ebd9967547
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>
185 lines
7.6 KiB
Rust
185 lines
7.6 KiB
Rust
//! A headless synthetic **NV12 D3D11** capture source for exercising the GPU encoders on Windows
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//! without a real capture session.
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//!
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//! The native AMF path (and the D3D11 zero-copy NVENC/QSV paths) require an NV12 texture that lives
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//! on the GPU — the CPU-Bgrx [`SyntheticCapturer`](crate::SyntheticCapturer) can't provide
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//! one, and DXGI Desktop Duplication can't create one under an ssh session-0 (E_ACCESSDENIED). This
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//! source builds an NV12 texture on the selected render adapter and fills it with a **moving** luma
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//! ramp each frame, so the encoder sees genuine motion (P-frame residuals + the intra-refresh wave
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//! under content change) — exactly what an intra-refresh recovery validation needs. Driven by
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//! `spike --source synthetic-nv12`.
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use crate::dxgi::{make_device, D3d11Frame};
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use crate::{CapturedFrame, Capturer, FramePayload, PixelFormat};
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use anyhow::{Context, Result};
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use windows::Win32::Graphics::Direct3D11::{
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ID3D11Device, ID3D11DeviceContext, ID3D11Texture2D, D3D11_BIND_SHADER_RESOURCE,
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D3D11_CPU_ACCESS_WRITE, D3D11_MAPPED_SUBRESOURCE, D3D11_MAP_WRITE, D3D11_TEXTURE2D_DESC,
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D3D11_USAGE, D3D11_USAGE_DEFAULT, D3D11_USAGE_STAGING,
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};
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use windows::Win32::Graphics::Dxgi::Common::{DXGI_FORMAT_NV12, DXGI_SAMPLE_DESC};
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use windows::Win32::Graphics::Dxgi::{CreateDXGIFactory1, IDXGIAdapter1, IDXGIFactory4};
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/// Synthetic NV12 frames on the GPU. Owns its own D3D11 device + immediate context and two NV12
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/// textures: a CPU-writable STAGING scratch it fills each frame, and a DEFAULT texture it copies
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/// into and hands to the encoder. The encoder copies out of the DEFAULT texture synchronously
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/// (spike drives capture→submit→poll on one thread), so reusing one DEFAULT texture is sound.
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pub struct SyntheticNv12Capturer {
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device: ID3D11Device,
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context: ID3D11DeviceContext,
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default_tex: ID3D11Texture2D,
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staging: ID3D11Texture2D,
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width: u32,
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height: u32,
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fps: u32,
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frame_idx: u64,
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}
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// SAFETY: mirrors `D3d11Frame`'s reasoning — the device is created free-threaded (`make_device`
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// passes no `SINGLETHREADED` flag) and D3D11 uses interlocked COM refcounting, so moving the whole
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// capturer (device + immediate context + textures) to its owning thread and using it only there is
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// sound. The value is moved, never aliased (no `Sync`), so the single-threaded immediate context is
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// never touched concurrently.
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unsafe impl Send for SyntheticNv12Capturer {}
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impl SyntheticNv12Capturer {
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pub fn new(width: u32, height: u32, fps: u32) -> Result<Self> {
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// NV12 is 4:2:0 — both dimensions must be even (the chroma plane is width/2 × height/2).
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let width = (width & !1).max(2);
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let height = (height & !1).max(2);
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// SAFETY: a self-contained builder owning every handle it creates; each COM call is checked
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// and the returned owners drop with their wrappers.
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unsafe {
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let adapter =
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resolve_render_adapter().context("resolve render adapter for NV12 source")?;
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let (device, context) = make_device(&adapter).context("create D3D11 device")?;
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let default_tex = create_nv12(
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&device,
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width,
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height,
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D3D11_USAGE_DEFAULT,
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0,
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D3D11_BIND_SHADER_RESOURCE.0 as u32,
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)
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.context("create NV12 default texture")?;
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let staging = create_nv12(
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&device,
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width,
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height,
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D3D11_USAGE_STAGING,
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D3D11_CPU_ACCESS_WRITE.0 as u32,
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0,
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)
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.context("create NV12 staging texture")?;
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Ok(SyntheticNv12Capturer {
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device,
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context,
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default_tex,
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staging,
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width,
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height,
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fps,
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frame_idx: 0,
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})
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}
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}
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}
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impl Capturer for SyntheticNv12Capturer {
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fn next_frame(&mut self) -> Result<CapturedFrame> {
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let pts_ns = self.frame_idx * 1_000_000_000 / self.fps.max(1) as u64;
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// SAFETY: Map/Unmap/CopyResource on this capturer's own single-threaded immediate context;
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// all writes stay within the mapped NV12 surface (Y: H rows of RowPitch; UV: H/2 rows of
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// RowPitch beginning at RowPitch*H — the standard NV12 plane layout).
