Files
punktfunk/crates/pf-frame/src/dxgi.rs
T
enricobuehler ebd9967547 feat(pyrowave): Windows host encoder — separate-plane zero-copy D3D11→Vulkan
Wire PyroWave into the Windows host (design/pyrowave-windows-host-zerocopy.md).
Before this a macOS client + Windows host that both selected PyroWave silently ran
HEVC: the host never advertised CODEC_PYROWAVE and open_video_backend bailed.

Approach (zero-copy, no GPU→CPU→GPU): pyrowave owns its own Vulkan device
(create_device_by_compat, by render-GPU vendor/device-id — NOT LUID, invalid in
Session 0). The capturer runs a BGRA→YUV BT.709-limited CSC (matching rgb2yuv.comp)
into TWO SEPARATE shareable plane textures — full-res R8 Y + half-res R8G8 CbCr —
which the encoder imports into pyrowave's device. Separate single/two-component
textures import reliably on NVIDIA at any size; a single planar NV12 import does NOT
(the vendored interop test: "only very specific resource sizes" — confirmed on-glass:
1024² fine, 720p/1080p/1440p garbage). A shared D3D11 fence, signalled after the CSC,
is imported as a Vulkan timeline semaphore so the wavelet read is ordered after it.

- pf-encode: enc/windows/pyrowave.rs (Encoder impl, two-plane import + Linux-style
  plane views); host_wire_caps advertises CODEC_PYROWAVE on Windows when the backend
  isn't Software; open_video_backend routes a negotiated PyroWave session first;
  pyrowave-sys on the Windows target; interop confirmed at open → clean HEVC fallback.
- pf-encode: shared, unit-tested enc/pyrowave_wire.rs (single source of truth for the
  client-facing AU framing); Linux encoder uses it too.
- pf-capture: dxgi.rs BgraToYuvPlanes CSC; idd_push.rs pyrowave mode — forces the
  virtual display SDR (the VideoProcessor can't ingest the FP16 HDR ring), a
  two-plane shareable out-ring, a shared fence passed every frame (so a rebuilt
  encoder re-imports it). Threaded via OutputFormat::pyrowave.
- pf-frame: D3d11Frame::pyro carries the CbCr plane + fence; OutputFormat::pyrowave.

Verified on .173 (RTX 4090): full-host build + clippy -D warnings (nvenc,amf-qsv) +
fmt --all --check; pyrowave_wire unit tests; pyrowave_win_smoke GPU test round-trips
distinct Y/Cb/Cr (100/180/60) exactly at 1024²/720p/1080p/1440p; Stage-0 interop
validated in the real Session-0 service context on-glass. Deployed to the box.
Owed: final on-glass picture/latency confirmation.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-18 11:39:44 +02:00

510 lines
26 KiB
Rust

//! The Windows DXGI capture identity + shared D3D11 device creation (plan §W6): the capture
//! target descriptor ([`WinCaptureTarget`]), the GPU-resident captured texture ([`D3d11Frame`]),
//! the adapter-LUID packer ([`pack_luid`]), and [`make_device`] — a fresh D3D11 device/context on
//! a chosen adapter, applying the process GPU scheduling-priority hardening. Extracted from the
//! host's `capture/windows/dxgi.rs` so the capture IDD-push path, the encode D3D11 backends, and
//! pf-vdisplay all share ONE identity type + device factory (no capture↔encode↔vdisplay cycle).
//! The win32u GPU-preference hook, the HDR/video-engine converters, and the self-tests stay in the
//! capture crate — they are capture mechanics, not shared identity.
// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
#![deny(clippy::undocumented_unsafe_blocks)]
use anyhow::{Context, Result};
use windows::core::Interface;
use windows::Win32::Foundation::{HMODULE, LUID};
use windows::Win32::Graphics::Direct3D::{D3D_DRIVER_TYPE_UNKNOWN, D3D_FEATURE_LEVEL_11_0};
use windows::Win32::Graphics::Direct3D11::{
D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext, ID3D11Texture2D,
D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_SDK_VERSION,
};
use windows::Win32::Graphics::Dxgi::{IDXGIAdapter1, IDXGIDevice, IDXGIDevice1};
#[derive(Clone)]
pub struct WinCaptureTarget {
/// Packed DXGI adapter LUID (`(HighPart << 32) | (LowPart & 0xffff_ffff)`).
pub adapter_luid: i64,
/// The output's GDI device name, e.g. `\\.\DISPLAY3`. Can CHANGE across a secure-desktop switch.
pub gdi_name: String,
/// Stable virtual-display (IddCx) target id — re-resolved to the current GDI name on every recovery.
pub target_id: u32,
/// The pf-vdisplay driver's WUDFHost pid (from the ADD reply) — the process the IDD-push capturer
/// duplicates the sealed frame channel's handles INTO (`idd_push::ChannelBroker`). `0` = unknown
/// (a pre-v2 pairing can't occur — the version handshake is hard — so this only guards misuse).
pub wudf_pid: u32,
}
/// The PyroWave (Windows) zero-copy sharing payload attached to a captured frame: the SECOND plane
/// texture + the cross-device fence the wavelet encoder needs (design/pyrowave-windows-host-
/// zerocopy.md). The wavelet encoder ingests **two SEPARATE** shareable plane textures — the full-res
/// `R8_UNORM` **Y** rides [`D3d11Frame::texture`], and the half-res `R8G8_UNORM` **CbCr** rides
/// [`cbcr`](Self::cbcr) — because importing a single *planar* NV12 texture into Vulkan is unreliable
/// on NVIDIA at arbitrary sizes; separate single/two-component textures import reliably. `None` on
/// every non-PyroWave frame (NVENC/AMF/QSV encode the in-place NV12/BGRA and need no cross-device
/// fence). The encoder makes each texture's shared handle on demand.
pub struct PyroFrameShare {
/// The half-res `R8G8_UNORM` interleaved CbCr plane (created `SHARED | SHARED_NTHANDLE`). The
/// full-res Y plane is [`D3d11Frame::texture`].
pub cbcr: ID3D11Texture2D,
/// The shared D3D11/D3D12 **fence** NT handle (raw), passed on EVERY frame; the encoder imports
/// it (duplicating) whenever it has no timeline yet (first frame or after an encoder rebuild).
pub fence_handle: Option<isize>,
/// The fence value the capturer signalled after THIS frame's convert. The encoder's Vulkan
/// acquire waits on it, so the wavelet read is ordered after the D3D11 CSC.
pub fence_value: u64,
}
/// A GPU-resident captured texture (the Windows zero-copy path: NVENC/AMF/QSV encode it in place;
/// the PyroWave backend imports it — plus the second plane in [`pyro`](Self::pyro) — into its own
/// Vulkan device). For a PyroWave frame, `texture` is the full-res `R8_UNORM` Y plane.
pub struct D3d11Frame {
pub texture: ID3D11Texture2D,
pub device: ID3D11Device,
/// PyroWave zero-copy sharing info (the CbCr plane + fence); `None` unless this is a PyroWave
/// session. See [`PyroFrameShare`].
pub pyro: Option<PyroFrameShare>,
}
// SAFETY: `D3d11Frame` owns an `ID3D11Texture2D` + `ID3D11Device`, which are COM interface pointers.
// D3D11 devices/resources use thread-safe (interlocked) COM reference counting, and the device is
// created free-threaded (`make_device` passes no `D3D11_CREATE_DEVICE_SINGLETHREADED`), so handing
// ownership of the frame to another thread — the capture→encode handoff — and releasing it there is
// sound. The value is moved, never aliased (no `Sync`), so there is no concurrent use of the
// single-threaded immediate context.
unsafe impl Send for D3d11Frame {}
pub fn pack_luid(luid: LUID) -> i64 {
((luid.HighPart as i64) << 32) | (luid.LowPart as i64 & 0xffff_ffff)
}
/// Create a fresh D3D11 device + context on a specific adapter (driver_type UNKNOWN with an explicit
/// adapter). Used at open and on every ACCESS_LOST: a device created on one desktop cannot sustain a
/// duplication on a *different* desktop (perpetual ACCESS_LOST), so the secure-desktop switch needs a
/// device made while the thread is attached to that desktop.
