feat(windows): parallel virtual displays — proto v3 ring binding, manager slot map, group topology (W0–W3)
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design/windows-parallel-virtual-displays.md (display-management Stage 7 / §6.6): N simultaneously-live pf-vdisplay monitors, one sealed ring each, every idd-push-security invariant preserved per-ring. - proto v3: SharedHeader._pad → target_id — the ring NAMES its monitor, host-stamped before the magic; the driver publisher refuses a cross-bound ring via the shared, unit-tested frame::check_attach (new DRV_STATUS_BIND_FAIL — the gamepad pad_index validation applied to frames, invariant #10); the host's wait_for_attach surfaces the refusal loudly and self-checks its own stamp. - manager: the one-monitor MgrState becomes a slot map keyed by the client's identity slot (0 = anonymous/GameStream); per-slot reconnect + dead-WUDFHost preempts, slot-scoped begin_idd_setup (a different identity is an admission question, never a preempt), ONE device-level watchdog pinger, per-slot /display/state + /display/release. - group topology: isolate_displays_ccd takes the managed target SET (a sibling slot is never deactivated); SavedConfig + the DDC/PnP axes move to the group record (first-in captures, last-out restores); desktop layout via CCD source origins from the pure layout::arrange (auto-row default, manual pins win), re-applied on create + reconfigure. - admission: the Windows separate→reject override now sits behind the PUNKTFUNK_WIN_SEPARATE=1 validation hatch (the wedge it guarded is structurally gone — a second identity gets its own monitor + ring; default flips in W5 after soak); max_displays and NVENC session-unit budgets decline an unaffordable display AT admission; kick_dwm_compose is process-globally throttled and per-display — cursor jump + 35 ms dwell (a sub-tick jump composes nothing; DWM reads dirties from current state at the next vsync tick). On-glass on the RTX box: V1/V2/V4/V5/V6/V9 green — two paired clients on two monitors streaming ~60 fps each with zero mismatches and zero bind failures, churn-hammer clean (no 0x80070490), per-ring mode-change recreate leaves the sibling untouched, typed budget rejection, fault-injected cross-bind refused loudly with the sibling undisturbed. V7: WUDFHost-kill shared fate is clean; in-process device recovery is a known follow-up (the retired-never-closed control handles block the adapter cycle — reset-pf-vdisplay.ps1 recovers). DWM composes two IDD monitors concurrently at 60 fps — the plan's load-bearing unknown, answered yes. Also carries the client-HDR EDID forwarding that shared this working tree (Hello::display_hdr → AddRequest luminance tail → the monitor's CTA-861.3 HDR block, PUNKTFUNK_CLIENT_PEAK_NITS hatch) and the Deck client fixes (40 ms rumble keep-alive with 1-LSB jitter, HDR self-diagnosing presenter warn, flatpak HDR env). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -84,6 +84,22 @@ finish-args:
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- --share=network
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# --- persistent client identity / pairing store (shared with punktfunk-probe) ---
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- --filesystem=~/.config/punktfunk:create # client-{cert,key}.pem, known-hosts, settings
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# --- HDR under gamescope (Steam Deck Game Mode) ---
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# A flatpak's Vulkan loader can't see the host's gamescope WSI layer, so the SDL3 surface never
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# offers the HDR10 (ST.2084) colorspace and the presenter silently tone-maps PQ->SDR — the
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# Game-Mode HDR indicator stays dark (verified on a Deck OLED: the sandbox loader found NO
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# frog/gamescope layer). The layer ships as the runtime extension
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# `org.freedesktop.Platform.VulkanLayer.gamescope`, which org.gnome.Platform//50 auto-mounts at
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# /usr/lib/extensions/vulkan/gamescope once installed (a one-time, per-Deck step; keep it in the
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# Decky plugin's setup / docs):
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# flatpak install --user -y flathub org.freedesktop.Platform.VulkanLayer.gamescope//25.08
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# These two env vars are all the app itself needs: the first puts the layer's implicit-layer JSON
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# on the Vulkan loader's search path (the runtime point mounts the files but not onto the path),
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# the second flips the layer's own `enable_environment` gate. With both, the surface starts
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# offering HDR10 and the presenter's existing HDR10 swapchain path engages automatically — no
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# client code change. Harmless off-Deck: the layer no-ops when there's no gamescope socket.
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- --env=VK_ADD_IMPLICIT_LAYER_PATH=/usr/lib/extensions/vulkan/gamescope/share/vulkan/implicit_layer.d
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- --env=ENABLE_GAMESCOPE_WSI=1
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build-options:
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append-path: /usr/lib/sdk/rust-stable/bin:/usr/lib/sdk/llvm20/bin
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