Ship the Android client's 3-tier stats-overlay semantics in every other client
(design/stats-unification.md vocabulary): Off → Compact (one line: fps · e2e ms ·
Mb/s + loss flag) → Normal (mode + e2e p50/p95 + loss counters) → Detailed
(decoder path, HDR tag, per-stage latency equation).
Apple: new StatsVerbosity in PunktfunkKit persisted under punktfunk.statsVerbosity
(migrates the legacy hudEnabled bool: explicit off → Off, else Normal). The
existing three-finger tap (TouchMouse, trackpad/pointer modes only — touch
passthrough untouched) now cycles the tiers instead of toggling, matching
Android; ⌃⌥⇧S (menu + captured-state monitor) cycles the same ladder. Tiered
StreamHUDView (compact glass pill / headline HUD / full equation HUD); the iOS
corner disconnect also shows in Compact (the pill carries no button). Tier
pickers on iOS, macOS, tvOS and the gamepad settings UI.
Session stack (Linux + Windows + Deck share punktfunk-session): shared
pf_client_core::trust::StatsVerbosity; Settings grows stats_verbosity with a
show_stats fallback, and writes keep the legacy bool in sync so pre-tier
binaries reading the same JSON agree on off vs on. Ctrl+Alt+Shift+S cycles the
tier and re-renders the OSD immediately from the last stats window; the stdout
stats: line always carries the full Detailed text so the shell status card and
scripts keep a stable shape; --stats bumps Off → Normal without demoting a
richer tier. Tier pickers in the GTK dialog, the WinUI settings page and the
console-UI settings row; shortcut copy updated (GTK shortcuts window, Windows
help, session README). The Windows legacy builtin path keeps its bool HUD.
Tests: tier migration/round-trip in trust.rs, tiered stats_text output in
pf-presenter.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pressing A on an offline-but-wakeable host only queued ConsoleCmd::Wake; the
service thread round-trips its first WakeStatus ~100 ms–1 s later, and until
then the shell had no modal state — navigation kept flowing, the cursor
drifted (e.g. onto Add Host), the arriving status then froze the UI wherever
it sat, and for a fast wake the "Waking…" card was never rendered before the
stream abruptly appeared. Every other input-initiated async path already gates
synchronously (connect via `connecting`, pair via `busy`, screen pushes via
`Motion`); the wake branch was the unique offender.
`apply` now raises an optimistic WakeStatus placeholder in the same call that
forwards the command — the Waking card shows immediately and the wake modal
gate engages on the very next event. `sync` keeps the placeholder alive until
the service's first real status supersedes it (tracked via `wake_optimistic`),
and B-cancel clears both. Regression test replays the exact A-then-navigate
sequence.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live-diagnosed on the RTX box during the adaptive-bitrate A/B: 2 of 3 streams died
with VK_ERROR_DEVICE_LOST at stream start or at a mid-stream encoder rebuild, then
zombied — the demote-to-software path rebuilt the decoder against the same dead
device, FFmpeg wedged inside the rebuild, and the pump flushed a never-draining
backlog every 2 s forever. No OS TDR: the client's own Vulkan misuse. Two causes:
1. The presenter creates ONE graphics-family queue and hands FFmpeg's
AVVulkanDeviceContext the same family (nb_graphics_queues=1 ⇒ queue 0) for its
transfer/compute prep — so the pump thread and the presenter thread submitted to
the SAME VkQueue with no shared lock, violating vkQueueSubmit's external-sync
rule exactly when FFmpeg puts work on the graphics queue (decoder open /
frames-context rebuild = stream start and every ABR encoder re-target). New
guard-less QueueLock (FFmpeg's lock_queue/unlock_queue callbacks are a raw pair)
shared by all four queue users: FFmpeg (callbacks installed via user_opaque),
the presenter's submit/present/wait-idle, and the Skia overlay's flushes.
2. Swapchain recreation destroyed the old swapchain + render semaphores after ONE
fence cycle — the fence proves our submit, not the presentation engine's
semaphore consumption (VUID-vkDestroySemaphore-05149 +
VUID-vkDestroySwapchainKHR-01282 on every recreate). Recreate now drains the
queue (vkQueueWaitIdle under the shared lock — safe now that FFmpeg honours it)
and destroys immediately; the deferred DisplayGarbage machinery is gone.