///
/// # Safety
/// `adapter` must be a live `IDXGIAdapter1` for the duration of the call. The fn calls the D3D11 /
/// DXGI FFI (`D3D11CreateDevice`, GPU scheduling-priority hardening) but forms no lasting alias to
/// `adapter`; the returned device/context are the sole owners of the new COM objects.
pub unsafe fn make_device(adapter: &IDXGIAdapter1) -> Result<(ID3D11Device, ID3D11DeviceContext)> {
let mut device: Option<ID3D11Device> = None;
let mut context: Option<ID3D11DeviceContext> = None;
D3D11CreateDevice(
adapter,
D3D_DRIVER_TYPE_UNKNOWN,
HMODULE::default(),
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
Some(&[D3D_FEATURE_LEVEL_11_0]),
D3D11_SDK_VERSION,
Some(&mut device),
None,
Some(&mut context),
)
.context("D3D11CreateDevice")?;
let device = device.context("null D3D11 device")?;
let context = context.context("null D3D11 context")?;
// GPU scheduling hardening — the same approach Sunshine/Apollo use, reimplemented here via the
// documented D3DKMT/DXGI APIs (no GPL source copied). Our capture+encode
// shares the GPU with the streamed game; when the game saturates the GPU our process is starved of
// GPU time slices, so NVENC sits near-idle yet `lock_bitstream` waits ~20 ms for our context to be
// scheduled — capping the stream (~47 fps measured at 5K@240) and stuttering. Per-frame copy/convert
// is NOT the cause (zero-copy + thread-priority alone didn't move it); the PROCESS-level GPU
// scheduling priority class is the decisive cross-process lever. Secondary: the absolute per-device
// GPU thread priority and a 1-frame latency cap.
elevate_process_gpu_priority();
if let Ok(dxgi_dev) = device.cast::<IDXGIDevice>() {
// The absolute max GPU thread priority (0x4000001E; the same value Sunshine/Apollo use); fall back to relative +7.
if dxgi_dev.SetGPUThreadPriority(0x4000_001E).is_err()
&& dxgi_dev.SetGPUThreadPriority(7).is_err()
{
tracing::warn!("SetGPUThreadPriority failed (run as admin/SYSTEM for GPU priority)");
}
}
if let Ok(dxgi1) = device.cast::<IDXGIDevice1>() {
let _ = dxgi1.SetMaximumFrameLatency(1);
}
// REALTIME auto-gate (gpu-contention §5.C / latency plan T2.3) — needs the device's adapter,
// so it runs here, after creation; internally once-per-process.
auto_priority_gate(&device);
Ok((device, context))
}
/// The configured GPU scheduling-priority policy (`PUNKTFUNK_GPU_PRIORITY_CLASS`).
enum PrioMode {
/// Leave the OS default untouched (`off`).
Off,
/// A fixed class the operator pinned (`normal`=2 / `high`=4 / `realtime`=5).
Static(i32),
/// The default: HIGH immediately, then upgrade to REALTIME when it is safe — HAGS off, or
/// HAGS on with comfortable VRAM headroom (with a monitor that downgrades the moment VRAM
/// tightens). REALTIME is the proven ceiling-raiser (it is how our brief encode preempts a
/// saturating game), but REALTIME + NVIDIA + HAGS + near-full VRAM is a documented NVENC
/// hang — the gate takes the win everywhere it cannot hit the hazard.
Auto,
}
/// Resolve `PUNKTFUNK_GPU_PRIORITY_CLASS` (`off|normal|high|realtime|auto`, default **auto**).
