Files
rustdesk/libs
58ff78a823 Hdr tonemap (#16033)
* scrap: tone-map HDR desktops to SDR in the Windows capturer

With HDR enabled, Windows composes the desktop as linear scRGB in
R16G16B16A16_FLOAT and places SDR white at the user's "SDR content
brightness" (DISPLAYCONFIG_SDR_WHITE_LEVEL / 1000, e.g. 2.5 for 200
nits) rather than at 1.0. The legacy IDXGIOutput1::DuplicateOutput we
used always converts that surface to BGRA8, and it does so by clipping,
so everything above ~40% linear brightness lands on white. That is the
washed-out / overexposed / high-contrast picture reported for HDR hosts
in #5368, #9951, #12707 and discussion #7652.

Ask for the desktop with IDXGIOutput5::DuplicateOutput1 and the format
list [R16G16B16A16_FLOAT, B8G8R8A8_UNORM]. An SDR desktop still yields
BGRA8 and takes the unchanged path. A float frame is converted on the
GPU by a small pixel shader: divide by the SDR white level, clamp, apply
the sRGB transfer. SDR content round-trips exactly, HDR highlights clip
at white, the same result the local user sees. The white level is read
per output through DisplayConfigGetDeviceInfo and refreshed once a
second, so dragging the Windows slider tracks remotely. The converted
BGRA8 texture feeds both the staging-copy (CPU) path and the vram
(hwcodec texture) path; rotation is unchanged. Toggling HDR mid-session
invalidates the duplication as before, and the recreated capturer
re-detects the format.

The shaders are compiled at runtime from a dynamically loaded
d3dcompiler_47.dll so no new import is added to the binary. If the DLL,
the compile or any D3D object creation fails, a process-wide flag makes
later capturers fall back to the legacy DuplicateOutput, i.e. today's
behaviour.

This deliberately stops at SDR on the controlled side, with no option
and no protocol change, which is how OBS, Sunshine (client without HDR)
and macOS screen capture handle it. Real HDR pass-through would need
10-bit capture, Main10/AV1-10 encoders in the hwcodec fork, colour
metadata on the wire and, decisively, an HDR output path on the
controller: Flutter's desktop external textures are BGRA8888/RGBA8888
only on every platform, so nothing would be visible. When that changes
it should follow the Sunshine/Moonlight pattern: an hdr capability bit
advertised by the controller behind an explicit user toggle, negotiated
like i444.

Type-checked against x86_64-pc-windows-msvc (with and without the vram
feature); not yet run on an HDR machine, which needs Windows 10 1703+
with HDR on.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RLb1dNdhFqUQExJPANjo1F
(cherry picked from commit ca3c2f8ac7d1549a40855411b0539a69c82d7223)

* 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

* scrap: only apply the SDR white level to outputs DXGI reports as HDR

Review follow-up:

- An FP16 desktop is not necessarily HDR. Since Windows 11 22H2 an
  Advanced Color (WCG) SDR display is composed in FP16 scRGB too, and
  there 1.0 is the display's reference white, not 80 nits, so the
  SDRWhiteLevel scaling does not apply (Microsoft: "Reference white
  applies only to HDR displays"). Query IDXGIOutput6::GetDesc1 and treat
  the output as HDR only for DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020,
  the documented Win32 check; a non-HDR FP16 frame now gets just the
  scRGB -> sRGB transfer. Without IDXGIOutput6 (before Windows 10 1803)
  FP16 can only mean HDR.

- The SDR white level is now Option: a failed query or a reported 0 is
  "unknown" on both the initial and the refresh path, an HDR output with
  an unknown level logs a warning and keeps the 80-nit assumption until
  the periodic re-query succeeds. DISPLAYCONFIG_DEVICE_INFO_GET_SDR_WHITE_LEVEL
  needs Windows 10 1709, not 1703 as an earlier message said.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RLb1dNdhFqUQExJPANjo1F

* scrap: re-read the Advanced Color state while capturing, gate FP16 on IDXGIOutput6

Review follow-up:

- The HDR/WCG decision was taken once when the conversion was created.
  HDR can be switched on or off, and a WCG desktop can turn into an HDR
  one, without the duplication being invalidated, so the choice between
  "divide by the SDR white level" and "no scaling" could go stale. The
  once-a-second refresh now re-reads it: it keeps an IDXGIFactory1,
  and when IsCurrent reports FALSE it creates a fresh factory and
  re-finds the output by GDI name, since a stale factory's outputs keep
  stale descriptions (this is the procedure the GetDesc1 docs require).
  On a change it switches modes, re-reads the white level and updates
  the shader constant; an unreadable level keeps the last known one.

- Float frames are only requested when IDXGIOutput6 exists, as
  Microsoft's duplication sample does. That interface is also what tells
  HDR from WCG, so there is no longer a state where FP16 is requested
  without being able to interpret it. IDXGIOutput6 dates from Windows 10
  1703, not 1803 as the previous commit said; 1803 added IDXGIFactory6.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RLb1dNdhFqUQExJPANjo1F

* scrap: replace the DXGI factory and output together when re-reading HDR state

Review follow-up: when the fresh factory did not find the output by name,
the refresh kept the new, current factory next to the old output, and
because IsCurrent then reported TRUE it never enumerated again, so the
stale output could stay forever. enumerate_output6 now returns both or
neither, and the refresh only replaces the pair together; a null factory
forces another enumeration on the next refresh while the old output is
still read in the meantime. The constructor gets the same guarantee for
free, since a failed lookup leaves the factory null there too.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RLb1dNdhFqUQExJPANjo1F

* scrap: keep enumerate_output6's both-or-neither promise when IDXGIOutput6 is missing

Review nit: a matched output whose IDXGIOutput6 query fails returned the
fresh factory next to a null output, which let the constructor pair a
current factory with the capturer's fallback output. Return neither in
that case so the next refresh enumerates again.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RLb1dNdhFqUQExJPANjo1F

* scrap: log DuplicateOutput1 failures before fallback

Signed-off-by: 21pages <sunboeasy@gmail.com>

* scrap: avoid null duplication after HDR fallback failure

Signed-off-by: 21pages <sunboeasy@gmail.com>

* scrap: load the D3D compiler securely from System32

Signed-off-by: 21pages <sunboeasy@gmail.com>

* scrap: release the frame through the state machine when abandoning the tone-map

master's FrameState machine is left at Acquired by the raw ReleaseFrame(),
so the next release_frame() hits DXGI_ERROR_INVALID_CALL on the fresh
duplication and the capture loop falls back to GDI -- the outcome the
fallback exists to avoid.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>

---------

Signed-off-by: 21pages <sunboeasy@gmail.com>
Co-authored-by: Claude Fable 5.1 <noreply@anthropic.com>
Co-authored-by: 21pages <sunboeasy@gmail.com>
2026-09-23 18:40:49 +08:00
..
2026-09-23 17:30:22 +08:00
2026-09-23 17:30:22 +08:00
2026-09-23 18:40:49 +08:00