feat(windows-client): WinUI 3 (windows-reactor) UI — host list, settings, pairing, SwapChainPanel present
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Replaces the winit + raw-HWND-D3D11 shell with a native WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI). The earlier "Reactor can't host a swapchain" read was wrong — PR #4499 (merged 2026-06-01) added a SwapChainPanel widget with `set_swap_chain` over `CreateSwapChainForComposition`. Builds + clippy + fmt green on x86_64-pc-windows-msvc. - Cargo: drop winit/raw-window-handle; add windows-reactor + the `windows` crate, both pinned to the SAME windows-rs commit (b4129fcc) so the `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`. Reactor's build.rs downloads the Windows App SDK NuGets + stages the bootstrap DLL/resources.pri — it requires `CARGO_WORKSPACE_DIR` set (now in the VM build env); /temp + /winmd gitignored. - present.rs: composition swapchain (B8G8R8A8 FLIP_SEQUENTIAL premultiplied) bound to the SwapChainPanel; WARP fallback, runtime D3DCompile shaders, dynamic RGBA texture, Contain-fit letterbox; driven by reactor's per-frame `on_rendering`. - app.rs: the WinUI 3 shell — host list (live mDNS + saved + manual), settings (resolution/ refresh/mic combos+toggle), in-app SPAKE2 PIN pairing screen, and the stream page. Trust gate mirrors the GTK client (pinned → silent, pair=optional → TOFU, else PIN); a pinned-fp mismatch routes to re-pair. The session pump + decoded-frame handoff cross to the UI thread via a Mutex side-channel + thread-locals (the SwapChainPanel sample's pattern). - gamepad: `ctl` sender now `Arc<Mutex<…>>` so GamepadService is `Sync` (shared across the UI and session-pump threads). main.rs: windowed = in-app UI; `--headless`/`--discover` keep the CLI paths. Not yet wired: raw stream keyboard/mouse input (next commit — reactor exposes no raw key/ pointer events, so it needs Win32 low-level hooks or Microsoft.UI.Xaml bindings). On-glass validation pending a display (the dev VM is headless/GPU-less). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,6 @@
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[package]
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name = "punktfunk-client-windows"
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description = "Native Windows punktfunk/1 client — winit/D3D11 shell, FFmpeg decode, WASAPI audio, SDL3 gamepads"
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description = "Native Windows punktfunk/1 client — WinUI 3 (windows-reactor) shell, D3D11/SwapChainPanel present, FFmpeg decode, WASAPI audio, SDL3 gamepads"
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version.workspace = true
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edition.workspace = true
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rust-version.workspace = true
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@@ -21,28 +21,23 @@ path = "src/main.rs"
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# is Sync (mutexed plane receivers), so it drops into a UI app cleanly.
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punktfunk-core = { path = "../punktfunk-core", features = ["quic"] }
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# Win32 / Direct3D11 / DXGI surface for the present path + raw input. Software (WARP) device on
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# the GPU-less dev box; the same code drives a hardware adapter on a real GPU.
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windows = { version = "0.62", features = [
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# WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI). Its
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# `build.rs` downloads the Windows App SDK NuGets and stages the bootstrap DLL + resources.pri
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# next to the exe; it requires `CARGO_WORKSPACE_DIR` to be set in the build env. Unpublished
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# (version 0.0.0) and fast-moving, so pinned to a verified commit.
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windows-reactor = { git = "https://github.com/microsoft/windows-rs", rev = "b4129fcc1ae81eec8bf1217539883db821bca3a1" }
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# Win32 / Direct3D11 / DXGI for the SwapChainPanel composition swapchain. Pulled from the SAME
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# windows-rs commit as windows-reactor so their `windows-core` unifies — the `IDXGISwapChain1`
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# we hand to `SwapChainPanelHandle::set_swap_chain` must satisfy reactor's `windows_core::Interface`.
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windows = { git = "https://github.com/microsoft/windows-rs", rev = "b4129fcc1ae81eec8bf1217539883db821bca3a1", features = [
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"Win32_Foundation",
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"Win32_System_Com",
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"Win32_Graphics_Dxgi",
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"Win32_Graphics_Dxgi_Common",
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"Win32_Graphics_Direct3D",
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"Win32_Graphics_Direct3D11",
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"Win32_Graphics_Direct3D_Fxc",
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"Win32_UI_Input",
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"Win32_UI_Input_KeyboardAndMouse",
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"Win32_UI_WindowsAndMessaging",
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"Win32_UI_HiDpi",
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] }
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# UI shell: a winit window + a raw DXGI flip-model swapchain on its HWND (the proven present
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# path; the WinUI3/Reactor option is a documented follow-up). raw-window-handle extracts the
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# HWND for swapchain creation.
