Files
rustdesk/libs/scrap/src/dxgi/hdr.rs
rustdesk 696451b08b scrap: stay on DXGI when the HDR conversion fails, load the compiler once
Review follow-up:

- A tone-map failure surfaced as a capture error, and the capture loop
  answers any DXGI error by switching the capturer to GDI for the rest
  of its life. The capturer now drops the tone-map, re-creates the
  duplication with the legacy DuplicateOutput (DXGI's clipped BGRA8,
  the pre-HDR behaviour) and returns WouldBlock, so the session stays
  on DXGI and simply fetches the next frame.

- Only failures that cannot succeed anywhere in the process (no
  d3dcompiler_47.dll, shaders that do not compile) set the global
  UNAVAILABLE flag; D3D object creation failures stay with the capturer
  that hit them, so another adapter or a recreated capturer tries again.

- D3DCompile is resolved once through a OnceLock instead of a
  LoadLibrary per capturer that was never freed.

- The module doc now states what this pass is: normalization of an HDR
  desktop to SDR, with everything above SDR white clipping, not a tone
  map, and why a roll-off is deliberately not applied. The earlier
  claim that clipping matches what the local user sees was wrong for
  HDR content on an HDR display.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RLb1dNdhFqUQExJPANjo1F
2026-09-02 13:04:23 +08:00

491 lines
17 KiB
Rust

//! HDR desktop -> SDR normalization for Desktop Duplication frames.
//!
//! With HDR enabled Windows composes the desktop as linear scRGB in
//! R16G16B16A16_FLOAT, and SDR "white" sits at the user's SDR content
//! brightness (DISPLAYCONFIG_SDR_WHITE_LEVEL) rather than at 1.0. The legacy
//! DuplicateOutput converts that to BGRA8 by clipping, which is the washed-out
//! picture reported for HDR hosts. This pass divides by the SDR white level,
//! clamps, and applies the sRGB transfer, so SDR content comes out exactly as
//! it would from an SDR desktop.
//!
//! It is a normalization, not a tone map: anything brighter than SDR white
//! (HDR video, HDR games) clips to white on the SDR viewer, where the local
//! HDR display would show it brighter than white. A roll-off would have to
//! move SDR white below 1.0 to make headroom, trading the accuracy of the SDR
//! content this pass exists for, so it is deliberately not done.
//!
//! The conversion is automatic and stays on the controlled side on purpose:
//! the controller renders through Flutter external textures, which are 8-bit
//! on every desktop platform, so there is nothing to gain from sending HDR.
//! Real HDR pass-through, if the renderer ever supports it, should follow the
//! Sunshine/Moonlight pattern instead: an `hdr` capability bit advertised by
//! the controller behind an explicit user toggle, negotiated like i444.
use super::ComPtr;
use hbb_common::log;
use std::{
io, mem, ptr,
sync::{atomic::AtomicBool, OnceLock},
time::{Duration, Instant},
};
use winapi::{
shared::{
basetsd::SIZE_T,
dxgiformat::DXGI_FORMAT_B8G8R8A8_UNORM,
dxgitype::DXGI_SAMPLE_DESC,
minwindef::{LPCVOID, UINT, ULONG},
ntdef::{LONG, LPCSTR, WCHAR},
winerror::S_OK,
},
um::{
d3d11::*,
d3dcommon::{ID3DBlob, ID3DInclude, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D_SHADER_MACRO},
libloaderapi::{GetProcAddress, LoadLibraryW},
unknwnbase::IUnknown,
wingdi::{
DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME, DISPLAYCONFIG_DEVICE_INFO_HEADER,
DISPLAYCONFIG_MODE_INFO, DISPLAYCONFIG_PATH_INFO, DISPLAYCONFIG_SOURCE_DEVICE_NAME,
DISPLAYCONFIG_TOPOLOGY_ID,
},
winnt::HRESULT,
},
};
/// Set once the tone-map can never work in this process (no d3dcompiler, the
/// shaders do not compile). Capturers then stop asking DXGI for float frames.
