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punktfunk/clients/apple/Sources/PunktfunkKit/MetalVideoPresenter.swift
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feat(hdr): Windows HDR10 + 10-bit end-to-end, negotiated; non-blocking capture recovery
Adds true HDR (BT.2020 PQ) and 10-bit (HEVC Main10) streaming, negotiated so an
8-bit/SDR client is never sent a stream it can't decode, plus a robust fix for the
capture losing the stream across a secure-desktop transition.

Protocol (punktfunk-core/quic.rs):
- Hello gains `video_caps` (VIDEO_CAP_10BIT / VIDEO_CAP_HDR), Welcome gains `bit_depth`,
  both as optional trailing bytes (back-compat). client-rs advertises 10-bit via
  PUNKTFUNK_CLIENT_10BIT; the connector advertises 0 for now (in-band detection drives
  the native clients). Regenerated punktfunk_core.h.

Windows host:
- 10-bit Main10: host enables it only when the client advertised VIDEO_CAP_10BIT AND
  PUNKTFUNK_10BIT is set; threaded through open_video → NVENC (profile Main10,
  pixelBitDepthMinus8).
- HDR: when the captured desktop is scRGB FP16 (R16G16B16A16_FLOAT, HDR on), copy it to
  an FP16 surface, composite the cursor there, convert scRGB → BT.2020 PQ 10-bit
  (R10G10B10A2) via a shader, and encode HEVC Main10 with the BT.2020/PQ colour VUI
  (ABGR10 input). Fixes the freeze + cursor-trail that came from feeding FP16 into the
  BGRA path. Reacts dynamically to the HDR toggle.
- Capture recovery: rebuild is now a single NON-BLOCKING attempt, throttled to ~4×/s,
  repeating the last good frame between attempts (format-tagged last_present). During a
  secure-desktop dwell SudoVDA's output is gone; the old blocking 12 s retry starved the
  send loop for seconds so the client timed out and disconnected — now the session stays
  fed (frozen) until the desktop returns. Also seeds a black frame on recovery.

Apple client (PunktfunkKit):
- Detects HDR in-band from the stream VUI (PQ transfer function), decodes to 10-bit P010,
  and presents via an rgba16Float + BT.2020 PQ CAMetalLayer with EDR; SDR path unchanged.
  Switches automatically on a mid-session HDR toggle.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 20:28:52 +00:00