/// D3DKMT_SCHEDULINGPRIORITYCLASS: IDLE 0, BELOW_NORMAL 1, NORMAL 2, ABOVE_NORMAL 3, HIGH 4,
/// REALTIME 5. `realtime` pins REALTIME statically (no gate — the operator owns the hazard);
/// `high` restores the pre-T2.3 static default.
fn configured_gpu_priority_mode() -> PrioMode {
match std::env::var("PUNKTFUNK_GPU_PRIORITY_CLASS")
.ok()
.as_deref()
{
Some("off") => PrioMode::Off,
Some("normal") => PrioMode::Static(2),
Some("high") => PrioMode::Static(4),
Some("realtime") => PrioMode::Static(5),
_ => PrioMode::Auto,
}
}
/// Enable SE_INC_BASE_PRIORITY on the CURRENT process token (best-effort) — the kernel gates the
/// HIGH/REALTIME GPU scheduling-priority bump on it. Held by SYSTEM/Administrators; a UAC-FILTERED
/// token does NOT have it, which is why `elevate_process_gpu_priority` may silently no-op in a
/// restricted service context.
unsafe fn enable_inc_base_priority() {
use windows::core::PCWSTR;
use windows::Win32::Foundation::{CloseHandle, HANDLE, LUID};
use windows::Win32::Security::{
AdjustTokenPrivileges, LookupPrivilegeValueW, LUID_AND_ATTRIBUTES,
SE_INC_BASE_PRIORITY_NAME, SE_PRIVILEGE_ENABLED, TOKEN_ADJUST_PRIVILEGES, TOKEN_PRIVILEGES,
TOKEN_QUERY,
};
use windows::Win32::System::Threading::{GetCurrentProcess, OpenProcessToken};
let mut token = HANDLE::default();
if OpenProcessToken(
GetCurrentProcess(),
TOKEN_ADJUST_PRIVILEGES | TOKEN_QUERY,
&mut token,
)
.is_ok()
{
let mut luid = LUID::default();
if LookupPrivilegeValueW(PCWSTR::null(), SE_INC_BASE_PRIORITY_NAME, &mut luid).is_ok() {
let tp = TOKEN_PRIVILEGES {
PrivilegeCount: 1,
Privileges: [LUID_AND_ATTRIBUTES {
Luid: luid,
Attributes: SE_PRIVILEGE_ENABLED,
}],
};
if AdjustTokenPrivileges(
token,
false,
Some(&tp as *const TOKEN_PRIVILEGES),
0,
None,
None,
)
.is_err()
{
tracing::warn!("could not enable SE_INC_BASE_PRIORITY for GPU priority");
}
}
let _ = CloseHandle(token);
}
}
/// Call `gdi32!D3DKMTSetProcessSchedulingPriorityClass(process, prio)` (no stable windows-rs binding —
/// loaded by name). Returns the NTSTATUS (0 = success) or `None` if the export can't be resolved. The
/// CALLING process must hold SE_INC_BASE_PRIORITY ([`enable_inc_base_priority`]) for HIGH/REALTIME; the
/// kernel checks the caller's privilege whether the target is self or a child we created.
unsafe fn d3dkmt_set_scheduling_priority_class(
process: windows::Win32::Foundation::HANDLE,
prio: i32,
) -> Option<i32> {
use windows::core::s;
use windows::Win32::Foundation::HANDLE;
use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA};
let gdi32 = LoadLibraryA(s!("gdi32.dll")).ok()?;
let p = GetProcAddress(gdi32, s!("D3DKMTSetProcessSchedulingPriorityClass"))?;
type SetPrio = unsafe extern "system" fn(HANDLE, i32) -> i32;
let f: SetPrio = std::mem::transmute(p);
Some(f(process, prio))
}
/// GPU scheduling-priority hardening — the same approach as Sunshine/Apollo, independently
/// implemented via the documented D3DKMT APIs (no GPL source copied). On a
/// GPU-saturated game our capture+encode process is starved of GPU time slices — NVENC sits ~idle but
/// `lock_bitstream` waits ~20 ms for our context to be scheduled. Elevating the PROCESS GPU scheduling
/// priority class (the strong cross-process lever — far more effective than `SetGPUThreadPriority`
/// alone, which we measured as no help) lets our brief encode preempt the game. Default is the
/// T2.3 `auto` mode: HIGH immediately here, then [`auto_priority_gate`] upgrades to REALTIME
/// where the NVIDIA+HAGS+full-VRAM NVENC-hang hazard cannot bite (and a monitor downgrades when
/// it could). Runs once per process; best-effort.