/// Device-specific failures are not recorded here; the capturer that hit one
/// re-duplicates without the tone-map on its own.
pub static UNAVAILABLE: AtomicBool = AtomicBool::new(false);
/// Failures no capturer on this machine can recover from, as opposed to
/// device-specific ones that a recreated capturer may not hit again.
pub fn is_permanent(err: &io::Error) -> bool {
err.kind() == io::ErrorKind::Unsupported
}
const VS_SRC: &str = "\
float4 main(uint id : SV_VertexID) : SV_Position {
float2 uv = float2((id << 1) & 2, id & 2);
return float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}";
const PS_SRC: &str = "\
Texture2D<float4> src : register(t0);
cbuffer Params : register(b0) { float inv_sdr_white; float3 pad; };
float4 main(float4 pos : SV_Position) : SV_Target {
float3 lin = saturate(src.Load(int3(pos.xy, 0)).rgb * inv_sdr_white);
float3 lo = lin * 12.92;
float3 hi = 1.055 * pow(lin, 1.0 / 2.4) - 0.055;
return float4(lerp(hi, lo, step(lin, 0.0031308)), 1.0);
}";
/// DISPLAYCONFIG units: 1000 == 80 nits == scRGB 1.0.
const DEFAULT_SDR_WHITE_LEVEL: u32 = 1000;
const SDR_WHITE_LEVEL_REFRESH: Duration = Duration::from_secs(1);
pub struct HdrToSdr {
device: ComPtr<ID3D11Device>,
context: ComPtr<ID3D11DeviceContext>,
vs: ComPtr<ID3D11VertexShader>,
ps: ComPtr<ID3D11PixelShader>,
params: ComPtr<ID3D11Buffer>,
target: ComPtr<ID3D11Texture2D>,
rtv: ComPtr<ID3D11RenderTargetView>,
srv: ComPtr<ID3D11ShaderResourceView>,
// Texture `srv` was created for. The view keeps it alive, so the address
// cannot be recycled behind our back.
srv_source: *mut ID3D11Texture2D,
width: u32,
height: u32,
device_name: [WCHAR; 32],
sdr_white_level: u32,
queried_at: Instant,
}
impl HdrToSdr {
pub fn new(
device: *mut ID3D11Device,
context: *mut ID3D11DeviceContext,
device_name: &[WCHAR; 32],
) -> io::Result<Self> {
unsafe {
if device.is_null() || context.is_null() {
return Err(other("no d3d11 device"));
}
(*device).AddRef();
let device = ComPtr(device);
(*context).AddRef();
let context = ComPtr(context);
let compile = load_d3d_compile()?;
let vs_code = compile_shader(compile, VS_SRC, b"vs_4_0\0")?;
let ps_code = compile_shader(compile, PS_SRC, b"ps_4_0\0")?;
let mut vs = ptr::null_mut();
check(
(*device.0).CreateVertexShader(
(*vs_code.0).GetBufferPointer(),
(*vs_code.0).GetBufferSize(),
ptr::null_mut(),
&mut vs,
),
"CreateVertexShader",
)?;
let vs = ComPtr(vs);
let mut ps = ptr::null_mut();
check(
(*device.0).CreatePixelShader(
(*ps_code.0).GetBufferPointer(),
(*ps_code.0).GetBufferSize(),
ptr::null_mut(),
&mut ps,
),
"CreatePixelShader",
)?;
let ps = ComPtr(ps);
let sdr_white_level =
query_sdr_white_level(device_name).unwrap_or(DEFAULT_SDR_WHITE_LEVEL);
let init = params_data(sdr_white_level);
let desc = D3D11_BUFFER_DESC {
ByteWidth: mem::size_of_val(&init) as _,
Usage: D3D11_USAGE_DEFAULT,
BindFlags: D3D11_BIND_CONSTANT_BUFFER,
CPUAccessFlags: 0,
MiscFlags: 0,
StructureByteStride: 0,
};
let data = D3D11_SUBRESOURCE_DATA {
pSysMem: init.as_ptr() as _,
SysMemPitch: 0,
SysMemSlicePitch: 0,
};
let mut params = ptr::null_mut();
check(
(*device.0).CreateBuffer(&desc, &data, &mut params),
"CreateBuffer",
)?;
let params = ComPtr(params);
log::info!("HDR tone-map ready, sdr white level {sdr_white_level}");
Ok(Self {
device,
context,
vs,
ps,
params,
target: ComPtr(ptr::null_mut()),
rtv: ComPtr(ptr::null_mut()),
srv: ComPtr(ptr::null_mut()),
srv_source: ptr::null_mut(),
width: 0,
height: 0,
device_name: *device_name,
sdr_white_level,
queried_at: Instant::now(),
})
}
}
/// Renders `source` (R16G16B16A16_FLOAT) into an owned B8G8R8A8_UNORM
/// texture of the same size and returns it. The texture stays valid until
/// the next call.