220 lines
11 KiB
Swift

// Stage-2 presenter, present half: draw a decoded NV12 CVPixelBuffer into a CAMetalLayer
// drawable with a BT.709 YUVRGB shader. The display link (owned by the hosting view) drives
// `render` once per vsync with the target present time, so a present can finally be stamped and
// the present tail hand-paced. See docs apple-stage2-presenter.md.
//
// Main-thread only: created during view setup, `render` called from the view's CADisplayLink
// (which fires on the main runloop). The Metal objects + texture cache are touched only here.
#if canImport(Metal) && canImport(QuartzCore)
import CoreGraphics
import CoreVideo
import Metal
import QuartzCore
/// Runtime-compiled (no metallib build step needed in SwiftPM): a fullscreen triangle and a
/// BT.709 limited-range NV12RGB fragment shader. uv.y is flipped (1 - p.y) so the top-left-
/// origin texture presents upright (NDC y is up), not upside down. (Colorspace is BT.709 SDR
/// for now matches the host; 10-bit/HDR + other matrices are a later tie-in.)
private let shaderSource = """
#include <metal_stdlib>
using namespace metal;
struct VOut { float4 pos [[position]]; float2 uv; };
vertex VOut pf_vtx(uint vid [[vertex_id]]) {
float2 p = float2(float((vid << 1) & 2), float(vid & 2));
VOut o;
o.pos = float4(p * 2.0 - 1.0, 0.0, 1.0);
o.uv = float2(p.x, 1.0 - p.y);
return o;
}
fragment float4 pf_frag(VOut in [[stage_in]],
texture2d<float> lumaTex [[texture(0)]],
texture2d<float> chromaTex [[texture(1)]]) {
constexpr sampler s(filter::linear, address::clamp_to_edge);
float y = lumaTex.sample(s, in.uv).r;
float2 c = chromaTex.sample(s, in.uv).rg;
// BT.709, 8-bit limited (video) range → full-range RGB.
y = (y - 16.0/255.0) * (255.0/219.0);
float u = (c.x - 128.0/255.0) * (255.0/224.0);
float v = (c.y - 128.0/255.0) * (255.0/224.0);
float r = y + 1.5748 * v;
float g = y - 0.1873 * u - 0.4681 * v;
float b = y + 1.8556 * u;
return float4(saturate(float3(r, g, b)), 1.0);
}
// HDR: 10-bit P010 (BT.2020, limited range), Y'CbCr that is PQ-encoded. We apply the BT.2020
// matrix to get PQ-encoded R'G'B' and output it as-is — the CAMetalLayer's itur_2100_PQ colour
// space + EDR tells the compositor the samples are PQ, so it does the PQ→display mapping. No EOTF
// here (matching the host, which emitted BT.2020 PQ). P010 stores the 10-bit code in the high bits
// of each 16-bit sample, so an .r16Unorm sample reads ~code/1023 (the /1024 vs /1023 error is < 0.1%).
fragment float4 pf_frag_hdr(VOut in [[stage_in]],
texture2d<float> lumaTex [[texture(0)]],
texture2d<float> chromaTex [[texture(1)]]) {
constexpr sampler s(filter::linear, address::clamp_to_edge);
float y = lumaTex.sample(s, in.uv).r;
float2 c = chromaTex.sample(s, in.uv).rg;
// BT.2020 10-bit limited (video) range → full-range PQ R'G'B'.
y = (y - 64.0/1023.0) * (1023.0/876.0);
float u = (c.x - 512.0/1023.0) * (1023.0/896.0);
float v = (c.y - 512.0/1023.0) * (1023.0/896.0);
float r = y + 1.4746 * v;
float g = y - 0.16455 * u - 0.57135 * v;
float b = y + 1.8814 * u;
return float4(saturate(float3(r, g, b)), 1.0);
}
"""
public final class MetalVideoPresenter {
/// The layer the hosting view installs (as a sublayer) and sizes to its bounds.
public let layer: CAMetalLayer
private let device: MTLDevice
private let queue: MTLCommandQueue
/// SDR (BT.709 8-bit NV12 bgra8) and HDR (BT.2020 PQ 10-bit P010 rgba16Float) pipelines.
/// Selected per frame by `render`; the layer is reconfigured when the mode flips (HDR toggle).
private let pipelineSDR: MTLRenderPipelineState
private let pipelineHDR: MTLRenderPipelineState
private var textureCache: CVMetalTextureCache?
/// Current layer configuration switched lazily in `configure(hdr:)` when a frame's mode differs.
private var hdrActive = false
/// nil if Metal is unavailable (no GPU / a headless CI) the caller falls back to stage-1.
public init?() {
guard let device = MTLCreateSystemDefaultDevice(),
let queue = device.makeCommandQueue()
else { return nil }
self.device = device
self.queue = queue
do {
let library = try device.makeLibrary(source: shaderSource, options: nil)
let vtx = library.makeFunction(name: "pf_vtx")
let sdr = MTLRenderPipelineDescriptor()
sdr.vertexFunction = vtx
sdr.fragmentFunction = library.makeFunction(name: "pf_frag")
sdr.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineSDR = try device.makeRenderPipelineState(descriptor: sdr)
let hdr = MTLRenderPipelineDescriptor()
hdr.vertexFunction = vtx
hdr.fragmentFunction = library.makeFunction(name: "pf_frag_hdr")
hdr.colorAttachments[0].pixelFormat = .rgba16Float // EDR-capable
pipelineHDR = try device.makeRenderPipelineState(descriptor: hdr)
} catch {
return nil
}
CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &textureCache)
guard textureCache != nil else { return nil }
let layer = CAMetalLayer()