Resilience: VK_ERROR_DEVICE_LOST anywhere in a present error chain is now fatal —
the run loop fails the session loudly instead of demoting to software on a dead
device (the zombie path).
Verified on the RTX box (RTX 4090 → host .21) under VK_LAYER_KHRONOS_validation:
3/3 stream start/stop cycles clean, then 8 mid-stream encoder rebuilds in one
session (4 ABR down-steps under 10% induced loss + 4 clean-link recovery up-steps
— the exact scenarios that previously killed the device): 0 device losses, 0
wedges, both recreate VUIDs gone (previously fired on every path). Remaining
validation messages are FFmpeg's own video-session VUIDs, untouched by this
change. Linux: clippy -D warnings + tests green (home-worker-2).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Skia console UI grows from the single library coverflow into a complete
couch shell (Apple gamepad-UI parity), so a Deck/gamescope session is
self-sufficient end to end:
- Home: host carousel (saved + discovered + Add Host tile) with presence
pips, paired locks, wake & connect; A/Y/X/B per the Apple launcher.
- In-console SPAKE2 PIN pairing (previously needed the Decky plugin or a
desktop), add-host with a controller keyboard, couch settings over the
shared Settings store, wake-on-LAN overlay with retry, cancelable dials.
- Shell chrome: screen stack with push/pop entrance/exit choreography
(slide + fade + recede; aurora↔form backdrop crossfade), per-pad button
glyphs (PS shapes vs ABXY, keycaps with no pad), menu haptics, toasts,
embedded Geist typography, in-stream start banner.
- Steam Deck: our OSK never draws — fields start SDL text input (the new
Overlay::text_input_active hook) and Steam's keyboard types; a hint chip
points at STEAM + X. Other Linux gets the full gamepad keyboard tray.
- punktfunk-session: bare --browse opens Home; --browse host opens that
host's library with Home behind it (Decky launches keep working, B now
pops instead of quitting). Service threads run discovery, 10 s probes,
pairing, wake loops, fetches, and known-hosts persistence.
- Presenter contract: Launch actions carry the host, CancelConnect never
engages a won race, pad kind/list ride FrameCtx, menu events flow while
dialing so B can cancel.
Every screen renders to PNG on CPU raster for review
(PF_CONSOLE_DUMP=<dir> cargo test -p pf-console-ui -- --ignored dump).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The punktfunk-session Vulkan client (clients/linux-session, now clients/session)
builds and runs on Windows; the WinUI shell spawns it for every stream. Verified
live: 10-bit HEVC via Vulkan Video on both AMD (iGPU) and NVIDIA, 5120x1440 at
130 fps / 8 ms end-to-end on the RTX 4090.
- pf-ffvk: Windows bindgen branch (FFMPEG_DIR + PF_FFVK_VULKAN_INCLUDE, no
pkg-config); provisioning fetches Vulkan-Headers (pinned v1.4.309).
- pf-client-core: builds on Windows — WASAPI audio (audio_wasapi.rs, cfg-swapped
via #[path], same surface as the PipeWire twin), VAAPI/dmabuf gated inline
(chain = vulkan -> software), trust reads the WinUI shell's %APPDATA% stores
(parity tests pin both serialized shapes), Settings gains adapter/hdr_enabled
(serde-defaulted; Linux stores unaffected).
- pf-presenter: builds on Windows — dmabuf module Linux-gated; SDL keyboard grab
while captured (Alt+Tab/Win reach the host); pick_device ranks discrete over
integrated (device 0 was the iGPU on hybrid boxes — the silent footgun) and
honors PUNKTFUNK_VK_ADAPTER (the Settings GPU pick, exported by the session).
- run loop: block in one SDL wait woken by input AND decoded frames (a per-
session forwarder pushes a FrameWake user event) instead of a 1 ms poll —
measured 111%% -> 5%% of a core (NVIDIA), 86%% -> 3.5%% (AMD), stats unchanged.
The pump's decode-fence wait became once-per-window sampling (no per-frame
pipeline stall; the stat now shows true backlog).
- pf-console-ui: builds on Windows (skia-safe msvc prebuilts); font lookup falls
through fontconfig aliases to concrete DirectWrite families (Consolas/Segoe UI)
— browse/coverflow works, verified against a live host.
