feat(windows-client): D3D11VA zero-copy hw decode + HDR10 present + GUI polish
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The client was pure software HEVC decode + CPU swscale->RGBA + a full-frame
dynamic-texture upload every frame -- the reason performance was poor on a GPU
box (the GPU sat idle while the CPU churned). This adds a hardware path, HDR,
and a GUI pass.
Performance -- D3D11VA zero-copy:
- gpu.rs (new): one D3D11 device (hardware + VIDEO_SUPPORT, WARP fallback,
multithread-protected) shared by decoder and presenter via a Send/Sync
OnceLock. Sharing is mandatory -- a decoded texture is only bindable on the
device that created it. windows-rs COM interfaces are !Send/!Sync, so the
unsafe impl is sound only under the multithread protection + disjoint
decode(video ctx)/present(immediate ctx) split.
- video.rs: D3d11vaDecoder (raw FFI mirroring the Linux VAAPI module). The
COM-typed AVD3D11VA{Device,Frames}Context are declared here (stable FFmpeg
ABI) to avoid ffmpeg-sys binding the d3d11 headers; get_format builds a frames
ctx with BindFlags=SHADER_RESOURCE so the NV12/P010 array slices are
sampleable. av_frame_clone guard keeps each surface out of the reuse pool
until the presenter drops it. Software decode stays as the fallback
(DecoderPref Auto/Hardware/Software; auto falls back on init/decode error).
- present.rs: shared device; per-plane SRVs over the array slice
(NV12->R8/R8G8, P010->R16/R16G16) + three pixel shaders (RGBA passthrough,
NV12/BT.709, P010/BT.2020-PQ). present() now takes the frame by value so the
GPU surface survives re-presents.
HDR:
- Detected in-band (transfer == SMPTE2084), same signal as the other clients.
Swapchain flips to R10G10B10A2 + ST.2084 + HDR10 metadata. New Settings toggle
gates advertising VIDEO_CAP_10BIT|HDR; host still gates 10-bit behind its own
PUNKTFUNK_10BIT + actual-HDR-content checks.
GUI (windows-reactor):
- Host cards with accent-monogram avatars + colored status pills, InfoBar for
errors/pairing hints, ToggleSwitch settings (+ HDR, decoder, bitrate), button
icons, a richer connecting screen, and a stream HUD with GPU/CPU-decode + HDR
status chips.
Not yet on-glass validated: the Linux dev box can't compile the cfg(windows)
code (ffmpeg/windows crates unfetched; WARP has no hw decode) -- only
cargo fmt checks it here. API shapes verified against the windows-rs/reactor
source and the YUV->RGB coefficients checked by hand, but D3D11VA + shaders +
the GUI need a real build (Windows CI / build VM) and on-glass test on the RTX
box. The host-side HDR encode path is unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -10,7 +10,8 @@
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//! punktfunk-client (open the WinUI 3 window: host list, settings, pairing)
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//! punktfunk-client --discover (list punktfunk hosts on the LAN)
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//! punktfunk-client --headless --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz]
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//! [--bitrate MBPS] [--mic] (no window; count frames + print stats)
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//! [--bitrate MBPS] [--mic] [--decoder auto|hardware|software] [--no-hdr]
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//! (no window; count frames + print stats)
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// Link as a GUI (windows) subsystem binary so the default windowed launch (MSIX / double-click)
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// does NOT pop a console window. The CLI paths (--headless/--discover) reattach to the launching
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@@ -26,6 +27,8 @@ mod discovery;
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#[cfg(windows)]
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mod gamepad;
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#[cfg(windows)]
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mod gpu;
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#[cfg(windows)]
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mod input;
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#[cfg(windows)]
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mod present;
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@@ -162,7 +165,11 @@ fn run_headless_cli(args: &[String], identity: (String, String)) {
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}
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}
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tracing::info!(%host, port, ?mode, tofu = pin.is_none(), "connecting (headless)");
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let decoder = arg("--decoder")
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.map(|d| crate::video::DecoderPref::from_name(&d))
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.unwrap_or_default();
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tracing::info!(%host, port, ?mode, tofu = pin.is_none(), ?decoder, "connecting (headless)");
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let handle = session::start(session::SessionParams {
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host,
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port,
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@@ -171,6 +178,8 @@ fn run_headless_cli(args: &[String], identity: (String, String)) {
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gamepad: GamepadPref::Auto,
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bitrate_kbps,
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mic_enabled: flag("--mic"),
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hdr_enabled: !flag("--no-hdr"),
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decoder,
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pin,
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identity,
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});
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