hdr10_out.is_none() {
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let desc = tex_desc(
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self.width,
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self.height,
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DXGI_FORMAT_R10G10B10A2_UNORM,
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D3D11_BIND_RENDER_TARGET.0 as u32,
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);
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let mut t = None;
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self.device
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.CreateTexture2D(&desc, None, Some(&mut t))
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.context("CreateTexture2D(wgc hdr10 out)")?;
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self.hdr10_out = t;
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}
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Ok(())
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}
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unsafe fn ensure_bgra(&mut self) -> Result<()> {
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if self.bgra_copy.is_none() {
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let desc = tex_desc(
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self.width,
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self.height,
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DXGI_FORMAT_B8G8R8A8_UNORM,
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D3D11_BIND_RENDER_TARGET.0 as u32,
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);
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let mut t = None;
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self.device
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.CreateTexture2D(&desc, None, Some(&mut t))
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.context("CreateTexture2D(wgc bgra)")?;
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self.bgra_copy = t;
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}
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Ok(())
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}
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fn process_frame(&mut self, frame: Direct3D11CaptureFrame) -> Result<CapturedFrame> {
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unsafe {
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let surface = frame.Surface().context("frame Surface")?;
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let access: IDirect3DDxgiInterfaceAccess = surface
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.cast()
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.context("surface as IDirect3DDxgiInterfaceAccess")?;
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let src: ID3D11Texture2D = access
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.GetInterface()
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.context("GetInterface ID3D11Texture2D")?;
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if self.hdr {
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// FP16 (cursor already composited by the OS) → BT.2020 PQ 10-bit for NVENC.
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self.ensure_fp16_src()?;
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let fp16 = self.fp16_src.clone().context("fp16 src")?;
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self.context.CopyResource(&fp16, &src);
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self.ensure_hdr10_out()?;
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let out = self.hdr10_out.clone().context("hdr10 out")?;
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if self.hdr_conv.is_none() {
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self.hdr_conv = Some(HdrConverter::new(&self.device)?);
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}
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let srv = self.fp16_srv.clone().context("fp16 srv")?;
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let mut rtv: Option<ID3D11RenderTargetView> = None;
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self.device
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.CreateRenderTargetView(&out, None, Some(&mut rtv))?;
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let rtv = rtv.context("hdr10 rtv")?;
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self.hdr_conv.as_ref().unwrap().convert(
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&self.context,
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&srv,
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&rtv,
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self.width,
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self.height,
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);
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self.last_present = Some((out.clone(), PixelFormat::Rgb10a2));
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Ok(self.d3d11_frame(out, PixelFormat::Rgb10a2))
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|
} else {
|
|
// SDR: copy out of the recycled pool texture (cursor already composited) and hand off.
|
|
self.ensure_bgra()?;
|
|
let bgra = self.bgra_copy.clone().context("bgra copy")?;
|
|
self.context.CopyResource(&bgra, &src);
|
|
self.last_present = Some((bgra.clone(), PixelFormat::Bgra));
|
|
Ok(self.d3d11_frame(bgra, PixelFormat::Bgra))
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
}
|