layer.device = device
layer.pixelFormat = .bgra8Unorm
layer.framebufferOnly = true
layer.isOpaque = true
// Triple-buffer: more in-flight drawables before `nextDrawable()` (called on the
// display-link / MAIN thread) has to block waiting for one to free.
layer.maximumDrawableCount = 3
#if os(macOS)
// The display link already paces exactly one present per vsync. Leaving the layer's
// own vsync wait on means `commandBuffer.present` ALSO blocks for the hardware vsync,
// so `nextDrawable()` stalls the MAIN thread until a drawable frees windowed, the
// WindowServer's looser compositing hides it; FULLSCREEN's tighter, more-direct path
// serializes the main thread to the display and the stall surfaces as bad judder.
// Disabling the layer-level sync lets present return promptly (the display link is the
// pacing source), which is what fixes the fullscreen stutter. macOS-only property.
layer.displaySyncEnabled = false
#endif
self.layer = layer
}
/// Track the stream mode (the host can Reconfigure mid-stream). Size is in pixels.
public func setDrawableSize(_ size: CGSize) {
guard size.width > 0, size.height > 0 else { return }
if layer.drawableSize != size { layer.drawableSize = size }
}
/// Reconfigure the layer for SDR or HDR when the stream mode flips (HDR toggle). HDR uses an
/// rgba16Float drawable + a BT.2020 PQ colour space + EDR, so the compositor PQ-maps to the
/// display; SDR uses the plain 8-bit sRGB path. Main-thread only (called from `render`).
private func configure(hdr: Bool) {
guard hdr != hdrActive else { return }
hdrActive = hdr
if hdr {
layer.pixelFormat = .rgba16Float
layer.colorspace = CGColorSpace(name: CGColorSpace.itur_2100_PQ)
#if os(macOS)
layer.wantsExtendedDynamicRangeContent = true
#endif
} else {
layer.pixelFormat = .bgra8Unorm
layer.colorspace = nil
#if os(macOS)
layer.wantsExtendedDynamicRangeContent = false
#endif
}
}
/// Draw one decoded frame to the next drawable and present it. `isHDR` selects the 10-bit
/// BT.2020 PQ path (P010 input) vs the 8-bit BT.709 path (NV12 input). Returns true on success;
/// false when there's no drawable yet, a texture couldn't be made, or Metal errored the
/// caller then doesn't stamp a present for this frame.
@discardableResult
public func render(_ pixelBuffer: CVPixelBuffer, isHDR: Bool = false) -> Bool {
configure(hdr: isHDR)
// P010 stores 10-bit luma/chroma in 16-bit samples R16/RG16; NV12 is 8-bit R8/RG8.
let lumaFmt: MTLPixelFormat = isHDR ? .r16Unorm : .r8Unorm
let chromaFmt: MTLPixelFormat = isHDR ? .rg16Unorm : .rg8Unorm
guard let textureCache,
let luma = makeTexture(pixelBuffer, plane: 0, format: lumaFmt, cache: textureCache),
let chroma = makeTexture(pixelBuffer, plane: 1, format: chromaFmt, cache: textureCache)
else { return false }
// The hosting view owns drawableSize (aspect-fit to its bounds); skip until it's laid
// out. The fullscreen triangle scales the decoded texture to fill the drawable.
guard layer.drawableSize.width > 0, layer.drawableSize.height > 0,
let drawable = layer.nextDrawable(),
let commandBuffer = queue.makeCommandBuffer()
else { return false }
let pass = MTLRenderPassDescriptor()
pass.colorAttachments[0].texture = drawable.texture
pass.colorAttachments[0].loadAction = .clear
pass.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
pass.colorAttachments[0].storeAction = .store
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: pass) else {
return false
}
encoder.setRenderPipelineState(isHDR ? pipelineHDR : pipelineSDR)
encoder.setFragmentTexture(CVMetalTextureGetTexture(luma), index: 0)
encoder.setFragmentTexture(CVMetalTextureGetTexture(chroma), index: 1)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
encoder.endEncoding()
commandBuffer.present(drawable) // present at the next vsync lowest latency
// Hold the CVMetalTextures + the source pixel buffer (its IOSurface) alive until the GPU
// finishes sampling releasing them at scope exit could free the backing mid-read.
commandBuffer.addCompletedHandler { _ in _ = (luma, chroma, pixelBuffer) }
commandBuffer.commit()
return true
}
/// Returns the CVMetalTexture (not just its MTLTexture) so the caller can keep it alive past
/// the draw the MTLTexture is only valid while its CVMetalTexture is retained.
private func makeTexture(
_ pixelBuffer: CVPixelBuffer, plane: Int, format: MTLPixelFormat,
cache: CVMetalTextureCache
) -> CVMetalTexture? {
let w = CVPixelBufferGetWidthOfPlane(pixelBuffer, plane)
let h = CVPixelBufferGetHeightOfPlane(pixelBuffer, plane)
var cvTexture: CVMetalTexture?
let status = CVMetalTextureCacheCreateTextureFromImage(
kCFAllocatorDefault, cache, pixelBuffer, nil, format, w, h, plane, &cvTexture)
guard status == kCVReturnSuccess, let cvTexture,
CVMetalTextureGetTexture(cvTexture) != nil
else { return nil }
return cvTexture
}
}
#endif