/// `PUNKTFUNK_GPU_PRIORITY_CLASS = off|normal|high|realtime|auto` (default auto; `high` = the
/// pre-gate static behavior; `realtime` = pinned, operator owns the hazard). Best-effort:
/// silently no-ops under a UAC-filtered token (the process will not hold SE_INC_BASE_PRIORITY,
/// so the D3DKMT call is a no-op).
fn elevate_process_gpu_priority() {
use std::sync::Once;
static ONCE: Once = Once::new();
// SAFETY: the closure calls two of this module's `unsafe fn`s — `enable_inc_base_priority`
// (adjusts the current-process token; it has no caller precondition and builds all its FFI args
// locally) and `d3dkmt_set_scheduling_priority_class` (loads gdi32 by name and calls the export).
// The latter requires `process` to be a valid process handle; `GetCurrentProcess()` returns the
// current-process pseudo-handle, which is always valid and needs no close. Runs once via
// `Once::call_once`; no raw pointers are dereferenced here.
ONCE.call_once(|| unsafe {
use windows::Win32::System::Threading::GetCurrentProcess;
let prio = match configured_gpu_priority_mode() {
PrioMode::Off => {
tracing::info!("GPU process scheduling priority class left at default (off)");
return;
}
PrioMode::Static(p) => p,
// Auto: HIGH is the immediately-safe floor; `auto_priority_gate` (running once a
// device exists, so it can see the adapter) decides the REALTIME upgrade.
PrioMode::Auto => 4,
};
enable_inc_base_priority();
match d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), prio) {
Some(0) => tracing::info!(
priority_class = prio,
"GPU process scheduling priority class set (2=normal 4=high 5=realtime)"
),
Some(st) => tracing::warn!(
status = format!("0x{st:08X}"),
"D3DKMTSetProcessSchedulingPriorityClass failed (run as admin/SYSTEM for GPU priority)"
),
None => tracing::warn!("D3DKMTSetProcessSchedulingPriorityClass export not found"),
}
});
}
// --- REALTIME auto-gate (gpu-contention §5.C / latency plan T2.3) --------------------------------
//
// REALTIME GPU scheduling priority is the genuine cross-process ceiling-raiser under a saturating
// game (a higher-priority context preempts at pixel granularity — the Async-TimeWarp mechanism),
// and our SYSTEM service uniquely holds the SE_INC_BASE_PRIORITY it needs. The one documented
// hazard: REALTIME + NVIDIA + HAGS-on + near-full VRAM can hang NVENC. So: probe HAGS once via
// D3DKMT; HAGS off ⇒ REALTIME unconditionally; HAGS on ⇒ REALTIME gated on LOCAL-segment VRAM
// headroom, with a monitor thread that downgrades to HIGH the moment usage crosses
// [`VRAM_DOWNGRADE_PCT`] of the OS budget and restores REALTIME after it has stayed under
// [`VRAM_RESTORE_PCT`] for [`VRAM_RESTORE_TICKS`] consecutive polls (hysteresis against flapping
// on the boundary of the hazard window).
/// Downgrade REALTIME→HIGH when local VRAM usage exceeds this share of the OS budget.
const VRAM_DOWNGRADE_PCT: u64 = 92;
/// Restore HIGH→REALTIME once usage has stayed at/below this share…
const VRAM_RESTORE_PCT: u64 = 85;
/// …for this many consecutive 2 s polls.
const VRAM_RESTORE_TICKS: u32 = 3;
/// `KMTQAITYPE_WDDM_2_7_CAPS` — the adapter-info query that carries the HAGS (hardware GPU
/// scheduling) state. `D3DKMT_WDDM_2_7_CAPS` is a 4-byte bitfield: bit 0 `HwSchSupported`,
/// bit 1 `HwSchEnabled` (the one that matters — "is HAGS actually ON for this adapter").
const KMTQAITYPE_WDDM_2_7_CAPS: u32 = 70;
/// Probe whether HAGS (WDDM hardware scheduling) is ENABLED on the adapter with `luid`, via the
/// gdi32 D3DKMT surface (loaded by name — no stable windows-rs bindings, same as the priority
/// setter). `None` = could not determine (missing exports / query failed) — the caller treats
/// unknown as "assume the hazard exists".