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winit = "0.30"
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raw-window-handle = "0.6"
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# Video decode (same FFmpeg pin as the host/Linux client) — software HEVC on the GPU-less dev
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# box; D3D11VA hardware decode is a follow-up for the real-GPU box.
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ffmpeg-next = "8"
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File diff suppressed because it is too large
Load Diff
@@ -4,7 +4,7 @@
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use mdns_sd::{ServiceDaemon, ServiceEvent};
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#[derive(Clone, Debug)]
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#[derive(Clone, Debug, PartialEq)]
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pub struct DiscoveredHost {
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/// Stable row key: the advertised host id, falling back to the mDNS fullname.
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pub key: String,
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@@ -51,7 +51,9 @@ pub struct GamepadService {
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pads: Arc<Mutex<Vec<PadInfo>>>,
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active: Arc<Mutex<Option<PadInfo>>>,
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pinned: Arc<Mutex<Option<u32>>>,
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ctl: Sender<Ctl>,
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// `Arc<Mutex<…>>` (not a bare `Sender`, which is `!Sync`) so the service is `Sync` — the
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// WinUI app shares it across the UI thread and the session-pump thread (attach/detach).
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ctl: Arc<Mutex<Sender<Ctl>>>,
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}
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impl GamepadService {
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@@ -75,7 +77,7 @@ impl GamepadService {
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pads,
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active,
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pinned,
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ctl,
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ctl: Arc::new(Mutex::new(ctl)),
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}
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}
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@@ -95,15 +97,15 @@ impl GamepadService {
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#[allow(dead_code)] // consumed by the settings GUI (follow-up)
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pub fn set_pinned(&self, id: Option<u32>) {
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let _ = self.ctl.send(Ctl::Pin(id));
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let _ = self.ctl.lock().unwrap().send(Ctl::Pin(id));
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}
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pub fn attach(&self, connector: Arc<NativeClient>) {
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let _ = self.ctl.send(Ctl::Attach(connector));
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let _ = self.ctl.lock().unwrap().send(Ctl::Attach(connector));
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}
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pub fn detach(&self) {
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let _ = self.ctl.send(Ctl::Detach);
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let _ = self.ctl.lock().unwrap().send(Ctl::Detach);
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}
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/// What "Automatic" resolves to right now — the virtual pad matching the physical one
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@@ -1,162 +0,0 @@
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//! Local key/button codes → the punktfunk input wire contract.
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//!
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//! The wire carries Windows Virtual-Key codes (the GameStream convention; the host maps them
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//! back with `inject::vk_to_evdev`). On Windows the VK is the *native* source — but winit
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//! hands us a layout-independent **physical** `KeyCode` (`KeyA` is always the QWERTY-A
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//! position), which is exactly what a game wants: positional keys map positionally regardless
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//! of the user's keyboard layout. This table is that physical-position → VK mapping, the
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//! direct analogue of the Linux client's evdev table.
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use winit::keyboard::KeyCode;
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/// Map a winit physical `KeyCode` to the Windows VK code the host expects. `None` = a key the
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/// wire contract doesn't cover (media keys etc.) — drop it rather than guess.
