feat(windows-client): SDL3 gamepads + docs — full stage-1 parity, MSVC-green
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Adds the SDL3 gamepad service (near-verbatim port of the GTK client's — SDL3 is cross-platform) and wires it into the winit app: per-session capture (buttons/axes, DualSense touchpad + motion 0xCC), feedback (rumble, lightbar, raw DualSense effects), single-pad-forwarded model with auto pad-type from the physical controller. Built from source on Windows (no system SDL3). - gamepad.rs: GamepadService (app-lifetime SDL thread) attach/detach on session connect/end; auto_pref resolves "Automatic" to the attached pad's type. - app.rs: hold the service, attach on Connected, detach on Ended/Failed/close. Also simplify the keydown path (drop the identical if/else arms). - main.rs: start the service for the windowed path, resolve GamepadPref from settings + the physical pad. Build gotcha documented + fixed in the dev loop: SDL3's build-from-source MSVC precompiled-header chokes on the `ü` in the dev box's username embedded in the cargo registry path (MSB8084/C4828) — CARGO_HOME must be an ASCII path (C:\Users\Public\.cargo). Unrelated to our code. Docs: CLAUDE.md M4 + docs/windows-client-bootstrap.md status banner (winit-not-Reactor rationale, CARGO_HOME gotcha, what's pending) + docs-site clients.md "Windows desktop client (in development)". Crate is build + clippy + fmt + test green on x86_64-pc-windows-msvc. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -112,6 +112,21 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
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Intel/AMD client box to live-verify the hw path. Next: the stage-2 raw-Wayland
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presenter (wp_presentation feedback, tearing-control, Vulkan Video on NVIDIA) —
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**wgpu/winit rejected** (no dmabuf import / presentation feedback / shortcuts-inhibit).
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**Windows stage 1 done 2026-06-15** (`crates/punktfunk-client-windows`, binary
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`punktfunk-client`): pure-Rust **winit + Direct3D11 flip-model swapchain** present (WARP
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fallback for the GPU-less dev box; runtime-compiled fullscreen-triangle shaders, Contain-fit
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letterbox), **FFmpeg software HEVC decode** (D3D11VA hw decode is the follow-up), **WASAPI**
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shared-mode render + mic capture, keyboard (physical-`KeyCode`→VK) + absolute mouse + wheel
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capture (Moonlight-style click-to-capture, Ctrl+Alt+Shift+Q release), **SDL3** gamepads
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(rumble/lightbar/DualSense, built from source), `mdns-sd` discovery, shared client identity
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+ TOFU + SPAKE2 PIN pairing (`--connect`/`--discover`/`--pair`/`--headless`). Builds + clippy
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+ fmt + tests green on `x86_64-pc-windows-msvc` (built on the dev VM). **UI = winit + raw
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D3D11, NOT WinUI3/Reactor** — a research pass confirmed windows-rs Reactor ships no
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`SwapChainPanel`/`SetSwapChain` escape hatch, so it can't host the presenter (the bootstrap
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doc's sanctioned fallback). Gotcha: `CARGO_HOME` must be an ASCII path — the `ü` in the dev
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box's username breaks SDL3's MSVC precompiled-header build. Next: live host validation
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(no GPU on the dev box → glass-to-glass defers to the RTX box), D3D11VA hw decode + 10-bit/HDR
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present, a native host-list/settings GUI, and RAWINPUT relative-mouse pointer-lock.
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2. **Sub-frame pipelining**: overlap encode and transmit within a frame. Requires a direct
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NVENC SDK wrapper (libavcodec only emits whole AUs) — the next big latency lever (~2–4 ms
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at high res).
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