pub fn convert(
&mut self,
source: *mut ID3D11Texture2D,
desc: &D3D11_TEXTURE2D_DESC,
) -> io::Result<*mut ID3D11Texture2D> {
unsafe {
self.refresh_sdr_white_level();
self.ensure_target(desc.Width, desc.Height)?;
self.ensure_source_view(source)?;
let ctx = self.context.0;
let rtv = self.rtv.0;
let srv = self.srv.0;
let params = self.params.0;
let viewport = D3D11_VIEWPORT {
TopLeftX: 0.0,
TopLeftY: 0.0,
Width: self.width as f32,
Height: self.height as f32,
MinDepth: 0.0,
MaxDepth: 1.0,
};
(*ctx).OMSetRenderTargets(1, &rtv, ptr::null_mut());
(*ctx).OMSetBlendState(ptr::null_mut(), &[0.0; 4], 0xffff_ffff);
(*ctx).OMSetDepthStencilState(ptr::null_mut(), 0);
(*ctx).RSSetState(ptr::null_mut());
(*ctx).RSSetViewports(1, &viewport);
(*ctx).IASetInputLayout(ptr::null_mut());
(*ctx).IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
(*ctx).VSSetShader(self.vs.0, ptr::null(), 0);
(*ctx).PSSetShader(self.ps.0, ptr::null(), 0);
(*ctx).PSSetConstantBuffers(0, 1, &params);
(*ctx).PSSetShaderResources(0, 1, &srv);
(*ctx).Draw(3, 0);
// Unbind so the next frame's copy and the encoder never see the
// target as a live render target or the desktop image as a bound
// shader input.
let no_srv: *mut ID3D11ShaderResourceView = ptr::null_mut();
(*ctx).PSSetShaderResources(0, 1, &no_srv);
(*ctx).OMSetRenderTargets(0, ptr::null(), ptr::null_mut());
Ok(self.target.0)
}
}
unsafe fn ensure_target(&mut self, width: u32, height: u32) -> io::Result<()> {
if !self.target.is_null() && self.width == width && self.height == height {
return Ok(());
}
let desc = D3D11_TEXTURE2D_DESC {
Width: width,
Height: height,
MipLevels: 1,
ArraySize: 1,
Format: DXGI_FORMAT_B8G8R8A8_UNORM,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Usage: D3D11_USAGE_DEFAULT,
BindFlags: D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
CPUAccessFlags: 0,
MiscFlags: D3D11_RESOURCE_MISC_SHARED,
};
let mut target = ptr::null_mut();
check(
(*self.device.0).CreateTexture2D(&desc, ptr::null(), &mut target),
"CreateTexture2D",
)?;
let target = ComPtr(target);
let mut rtv = ptr::null_mut();
check(
(*self.device.0).CreateRenderTargetView(target.0 as *mut _, ptr::null(), &mut rtv),
"CreateRenderTargetView",
)?;
self.rtv = ComPtr(rtv);
self.target = target;
self.width = width;
self.height = height;
Ok(())
}
unsafe fn ensure_source_view(&mut self, source: *mut ID3D11Texture2D) -> io::Result<()> {
if !self.srv.is_null() && self.srv_source == source {
return Ok(());
}
let mut srv = ptr::null_mut();
check(
(*self.device.0).CreateShaderResourceView(source as *mut _, ptr::null(), &mut srv),
"CreateShaderResourceView",
)?;
self.srv = ComPtr(srv);
self.srv_source = source;
Ok(())
}