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pub fn keycode_to_vk(code: KeyCode) -> Option<u8> {
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use KeyCode::*;
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Some(match code {
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// --- Navigation / editing / whitespace ---
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Backspace => 0x08,
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Tab => 0x09,
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Enter => 0x0D,
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Pause => 0x13,
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CapsLock => 0x14,
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Escape => 0x1B,
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Space => 0x20,
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PageUp => 0x21,
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PageDown => 0x22,
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End => 0x23,
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Home => 0x24,
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ArrowLeft => 0x25,
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ArrowUp => 0x26,
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ArrowRight => 0x27,
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ArrowDown => 0x28,
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PrintScreen => 0x2C,
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Insert => 0x2D,
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Delete => 0x2E,
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// --- Digit row ---
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Digit0 => 0x30,
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Digit1 => 0x31,
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Digit2 => 0x32,
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Digit3 => 0x33,
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Digit4 => 0x34,
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Digit5 => 0x35,
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Digit6 => 0x36,
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Digit7 => 0x37,
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Digit8 => 0x38,
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Digit9 => 0x39,
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// --- Letters ---
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KeyA => 0x41,
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KeyB => 0x42,
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KeyC => 0x43,
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KeyD => 0x44,
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KeyE => 0x45,
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KeyF => 0x46,
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KeyG => 0x47,
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KeyH => 0x48,
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KeyI => 0x49,
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KeyJ => 0x4A,
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KeyK => 0x4B,
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KeyL => 0x4C,
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KeyM => 0x4D,
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KeyN => 0x4E,
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KeyO => 0x4F,
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KeyP => 0x50,
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KeyQ => 0x51,
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KeyR => 0x52,
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KeyS => 0x53,
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KeyT => 0x54,
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KeyU => 0x55,
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KeyV => 0x56,
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KeyW => 0x57,
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KeyX => 0x58,
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KeyY => 0x59,
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KeyZ => 0x5A,
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// --- Meta / context-menu ---
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SuperLeft => 0x5B, // VK_LWIN
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SuperRight => 0x5C, // VK_RWIN
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ContextMenu => 0x5D,
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// --- Numpad ---
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Numpad0 => 0x60,
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Numpad1 => 0x61,
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Numpad2 => 0x62,
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Numpad3 => 0x63,
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Numpad4 => 0x64,
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Numpad5 => 0x65,
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Numpad6 => 0x66,
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Numpad7 => 0x67,
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Numpad8 => 0x68,
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Numpad9 => 0x69,
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NumpadMultiply => 0x6A,
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NumpadAdd => 0x6B,
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NumpadEnter => 0x6C, // VK_SEPARATOR (matches the Linux client's KP_ENTER mapping)
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NumpadSubtract => 0x6D,
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NumpadDecimal => 0x6E,
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NumpadDivide => 0x6F,
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// --- Function keys ---
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F1 => 0x70,
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F2 => 0x71,
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F3 => 0x72,
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F4 => 0x73,
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F5 => 0x74,
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F6 => 0x75,
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F7 => 0x76,
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F8 => 0x77,
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F9 => 0x78,
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F10 => 0x79,
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F11 => 0x7A,
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F12 => 0x7B,
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// --- Locks ---
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NumLock => 0x90,
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ScrollLock => 0x91,
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// --- Left/right modifiers ---
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ShiftLeft => 0xA0,
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ShiftRight => 0xA1,
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ControlLeft => 0xA2,
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ControlRight => 0xA3,
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AltLeft => 0xA4,
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AltRight => 0xA5,
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// --- OEM punctuation (US-layout positions) ---
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Semicolon => 0xBA, // VK_OEM_1
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Equal => 0xBB, // VK_OEM_PLUS
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Comma => 0xBC, // VK_OEM_COMMA
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Minus => 0xBD, // VK_OEM_MINUS
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Period => 0xBE, // VK_OEM_PERIOD
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Slash => 0xBF, // VK_OEM_2
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Backquote => 0xC0, // VK_OEM_3
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BracketLeft => 0xDB, // VK_OEM_4
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Backslash => 0xDC, // VK_OEM_5
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BracketRight => 0xDD, // VK_OEM_6
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Quote => 0xDE, // VK_OEM_7
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IntlBackslash => 0xE2, // VK_OEM_102 (the 102nd key)
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_ => return None,
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})
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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/// Spot-check positions against the Windows VK constants the host's `vk_to_evdev` knows.
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#[test]
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fn maps_known_positions() {
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assert_eq!(keycode_to_vk(KeyCode::KeyA), Some(0x41));
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assert_eq!(keycode_to_vk(KeyCode::KeyZ), Some(0x5A));
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assert_eq!(keycode_to_vk(KeyCode::Digit0), Some(0x30));
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assert_eq!(keycode_to_vk(KeyCode::Escape), Some(0x1B));
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assert_eq!(keycode_to_vk(KeyCode::F11), Some(0x7A));
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assert_eq!(keycode_to_vk(KeyCode::ShiftLeft), Some(0xA0));
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assert_eq!(keycode_to_vk(KeyCode::IntlBackslash), Some(0xE2));
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assert_eq!(keycode_to_vk(KeyCode::Numpad9), Some(0x69));
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// A key outside the wire contract is dropped, not guessed.
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assert_eq!(keycode_to_vk(KeyCode::AudioVolumeMute), None);
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}
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}
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@@ -1,18 +1,16 @@
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//! `punktfunk-client` — the native Windows punktfunk/1 client.
