Replace the rotating D3D12 copy queues with two framebuffer-bound
recording slots on one physical COPY queue. Keep allocator, command
list, query range, callback state, and fence target independent per
slot.
Submit source waits, execution, and signaling on the shared timeline.
Track framebuffer ownership through completion and serialize LGMP
publication around the last successfully published frame.
Combine the previous and current frame damage before recording copy
commands. Remove contained regions, merge beneficial overlaps, and use
one full-frame copy when partial work reaches the full surface size.
This prevents a previous full-frame update from being copied again
alongside the current damage.
Use calibrated copy-queue timestamps to separate source and effect
waits from the actual framebuffer copy.
Exclude producer readiness waits from client import timing so the
same interval is not counted in both Copy and Import.
Treat IddCx's single empty dirty rectangle as no image update instead
of promoting it to full damage.
Preserve pending damage and format changes, and fall back to full damage
when legacy move regions are present.
Move LGMP queue tunables into LGMPConfig.h and keep compatibility
aliases in KVMFR.h. Promote color-transform, SDR white-level, and
damage-limit definitions to transport-neutral common types so non-LGMP
transports do not depend on the KVMFR wire format.
The virtual display transports HDR pixels rather than emitting light.
Advertise approximately 10,000 nits for both peak and frame-average
luminance, and leave the physical black level unspecified.
This prevents Windows from mapping HDR into an arbitrary virtual
display limit before the frame reaches the real host display.
Monitor-default HDR metadata describes the virtual display rather than
the captured content. Do not expose it through KVMFR or use it to select
downstream processing limits.
Only publish explicit NEW frame metadata and otherwise use the complete
PQ range internally.
Publish BT.2020 chromaticities in the virtual monitor EDID so
Windows receives a valid HDR colour volume.
Extend cursor messages with their IddCx SDR white level and an
explicit visibility-valid flag. Consumers can then calibrate cursors
without treating colour-transform-only messages as cursor hides.
Honor the IddCx 3x4 XYZ matrix and post-transfer LUT in the IDD
conversion pipeline. Carry transform changes to the client so EGL applies
the same calibration to hardware cursors, and invalidate the full frame
whenever calibration changes.
Handle DEFAULT, NEW, and UNCHANGED IDDCX HDR10 metadata states and
publish valid mastering metadata through KVMFR. Preserve the metadata
across post-processing without reallocating resources for
metadata-only changes.
Invalidate in-progress swap chain setup when IddCx unassigns the
monitor, and serialize replacement assignments so workers are
never started on abandoned handles.
Also initialize all worker dependencies before starting the processing
thread and treat teardown during SetDevice as normal cancellation.
Preserve the requested display mode across intermediate swap chains when
rapid resolution changes cause replugs to be coalesced. Apply and clear
the mode only once the final replacement swap chain is ready.
Keep the replug lifecycle gated until the old swap chain has drained and
released its pending frame, and the replacement swap chain is fully
initialized. Coalesce additional requests into a follow-up replug to
prevent overlapping topology changes and IddCx release-frame timeout
bugchecks.
Drop frames when the LGMP queue is full instead of blocking
while holding an IddCx surface. Always finish every
acquired frame, including duplicate frame numbers, so
replug teardown cannot trigger the release-frame watchdog.
Generate the EDID once during adapter initialization and update only the
live mode list when resolutions change.
Changing the EDID during a monitor replug causes Windows to identify it
as a different monitor, losing the existing display configuration.
Reusing the original EDID preserves the monitor identity while still
allowing dynamic modes to be advertised through IddCx.
Submit the D3D12 copy before exposing the frame through LGMP, preventing
clients from waiting on work that has not yet been queued. Track the
last published buffer separately for safe subscriber resends and handle
submission failures.