unsafe fn refresh_sdr_white_level(&mut self) {
if self.queried_at.elapsed() < SDR_WHITE_LEVEL_REFRESH {
return;
}
self.queried_at = Instant::now();
let Some(level) = query_sdr_white_level(&self.device_name) else {
return;
};
if level == self.sdr_white_level || level == 0 {
return;
}
log::info!(
"sdr white level changed {} -> {level}",
self.sdr_white_level
);
self.sdr_white_level = level;
let data = params_data(level);
(*self.context.0).UpdateSubresource(
self.params.0 as *mut _,
0,
ptr::null(),
data.as_ptr() as _,
0,
0,
);
}
}
fn params_data(sdr_white_level: u32) -> [f32; 4] {
[1000.0 / sdr_white_level.max(1) as f32, 0.0, 0.0, 0.0]
}
fn other(msg: impl Into<String>) -> io::Error {
io::Error::new(io::ErrorKind::Other, msg.into())
}
fn check(hr: HRESULT, what: &str) -> io::Result<()> {
if hr == S_OK {
Ok(())
} else {
Err(other(format!("{what} failed: {hr:#x}")))
}
}
// D3DCompile(pSrcData, SrcDataSize, pSourceName, pDefines, pInclude,
// pEntrypoint, pTarget, Flags1, Flags2, ppCode, ppErrorMsgs)
type D3DCompileFn = unsafe extern "system" fn(
LPCVOID,
SIZE_T,
LPCSTR,
*const D3D_SHADER_MACRO,
*mut ID3DInclude,
LPCSTR,
LPCSTR,
UINT,
UINT,
*mut *mut ID3DBlob,
*mut *mut ID3DBlob,
) -> HRESULT;
static D3D_COMPILE: OnceLock<Result<D3DCompileFn, String>> = OnceLock::new();
// Loaded once per process and kept: the compiler DLL is only needed on HDR
// desktops, and an import-time link would make every install depend on it.
fn load_d3d_compile() -> io::Result<D3DCompileFn> {
D3D_COMPILE
.get_or_init(|| unsafe { find_d3d_compile() })
.clone()
.map_err(|e| io::Error::new(io::ErrorKind::Unsupported, e))
}
unsafe fn find_d3d_compile() -> Result<D3DCompileFn, String> {
let name: Vec<u16> = "d3dcompiler_47.dll\0".encode_utf16().collect();
let module = LoadLibraryW(name.as_ptr());
if module.is_null() {
return Err("d3dcompiler_47.dll not available".into());
}
let f = GetProcAddress(module, b"D3DCompile\0".as_ptr() as _);
if f.is_null() {
return Err("D3DCompile not exported".into());
}
Ok(mem::transmute::<_, D3DCompileFn>(f))
}
unsafe fn compile_shader(
compile: D3DCompileFn,
src: &str,
target: &[u8],
) -> io::Result<ComPtr<ID3DBlob>> {
let mut code = ptr::null_mut();
let mut errors = ptr::null_mut();
let hr = compile(
src.as_ptr() as _,
src.len(),
ptr::null(),
ptr::null(),
ptr::null_mut(),
b"main\0".as_ptr() as _,
target.as_ptr() as _,
0,
0,
&mut code,
&mut errors,
);
let errors = ComPtr(errors);
if hr != S_OK || code.is_null() {
let msg = if errors.is_null() {
String::new()
} else {
let bytes = std::slice::from_raw_parts(
(*errors.0).GetBufferPointer() as *const u8,
(*errors.0).GetBufferSize(),
);
String::from_utf8_lossy(bytes).into_owned()