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//!
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//! Pure Rust: `NativeClient` linked as a crate (no C ABI, like the GTK Linux client) ·
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//! FFmpeg decode · WASAPI audio · SDL3 gamepads · a winit window + Direct3D11 flip-model
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//! swapchain present surface. The trust surface mirrors the other native clients: persistent
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//! identity, trust-on-first-use, SPAKE2 PIN pairing.
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//! Pure Rust: `NativeClient` linked as a crate (no C ABI, like the GTK Linux client) · FFmpeg
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//! decode · WASAPI audio · SDL3 gamepads · a **WinUI 3** shell (windows-reactor) with the video
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//! on a `SwapChainPanel` bound to a D3D11 composition swapchain. The trust surface mirrors the
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//! other native clients: persistent identity, trust-on-first-use, SPAKE2 PIN pairing — all in-app
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//! (host list, settings, pairing). `--headless` keeps a CLI connect path for tests/measurement.
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//!
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//! Usage:
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//! punktfunk-client --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz]
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//! [--bitrate MBPS] [--mic]
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//! punktfunk-client --headless --connect … (no window; count frames + print stats)
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//!
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//! Trust: an explicit `--pin HEX` (or a host already pinned in the known-hosts store) connects
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//! silently; `--pair PIN` runs the SPAKE2 ceremony first; otherwise the connect is
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//! trust-on-first-use (the observed fingerprint is pinned on success).
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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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#[cfg(windows)]
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mod app;
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@@ -23,8 +21,6 @@ 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 keymap;
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#[cfg(windows)]
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mod present;
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#[cfg(windows)]
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mod session;
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@@ -35,8 +31,6 @@ mod video;
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#[cfg(windows)]
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fn main() {
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use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
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tracing_subscriber::fmt()
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.with_env_filter(
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tracing_subscriber::EnvFilter::try_from_default_env().unwrap_or_else(|_| "info".into()),
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@@ -44,12 +38,6 @@ fn main() {
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.init();
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let args: Vec<String> = std::env::args().collect();
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let arg = |name: &str| -> Option<String> {
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args.iter()
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.position(|a| a == name)
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.and_then(|i| args.get(i + 1))
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.cloned()
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};
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let flag = |name: &str| args.iter().any(|a| a == name);
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if flag("--discover") {
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@@ -57,57 +45,6 @@ fn main() {
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return;
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}
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let Some(target) = arg("--connect") else {
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eprintln!(
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"punktfunk-client: --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz] \
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[--bitrate MBPS] [--mic] [--headless]\n\
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punktfunk-client --discover (list punktfunk hosts on the LAN)"
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);
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std::process::exit(2);
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};
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// Saved settings supply defaults when a CLI flag is absent (the GUI host-list/settings
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// chrome is a follow-up; until then these are the persisted preferences). A CLI flag both
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// overrides and is written back, so the next bare run reuses it.
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let mut settings = trust::Settings::load();
|
||||
let (host, port) = match target.rsplit_once(':') {
|
||||
Some((a, p)) => (a.to_string(), p.parse().unwrap_or(9777)),
|
||||
None => (target.clone(), 9777u16),
|
||||
};
|
||||
// CLI overrides fold into the persisted settings, then we derive the effective values.
|
||||
if let Some(m) = arg("--mode").and_then(|m| {
|
||||
let mut it = m.split(['x', 'X']);
|
||||
Some((
|
||||
it.next()?.parse::<u32>().ok()?,
|
||||
it.next()?.parse::<u32>().ok()?,
|
||||
it.next()?.parse::<u32>().ok()?,
|
||||
))
|
||||
}) {
|
||||
(settings.width, settings.height, settings.refresh_hz) = m;
|
||||
}
|
||||
if let Some(b) = arg("--bitrate").and_then(|b| b.parse::<u32>().ok()) {
|
||||
settings.bitrate_kbps = b * 1000;
|
||||
}
|
||||
if flag("--mic") {
|
||||
settings.mic_enabled = true;
|
||||
}
|
||||
settings.save();
|
||||
let mode = if settings.width != 0 && settings.refresh_hz != 0 {
|
||||
Mode {
|
||||
width: settings.width,
|
||||
height: settings.height,
|
||||
refresh_hz: settings.refresh_hz,
|
||||
}
|
||||
} else {
|
||||
Mode {
|
||||
width: 1920,
|
||||
height: 1080,
|
||||
refresh_hz: 60,
|
||||
}
|
||||
};
|
||||
let bitrate_kbps = settings.bitrate_kbps;
|
||||
let mic_enabled = settings.mic_enabled;
|
||||
|
||||
let identity = match trust::load_or_create_identity() {
|
||||
Ok(i) => i,
|
||||
Err(e) => {
|
||||
@@ -116,7 +53,61 @@ fn main() {
|
||||
}
|
||||
};
|
||||
|
||||
// Resolve trust: explicit pin > already-pinned host > pairing ceremony > TOFU.