///
/// # Safety
/// Calls gdi32 exports through by-name transmuted pointers with locally built, correctly sized
/// `repr(C)` argument structs; the adapter handle is closed before returning on every path.
unsafe fn hags_enabled(luid: LUID) -> Option<bool> {
use windows::core::s;
use windows::Win32::System::LibraryLoader::{GetProcAddress, LoadLibraryA};
#[repr(C)]
struct OpenFromLuid {
luid: LUID,
h_adapter: u32,
}
#[repr(C)]
struct CloseAdapter {
h_adapter: u32,
}
#[repr(C)]
struct QueryInfo {
h_adapter: u32,
ty: u32,
private_data: *mut std::ffi::c_void,
private_data_size: u32,
}
let gdi32 = LoadLibraryA(s!("gdi32.dll")).ok()?;
let open = GetProcAddress(gdi32, s!("D3DKMTOpenAdapterFromLuid"))?;
let query = GetProcAddress(gdi32, s!("D3DKMTQueryAdapterInfo"))?;
let close = GetProcAddress(gdi32, s!("D3DKMTCloseAdapter"))?;
type OpenFn = unsafe extern "system" fn(*mut OpenFromLuid) -> i32;
type QueryFn = unsafe extern "system" fn(*mut QueryInfo) -> i32;
type CloseFn = unsafe extern "system" fn(*mut CloseAdapter) -> i32;
let open: OpenFn = std::mem::transmute(open);
let query: QueryFn = std::mem::transmute(query);
let close: CloseFn = std::mem::transmute(close);
let mut oa = OpenFromLuid { luid, h_adapter: 0 };
if open(&mut oa) != 0 {
return None;
}
let mut caps: u32 = 0;
let mut qi = QueryInfo {
h_adapter: oa.h_adapter,
ty: KMTQAITYPE_WDDM_2_7_CAPS,
private_data: (&mut caps as *mut u32).cast(),
private_data_size: std::mem::size_of::<u32>() as u32,
};
let st = query(&mut qi);
let mut ca = CloseAdapter {
h_adapter: oa.h_adapter,
};
let _ = close(&mut ca);
if st != 0 {
return None; // pre-WDDM-2.7 driver: the query type doesn't exist ⇒ HAGS can't be on
}
Some(caps & 0x2 != 0) // bit 1 = HwSchEnabled
}
/// Apply the auto-gate decision for `device`'s adapter (no-op unless the mode is `Auto`; runs
/// once per process). HAGS off ⇒ REALTIME now. HAGS on (or unknown) ⇒ spawn the VRAM monitor,
/// which flips REALTIME⇄HIGH on headroom. See the section comment above for the policy.
fn auto_priority_gate(device: &ID3D11Device) {
use std::sync::Once;
static ONCE: Once = Once::new();
ONCE.call_once(|| {
if !matches!(configured_gpu_priority_mode(), PrioMode::Auto) {
return;
}
// The adapter identity this device runs on.
let luid = match device
.cast::<IDXGIDevice>()
.and_then(|d| {
// SAFETY: `d` is a live IDXGIDevice from the cast; GetAdapter returns an owned
// COM wrapper that drops with its windows-rs handle.
unsafe { d.GetAdapter() }
})
.and_then(|a| {
// SAFETY: `a` is the live adapter from GetAdapter; GetDesc fills a plain
// out-struct by value.
unsafe { a.GetDesc() }
}) {
Ok(desc) => desc.AdapterLuid,
Err(e) => {
tracing::warn!(error = %e, "REALTIME auto-gate: no adapter LUID — staying HIGH");
return;
}
};
// SAFETY: `hags_enabled` builds all its FFI arguments locally and closes the adapter
// handle before returning (see its own contract); `luid` is a plain value.
let hags = unsafe { hags_enabled(luid) };
match hags {
Some(false) => {
// No HAGS ⇒ the NVENC-hang hazard cannot occur: take REALTIME outright.