- WinUI shell: session-always via new src/spawn.rs (GTK spawn.rs port —
CREATE_NO_WINDOW, stdout contract, kill handle); the Stream screen is a status
card (chips + stage lines from the child's stats). The legacy in-process
D3D11VA path stays behind Settings "Streaming engine" / PUNKTFUNK_BUILTIN_
STREAM=1 as the A/B baseline until Phase 8 deletes it. SessionParams.video_caps
makes the HDR toggle real.
- clients/linux-session renamed to clients/session (builds for both OSes).
- CI/MSIX: both workflows build/test both bins with widened path filters; the
MSIX ships punktfunk-session.exe. ARM64 session builds --no-default-features
(rust-skia has no aarch64-pc-windows-msvc prebuilts; flip when it does).
A/B on this box (5120x1440 HEVC vs home-worker-5): NVIDIA Vulkan 130 fps / 8 ms
e2e / 1.6 ms decode — clearly better than the built-in path. The AMD iGPU VCN
saturates at ~52 fps where its own D3D11VA does ~70 — Adrenalin Vulkan decode is
slower on APU silicon; discrete RDNA validation gates Phase 8.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
`cargo fmt --all --check` (ci.yml) was red on main: the client re-architecture
commits and origin's windows-shortcut commit landed with rustfmt violations
(e.g. a 104-char .with_context line in hyprland.rs, an unsorted mod block in
vdisplay.rs, the input.rs `{`-placement CI flagged). Reformat the tree so the
fmt gate passes; no functional changes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The console UI's animated background was a port of the Apple client's LEGACY
fallback — four drifting radial blobs. Apple's shipping look is a 4×4
MeshGradient. Replace the blob field with an SkSL shader that reproduces it: a
smooth bicubic (separable cubic-Bézier) blend of the same 16 sRGB mesh colours,
the four interior control points driving a bounded (weight-normalised) domain
warp so the bright brand-violet pools drift while the frame edges stay pinned —
then the same ±8°/~5-min hue sway, elliptical vignette, and vertical legibility
scrim as the Swift composite(). Same [u_res, u_t] uniforms, so the draw path is
untouched beyond the rename (draw_aurora → draw_background, aurora → mesh).
Verified: the SkSL compiles on Skia's CPU frontend (unit test), and CPU-raster
renders at several time points show the dark-cornered field, the centred bright
pool, warm-left/cool-right temperature split, and the slow interior drift.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The run loop grows a browse mode: the console library idles between
streams in ONE window (no gamescope handoff), overlay actions launch
sessions via run_browse's callback, session end returns to the library.
The Overlay contract gains menu routing (MenuEvent → haptic pulse),
action draining, and session-phase edges.
pf-console-ui ports the GTK launcher wholesale: the coverflow's springs,
cursor arithmetic and recede/tilt constants move verbatim with their
tests (plus new projection tests — focused-card centering, the inner-
edge-recedes corridor); paint order is draw order (the gtk::Fixed
restack hack is gone); the aurora renders as an SkSL runtime shader at
full rate on every box (the 30 Hz CPU-upscale path and its frozen-on-
Deck fallback are deleted — the generated SkSL is compile-tested);
titles/scenes shape through textlayout (CJK-safe). Poster art streams
in as encoded bytes through the shared model and decodes renderer-side.
The session binary wires --browse host[:port] [--mgmt PORT]: KnownHosts
lookup (unpaired renders the pair-first scene), library + art fetch on
threads, PUNKTFUNK_FAKE_LIBRARY dev hook, and a session_params helper
shared with --connect. The minimal build refuses --browse cleanly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The §6.1 presenter↔console-UI contract lands: pf-presenter exposes its
device (SharedDevice) and composites at most one premultiplied-alpha
quad per frame (new overlay.frag + LOAD render pass over the swapchain;
zero cost while the overlay returns None). pf-console-ui implements it
with skia-safe on the shared VkDevice: DirectContext via the ash
dispatch chain, a ring of two offscreen render targets (one-frame-in-
flight safe), damage-driven redraws — the OSD re-renders at 1 Hz, the
hint on capture toggles, nothing per-frame. Skia never touches the
swapchain. The session binary carries it behind the default ui feature:
4.9 MB stripped without, 10 MB with (measured).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>