|
||||
if flag("--headless") {
|
||||
run_headless_cli(&args, identity);
|
||||
return;
|
||||
}
|
||||
|
||||
// Windowed (default): the WinUI 3 app owns host selection, settings, and pairing.
|
||||
let gamepad = gamepad::GamepadService::start();
|
||||
if let Err(e) = app::run(identity, gamepad) {
|
||||
tracing::error!(error = %e, "WinUI app failed");
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
/// `--headless --connect host[:port] …`: connect from the CLI, count frames, print stats — the
|
||||
/// Windows analogue of `punktfunk-client-rs`.
|
||||
#[cfg(windows)]
|
||||
fn run_headless_cli(args: &[String], identity: (String, String)) {
|
||||
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
let arg = |name: &str| -> Option<String> {
|
||||
args.iter()
|
||||
.position(|a| a == name)
|
||||
.and_then(|i| args.get(i + 1))
|
||||
.cloned()
|
||||
};
|
||||
let flag = |name: &str| args.iter().any(|a| a == name);
|
||||
|
||||
let Some(target) = arg("--connect") else {
|
||||
eprintln!("--headless requires --connect host[:port]");
|
||||
std::process::exit(2);
|
||||
};
|
||||
let (host, port) = match target.rsplit_once(':') {
|
||||
Some((a, p)) => (a.to_string(), p.parse().unwrap_or(9777)),
|
||||
None => (target.clone(), 9777u16),
|
||||
};
|
||||
let mode = arg("--mode")
|
||||
.and_then(|m| {
|
||||
let mut it = m.split(['x', 'X']);
|
||||
Some(Mode {
|
||||
width: it.next()?.parse().ok()?,
|
||||
height: it.next()?.parse().ok()?,
|
||||
refresh_hz: it.next()?.parse().ok()?,
|
||||
})
|
||||
})
|
||||
.unwrap_or(Mode {
|
||||
width: 1280,
|
||||
height: 720,
|
||||
refresh_hz: 60,
|
||||
});
|
||||
let bitrate_kbps = arg("--bitrate")
|
||||
.and_then(|b| b.parse::<u32>().ok())
|
||||
.map(|m| m * 1000)
|
||||
.unwrap_or(0);
|
||||
|
||||
let known = trust::KnownHosts::load();
|
||||
let mut pin = arg("--pin")
|
||||
.and_then(|h| trust::parse_hex32(&h))
|
||||
@@ -133,7 +124,7 @@ fn main() {
|
||||
(&identity.0, &identity.1),
|
||||
code.trim(),
|
||||
&name,
|
||||
std::time::Duration::from_secs(90),
|
||||
Duration::from_secs(90),
|
||||
) {
|
||||
Ok(fp) => {
|
||||
let mut k = trust::KnownHosts::load();
|
||||
@@ -149,59 +140,25 @@ fn main() {
|
||||
pin = Some(fp);
|
||||
}
|
||||
Err(e) => {
|
||||
eprintln!("Pairing failed: {e:?} (wrong PIN, or pairing not armed on the host?)");
|
||||
eprintln!("Pairing failed: {e:?}");
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let headless = flag("--headless");
|
||||
// The app-lifetime gamepad service runs only for the windowed client; it also resolves the
|
||||
// "Automatic" pad type to whatever physical controller is attached (other-client parity).