};
if !code.is_null() {
(*(code as *mut IUnknown)).Release();
}
return Err(io::Error::new(
io::ErrorKind::Unsupported,
format!("D3DCompile failed: {hr:#x} {msg}"),
));
}
Ok(ComPtr(code))
}
const DISPLAYCONFIG_DEVICE_INFO_GET_SDR_WHITE_LEVEL: u32 = 11;
const QDC_ONLY_ACTIVE_PATHS: u32 = 2;
#[repr(C)]
#[allow(non_snake_case)]
struct DISPLAYCONFIG_SDR_WHITE_LEVEL {
header: DISPLAYCONFIG_DEVICE_INFO_HEADER,
SDRWhiteLevel: ULONG,
}
#[link(name = "user32")]
extern "system" {
fn GetDisplayConfigBufferSizes(
flags: u32,
numPathArrayElements: *mut u32,
numModeInfoArrayElements: *mut u32,
) -> LONG;
fn QueryDisplayConfig(
flags: u32,
numPathArrayElements: *mut u32,
pathArray: *mut DISPLAYCONFIG_PATH_INFO,
numModeInfoArrayElements: *mut u32,
modeInfoArray: *mut DISPLAYCONFIG_MODE_INFO,
currentTopologyId: *mut DISPLAYCONFIG_TOPOLOGY_ID,
) -> LONG;
fn DisplayConfigGetDeviceInfo(requestPacket: *mut DISPLAYCONFIG_DEVICE_INFO_HEADER) -> LONG;
}
/// SDR white level of the output whose GDI name is `device_name`
/// (e.g. `\\.\DISPLAY1`), in DISPLAYCONFIG units (1000 == 80 nits).
fn query_sdr_white_level(device_name: &[WCHAR; 32]) -> Option<u32> {
unsafe {
let mut n_paths = 0u32;
let mut n_modes = 0u32;
if GetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &mut n_paths, &mut n_modes) != 0 {
return None;
}
let mut paths: Vec<DISPLAYCONFIG_PATH_INFO> = vec![mem::zeroed(); n_paths as usize];
let mut modes: Vec<DISPLAYCONFIG_MODE_INFO> = vec![mem::zeroed(); n_modes as usize];
if QueryDisplayConfig(
QDC_ONLY_ACTIVE_PATHS,
&mut n_paths,
paths.as_mut_ptr(),
&mut n_modes,
modes.as_mut_ptr(),
ptr::null_mut(),
) != 0
{
return None;
}
for path in &paths[..n_paths as usize] {
let mut source: DISPLAYCONFIG_SOURCE_DEVICE_NAME = mem::zeroed();
source.header._type = DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME;
source.header.size = mem::size_of::<DISPLAYCONFIG_SOURCE_DEVICE_NAME>() as _;
source.header.adapterId = path.sourceInfo.adapterId;
source.header.id = path.sourceInfo.id;
if DisplayConfigGetDeviceInfo(&mut source.header) != 0
|| !wide_eq(&source.viewGdiDeviceName, device_name)
{
continue;
}
let mut white: DISPLAYCONFIG_SDR_WHITE_LEVEL = mem::zeroed();
white.header._type = DISPLAYCONFIG_DEVICE_INFO_GET_SDR_WHITE_LEVEL;
white.header.size = mem::size_of::<DISPLAYCONFIG_SDR_WHITE_LEVEL>() as _;
white.header.adapterId = path.targetInfo.adapterId;
white.header.id = path.targetInfo.id;
if DisplayConfigGetDeviceInfo(&mut white.header) == 0 {
return Some(white.SDRWhiteLevel);
}
}
None
}
}
fn wide_eq(a: &[WCHAR], b: &[WCHAR]) -> bool {
let end = |s: &[WCHAR]| s.iter().position(|&c| c == 0).unwrap_or(s.len());
a[..end(a)] == b[..end(b)]
}