// SAFETY: `GetCurrentProcess` returns the always-valid pseudo-handle; the setter
// loads gdi32 by name (its own contract).
let st = unsafe {
d3dkmt_set_scheduling_priority_class(
windows::Win32::System::Threading::GetCurrentProcess(),
5,
)
};
match st {
Some(0) => tracing::info!(
"GPU priority REALTIME (auto: HAGS off — hang hazard not possible)"
),
_ => {
tracing::warn!("REALTIME auto-gate: could not set REALTIME (staying HIGH)")
}
}
}
hags => {
let unknown = hags.is_none();
tracing::info!(
hags_unknown = unknown,
"GPU priority auto-gate: HAGS on (or undeterminable) — REALTIME rides VRAM \
headroom (monitor thread)"
);
spawn_vram_gate(luid);
}
}
});
}
/// The VRAM-headroom monitor (auto mode, HAGS on): flips the process class REALTIME⇄HIGH on the
/// LOCAL memory segment's usage-vs-budget, with hysteresis. Its own DXGI factory/adapter (COM
/// objects never cross threads); polling a 2 s cadence — VRAM exhaustion is a seconds-scale
/// process, and the downgrade only has to beat the *next* NVENC submission pile-up, not a frame.
fn spawn_vram_gate(luid: LUID) {
let _ = std::thread::Builder::new()
.name("pf-gpu-prio".into())
.spawn(move || {
use windows::Win32::Graphics::Dxgi::{
CreateDXGIFactory1, IDXGIAdapter3, IDXGIFactory4, DXGI_MEMORY_SEGMENT_GROUP_LOCAL,
DXGI_QUERY_VIDEO_MEMORY_INFO,
};
use windows::Win32::System::Threading::GetCurrentProcess;
// SAFETY: plain DXGI object creation + LUID lookup; the COM objects are created on
// and confined to this thread.
let adapter: Option<IDXGIAdapter3> = unsafe {
CreateDXGIFactory1::<IDXGIFactory4>()
.and_then(|f| f.EnumAdapterByLuid::<IDXGIAdapter3>(luid))
.ok()
};
let Some(adapter) = adapter else {
tracing::warn!("pf-gpu-prio: adapter lookup failed — staying HIGH");
return;
};
let mut realtime = false; // we start at the HIGH floor
let mut clean_ticks = 0u32;
loop {
let mut mi = DXGI_QUERY_VIDEO_MEMORY_INFO::default();
// SAFETY: `adapter` is a live IDXGIAdapter3 owned by this thread; the query
// fills the local out-struct `mi`.
let info = unsafe {
adapter.QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &mut mi)
};
if info.is_ok() {
let (usage, budget) = (mi.CurrentUsage, mi.Budget);
// checked_div = the budget>0 guard (a fresh/lost adapter reports 0).
// usage is bytes; *100 cannot overflow u64 at any real VRAM size.
if let Some(pct) = (usage * 100).checked_div(budget) {
if realtime && pct > VRAM_DOWNGRADE_PCT {
// SAFETY: pseudo-handle + by-name gdi32 call (setter's contract).
let st = unsafe {
d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), 4)
};
if st == Some(0) {
realtime = false;
clean_ticks = 0;
tracing::warn!(
vram_pct = pct,
"GPU priority REALTIME→HIGH (VRAM tightened — NVENC-hang \
hazard window)"
);
}
} else if !realtime && pct <= VRAM_RESTORE_PCT {
clean_ticks += 1;
if clean_ticks >= VRAM_RESTORE_TICKS {
// SAFETY: same setter contract as above.
let st = unsafe {
d3dkmt_set_scheduling_priority_class(GetCurrentProcess(), 5)
};
if st == Some(0) {
realtime = true;
tracing::info!(
vram_pct = pct,
"GPU priority HIGH→REALTIME (auto: VRAM headroom \
comfortable)"
);
} else {
// Can't ever reach REALTIME (privilege) — stop burning polls.
tracing::info!(
"pf-gpu-prio: REALTIME unavailable — monitor exiting \
(HIGH stands)"
);
return;
}
}
} else if !realtime {
clean_ticks = 0;
}
}
}
std::thread::sleep(std::time::Duration::from_secs(2));
}
});
}