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Improve Windows SDR capture throughput and Discord presence branding - #8
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Keep recorder deadlines independent of WGC notifications and request bounded SDR update eligibility with an unsupported-only fallback. Bound CPU readbacks to the requested cadence and count fresh reads separately from repeats. Retain the accepted MF output contract across stream changes, reject changed codec configuration and unsupported caller alignment, and count actual output through drain. Add paced/unpaced encoder and capture isolation diagnostics. Reconcile the local work with upstream f12db5f, retain both backlog sections, and use production-style canonical paths in the Windows recovery fixture. Document the measured SDR pass and remaining HDR/game/soak limitations. Validation: release desktop/CLI build; cargo xtask ci; docs-check origin/main; real D3D11 lease/color integration; one-minute native SDR 1080p60 with 0.333% returned-picture deficit and no readbacks or repeats; all saved clips decode.
Use the maintainer-supplied public application ID for ordinary builds and empty release variables. Preserve validated build and saved developer overrides; invalid nonempty build values do not select an unintended identity. Peek available Windows pipe bytes before reading so an empty nonblocking pipe waits for READY/ack rather than looking disconnected. Keep genuine disconnect errors and bound reads to available data. Record the small native boundary in ADR 0023 and add deterministic pipe and identity regressions. Validation: full cargo xtask ci and documentation checks; release GUI/CLI; six engine presence tests; Windows empty/data/disconnect regression; actual Discord READY and SET_ACTIVITY acknowledgment followed by bounded cleanup. Artwork upload and profile/audience verification remain separate checks.
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Windows SDR capture now sustains fresh generated 1080p60 frames on the measured AMD setup. Discord presence includes the owned ClipCraft identity, fixes empty Windows pipe reads, and replaces typographic game placeholders with Discord-hosted CS2/Dota/League icons plus the original CUT product badge.
Validation:
cargo xtask cipassed locally; desktop/CLI release builds passed. Real Windows Discord checks acknowledged and displayed all three game icons with CUT, then cleared the temporary labelled previews. The release UI and keyboard focus were inspected at 1440×900. Generated Windows SDR throughput and earlier 1080p30 soak evidence are documented indocs/windows-performance.md.Remaining gates: two-hour 1080p60 soak, real-game frame-time impact, HDR/other GPU coverage, other-account Discord audience checks and broader platform verification. Native SDR results do not establish those gates.