mirror of
https://github.com/rustdesk/rustdesk.git
synced 2026-10-12 15:01:44 +00:00
* 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>