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Improve Windows SDR capture throughput and Discord presence branding - #8

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nanox333 merged 4 commits into
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codex/m2-p1-performance
Oct 25, 2026
Merged

nanox333 merged 4 commits into
mainfrom
codex/m2-p1-performance

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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.

  • Share one original CUT geometry across the native header/window icon and reproducible SVG/PNG exports.
  • Keep presence optional and preserve separate game-name/match-context consent. Fixed CDN references are fetched by Discord; ClipCraft adds no HTTP client or bundled publisher artwork.
  • Record setup, provenance, performance limits and verification alongside implementation.

Validation: cargo xtask ci passed 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 in docs/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.

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.
@nanox333
nanox333 merged commit 856449f into main Oct 25, 2026
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