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unsafe {
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let mut map = D3D11_MAPPED_SUBRESOURCE::default();
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self.context
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.Map(&self.staging, 0, D3D11_MAP_WRITE, 0, Some(&mut map))
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.context("Map(NV12 staging)")?;
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let pitch = map.RowPitch as usize;
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let base = map.pData as *mut u8;
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// A diagonal luma ramp that shifts 4 codes/frame — strong, deterministic motion.
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let shift = (self.frame_idx as u32).wrapping_mul(4);
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for y in 0..self.height {
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let row = base.add(y as usize * pitch);
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for x in 0..self.width {
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*row.add(x as usize) = x.wrapping_add(y).wrapping_add(shift) as u8;
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}
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}
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// UV plane (neutral gray = 128) at offset RowPitch*H: H/2 rows, `width` bytes each
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// (width/2 interleaved Cb,Cr pairs).
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let uv = base.add(pitch * self.height as usize);
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for r in 0..(self.height / 2) {
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let row = uv.add(r as usize * pitch);
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for c in 0..self.width {
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*row.add(c as usize) = 128;
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}
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}
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self.context.Unmap(&self.staging, 0);
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self.context.CopyResource(&self.default_tex, &self.staging);
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}
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self.frame_idx += 1;
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Ok(CapturedFrame {
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width: self.width,
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height: self.height,
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pts_ns,
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format: PixelFormat::Nv12,
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payload: FramePayload::D3d11(D3d11Frame {
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texture: self.default_tex.clone(),
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device: self.device.clone(),
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pyro: None,
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}),
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cursor: None,
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})
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}
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}
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/// Resolve the same render adapter the encoder will pick (`PUNKTFUNK_RENDER_ADAPTER` / preference /
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/// max-VRAM LUID), falling back to adapter 0.
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///
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/// # Safety
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/// Calls DXGI factory/adapter enumeration; returns owned COM objects or an error.
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unsafe fn resolve_render_adapter() -> Result<IDXGIAdapter1> {
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let factory: IDXGIFactory4 = CreateDXGIFactory1().context("CreateDXGIFactory1")?;
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if let Some(luid) = pf_gpu::resolve_render_adapter_luid() {
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if let Ok(a) = factory.EnumAdapterByLuid::<IDXGIAdapter1>(luid) {
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return Ok(a);
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}
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}
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factory.EnumAdapters1(0).context("EnumAdapters1(0)")
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}
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/// Create an NV12 `Texture2D` with the given usage/CPU-access/bind flags.
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///
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/// # Safety
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/// `device` must be a live D3D11 device; the returned texture is owned by the caller.
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unsafe fn create_nv12(
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device: &ID3D11Device,
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width: u32,
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height: u32,
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usage: D3D11_USAGE,
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cpu_access: u32,
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bind: u32,
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) -> Result<ID3D11Texture2D> {
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let desc = D3D11_TEXTURE2D_DESC {
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Width: width,
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Height: height,
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MipLevels: 1,
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ArraySize: 1,
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Format: DXGI_FORMAT_NV12,
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SampleDesc: DXGI_SAMPLE_DESC {
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Count: 1,
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Quality: 0,
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},
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Usage: usage,
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BindFlags: bind,
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CPUAccessFlags: cpu_access,
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..Default::default()
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};
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let mut tex: Option<ID3D11Texture2D> = None;
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device
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.CreateTexture2D(&desc, None, Some(&mut tex))
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.context("CreateTexture2D(NV12)")?;
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tex.context("CreateTexture2D returned a null NV12 texture")
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}
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