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The Linux zero-copy tiled-GL path can now produce NV12 (BT.709 limited range) on the GPU and feed NVENC native YUV, deleting NVENC's internal RGB->YUV CSC — which runs on the SM/3D-compute engine a saturating game pins at 100% (the game-vs-encode contention headache). Windows already does this via the D3D11 video processor; this closes the Linux gap. See docs/host-latency-plan.md §2A. Gated behind PUNKTFUNK_NV12 (default OFF → the RGB/BGRx path is byte-for-byte unchanged; zero regression). Only the tiled EGL/GL path converts; the LINEAR/Vulkan-bridge (gamescope) path stays RGB. - zerocopy/egl.rs: Nv12Blit — BT.709 limited Y pass (R8, full-res) + UV pass (RG8, half-res, GL_LINEAR 2x2 average); both CUDA-registered; import_nv12. - zerocopy/cuda.rs: two-plane DeviceBuffer (Y W*H@1B + interleaved UV (W/2)*2 x H/2), paired Y+UV pool, copy_mapped_nv12 + copy_nv12_to_device, on the per-thread priority stream (dmabuf-recycle sync preserved). - encode/linux.rs: nvenc_input(Nv12)->NV12; submit_cuda copies two planes into NVENC's surface; VUI signalled BT.709 limited (colorspace/range/primaries/trc). - capture/linux.rs: gate (PUNKTFUNK_NV12 && tiled), report format Nv12. - main.rs + zerocopy/mod.rs: `nv12-selftest` subcommand. Validated on RTX 5070 Ti two ways: (1) nv12-selftest — synthetic RGBA->NV12 round-trip vs a BT.709 reference, max abs error Y=0.56/U=0.33/V=0.26 LSB; (2) live capture->NV12->NVENC->decode of animated red content matches the RGB path's colour (avg RGB 230,18,18 vs 231,18,20). build/clippy/fmt green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>