feat(host/windows): ViGEm virtual gamepad backend
Windows GamepadManager via vigem-client (ViGEmBus) — the uinput-xpad analogue: one virtual Xbox 360 controller per client pad index, created lazily on first State. GameStream/Moonlight already uses the XInput conventions (low-16 button bits, sticks -32768..32767 +Y up, triggers 0..255), so the GamepadFrame->XGamepad mapping is 1:1. Replaces the non-Linux GamepadManager stub (same new/handle/pump_rumble API the m3 PadBackend drives, so no m3 change). Graceful when ViGEmBus is absent (gamepad disabled, session continues). Compiles clean on Windows + Linux; live-test needs the ViGEmBus driver + a physical pad. Rumble back-channel is a TODO (ViGEm notification API). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -127,6 +127,8 @@ windows = { version = "0.62", features = [
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openh264 = "0.9"
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# WASAPI loopback audio capture (default render endpoint -> 48 kHz stereo f32 for the Opus path).
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wasapi = "0.23"
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# Virtual Xbox 360 gamepad via ViGEmBus (the uinput-xpad analogue) — driver installed separately.
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vigem-client = "0.1"
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# NVENC hardware encoder (NVENC SDK, D3D11 input). The SDK pins `cudarc` with
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# `cuda-version-from-build-system` (a build-time CUDA-toolkit probe); its `ci-check` feature switches
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# cudarc to `dynamic-loading` (loads nvcuda.dll at runtime — nothing needed at build), which is how
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