feat(gamestream): advertise HDR + surface the game library (with covers) to Moonlight
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Bring the GameStream/Moonlight plane up to the native plane's capability parity.

HDR (Windows only):
- New host_hdr_capable() gate (Windows + PUNKTFUNK_10BIT, matching the native
  policy). serverinfo layers SCM_HEVC_MAIN10 onto the probed/static codec mask, so
  Moonlight finally offers its HDR toggle (live: mask 0x10101 -> 0x10301).
- Parse the client's dynamicRangeMode into StreamConfig.hdr and pass it through to
  OutputFormat::resolve, so a client HDR request proactively enables advanced color
  on the per-session virtual display (PQ flows even from an SDR desktop). The
  encoder bit depth now derives from the captured frame format (gs_bit_depth) rather
  than a hard-coded 8 that mislabeled the already-Main10 HDR stream.

Game library in /applist:
- The catalog now layers library::all_games() (Steam/Epic/GOG/Xbox/custom) on top of
  Desktop/apps.json, each with a STABLE GameStream id (FNV-1a, dedup-probed) and the
  store-qualified library id. Launch routes through the existing security-reviewed
  launch_title/launch_command via library::launch_gamestream_library — a client can
  only pick an existing title, never inject a command.
- /appasset cover proxy: Moonlight fetches per-app covers from the host, so resolve
  appid -> library cover URL and proxy the bytes (portrait -> header -> hero -> logo;
  data: + bounded http(s) fetch), on a blocking thread. IsHdrSupported reflects the
  host HDR capability.

4:4:4 stays off on GameStream by design: stock Moonlight is 4:2:0 and the Windows
IDD-push capturer can't deliver full chroma yet (capturer_supports_444() == false);
the gate is documented so it lights up once IDD-push full-chroma capture lands.

Validated live (Moonlight -> Windows NVENC host): HDR advertised, the Epic library
shows with covers, launch works. clippy clean; apps/serverinfo/library unit tests
cover the HDR mask, stable-id, dedup, and data-URL paths.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-30 13:07:07 +02:00
parent 5a89a64920
commit 12c7ec9e57
7 changed files with 327 additions and 28 deletions
+35 -7
View File
@@ -28,6 +28,10 @@ pub struct StreamConfig {
pub codec: Codec,
/// Client's `x-nv-vqos[0].fec.minRequiredFecPackets` — parity floor per FEC block.
pub min_fec: u8,
/// Client requested HDR (`dynamicRangeMode != 0`) AND the host can deliver it ([`host_hdr_capable`]).
/// Drives the capturer's proactive advanced-color enable; the encoder picks Main10 from the captured
/// (P010) frame format. Always `false` on a non-HDR host, so the SDR path is unchanged.
pub hdr: bool,
}
/// Slot for the persistent screen capturer, shared with the control plane and reused across
@@ -137,7 +141,15 @@ fn run(
let launch_here = compositor != crate::vdisplay::Compositor::Gamescope;
#[cfg(any(windows, target_os = "linux"))]
if launch_here {
if let Some(cmd) = app
// A library title (Steam/Epic/GOG/Xbox/custom, surfaced in /applist) carries its
// store-qualified id — resolve + launch it against the host's OWN library (the client can
// only pick an existing title, never inject a command). An apps.json entry instead carries
// an operator-typed `cmd`. Library id wins when both are set.
if let Some(lib_id) = app.and_then(|a| a.library_id.as_deref()) {
if let Err(e) = crate::library::launch_gamestream_library(lib_id) {
tracing::warn!(library_id = lib_id, error = %e, "gamestream: could not launch library title");
}
} else if let Some(cmd) = app
.and_then(|a| a.cmd.as_deref())
.filter(|c| !c.trim().is_empty())
{
@@ -245,11 +257,13 @@ fn open_gs_virtual_source(
refresh_hz: cfg.fps,
})
.context("create virtual output at client resolution")?;
// want_hdr=false: GameStream HDR is not negotiated into StreamConfig here (the default WGC backend
// still auto-detects HDR from the output colorspace; only the opt-in IDD-push path streams SDR).
// HDR: pass the negotiated `cfg.hdr` (client asked for HDR AND the host can deliver it). On the
// Windows IDD-push path this proactively enables advanced color on the virtual display so a Main10
// PQ stream flows even from an SDR desktop; an already-HDR desktop streams PQ regardless (the
// capturer follows the display). No-op on Linux (8-bit, and `cfg.hdr` is always false there).
let capturer = capture::capture_virtual_output(
vout,
capture::OutputFormat::resolve(false),
capture::OutputFormat::resolve(cfg.hdr),
crate::session_plan::CaptureBackend::resolve(),
)
.context("capture virtual output")?;
@@ -257,6 +271,19 @@ fn open_gs_virtual_source(
Ok((capturer, compositor))
}
/// The encoder bit depth implied by the captured frame's pixel format: a 10-bit (HDR) source — the
/// Windows IDD-push capturer's `P010`/`Rgb10a2` when the desktop is HDR — opens NVENC as HEVC Main10
/// (BT.2020 PQ); everything else is 8-bit. The encoder backends already key the real profile off the
/// `format`, so this just keeps the `bit_depth` argument honest (the old hard-coded `8` mislabeled an
/// HDR stream that the format had already promoted to 10-bit).
fn gs_bit_depth(format: crate::capture::PixelFormat) -> u8 {
use crate::capture::PixelFormat;
match format {
PixelFormat::P010 | PixelFormat::Rgb10a2 => 10,
_ => 8,
}
}
/// One frame's packets, handed from the encode thread to the send thread.
type PacketBatch = Vec<Vec<u8>>;
@@ -442,9 +469,10 @@ fn stream_body(
cfg.fps,
cfg.bitrate_kbps as u64 * 1000,
frame.is_cuda(),
8, // GameStream/Moonlight path: 8-bit (its own codec negotiation)
// 8-bit SDR, or 10-bit when the captured frame is HDR (P010) — see `gs_bit_depth`.
gs_bit_depth(frame.format),
// GameStream/Moonlight stays 4:2:0 — stock Moonlight clients can't decode 4:4:4, and the
// protocol has no chroma negotiation. 4:4:4 is punktfunk/1-native only.
// Windows IDD-push capturer can't yet deliver full-chroma frames. 4:4:4 is punktfunk/1-native only.
encode::ChromaFormat::Yuv420,
)
.context("open video encoder for stream")?;
@@ -574,7 +602,7 @@ fn stream_body(
cfg.fps,
cfg.bitrate_kbps as u64 * 1000,
frame.is_cuda(),
8,
gs_bit_depth(frame.format),
encode::ChromaFormat::Yuv420, // GameStream stays 4:2:0
)
.context("reopen encoder after rebuild")?;