|
||||
let gamepad_service = (!headless).then(gamepad::GamepadService::start);
|
||||
let gamepad_pref = match GamepadPref::from_name(&settings.gamepad) {
|
||||
Some(GamepadPref::Auto) | None => gamepad_service
|
||||
.as_ref()
|
||||
.map_or(GamepadPref::Auto, |s| s.auto_pref()),
|
||||
Some(explicit) => explicit,
|
||||
};
|
||||
|
||||
tracing::info!(%host, port, ?mode, tofu = pin.is_none(), "connecting");
|
||||
tracing::info!(%host, port, ?mode, tofu = pin.is_none(), "connecting (headless)");
|
||||
let handle = session::start(session::SessionParams {
|
||||
host: host.clone(),
|
||||
host,
|
||||
port,
|
||||
mode,
|
||||
compositor: CompositorPref::Auto,
|
||||
gamepad: gamepad_pref,
|
||||
gamepad: GamepadPref::Auto,
|
||||
bitrate_kbps,
|
||||
mic_enabled,
|
||||
mic_enabled: flag("--mic"),
|
||||
pin,
|
||||
identity,
|
||||
});
|
||||
|
||||
if headless {
|
||||
run_headless(handle);
|
||||
return;
|
||||
}
|
||||
|
||||
let info = app::ConnectInfo {
|
||||
name: host.clone(),
|
||||
addr: host,
|
||||
port,
|
||||
tofu: pin.is_none(),
|
||||
};
|
||||
let gamepad_service = gamepad_service.expect("started for the windowed path");
|
||||
if let Err(e) = app::WinApp::new(handle, info, gamepad_service).run() {
|
||||
tracing::error!(error = %e, "windowed app failed");
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
/// Headless runner (`--headless`): drain events + frames, print stats, exit when the host
|
||||
/// ends or the harness deadline elapses — the Windows analogue of `punktfunk-client-rs`.
|
||||
#[cfg(windows)]
|
||||
fn run_headless(handle: session::SessionHandle) {
|
||||
use std::time::{Duration, Instant};
|
||||
let deadline = Instant::now() + Duration::from_secs(60);
|
||||
let mut frames_seen = 0u64;
|
||||
loop {
|
||||
@@ -218,16 +175,8 @@ fn run_headless(handle: session::SessionHandle) {
|
||||
frames_seen,
|
||||
"stats"
|
||||
),
|
||||
session::SessionEvent::Failed {
|
||||
msg,
|
||||
trust_rejected,
|
||||
} => {
|
||||
tracing::error!(%msg, trust_rejected, "connect failed");
|
||||
if trust_rejected {
|
||||
tracing::error!(
|
||||
"host fingerprint changed or pairing required — re-pair with --pair PIN"
|
||||
);
|
||||
}
|
||||
session::SessionEvent::Failed { msg, .. } => {
|
||||
tracing::error!(%msg, "connect failed");
|
||||
return;
|
||||
}
|
||||
session::SessionEvent::Ended(err) => {
|
||||
@@ -248,8 +197,7 @@ fn run_headless(handle: session::SessionHandle) {
|
||||
}
|
||||
}
|
||||
|
||||
/// `--discover`: browse the LAN for punktfunk hosts (mDNS) and print them, then exit — the
|
||||
/// CLI analogue of the GTK client's discovered-hosts list.
|
||||
/// `--discover`: browse the LAN for punktfunk hosts (mDNS) and print them, then exit.
|
||||
#[cfg(windows)]
|
||||
fn discover_and_print() {
|
||||
use std::time::{Duration, Instant};
|
||||
@@ -281,9 +229,9 @@ fn discover_and_print() {
|
||||
}
|
||||
}
|
||||
|
||||
/// Win32/Direct3D11/WASAPI/SDL3 are Windows turf; this stub keeps `cargo build --workspace`
|
||||
/// green on Linux/macOS (the other native clients live in crates/punktfunk-client-linux and
|
||||
/// clients/apple).
|
||||
/// WinUI 3 / Direct3D11 / WASAPI / SDL3 are Windows turf; this stub keeps `cargo build
|
||||
/// --workspace` green on Linux/macOS (the other native clients live in
|
||||
/// crates/punktfunk-client-linux and clients/apple).
|
||||
#[cfg(not(windows))]
|
||||
fn main() {
|
||||
eprintln!(
|
||||
|
||||
@@ -1,17 +1,19 @@
|
||||
//! Direct3D11 presenter: upload a decoded `CpuFrame` (RGBA) into a dynamic texture and draw
|
||||
//! it Contain-fit into a flip-model swapchain bound to the window's HWND, then present.
|
||||
//! Direct3D11 presenter for a WinUI 3 `SwapChainPanel`: upload a decoded `CpuFrame` (RGBA)
|
||||
//! into a dynamic texture and draw it Contain-fit into a **composition** flip-model swapchain,
|
||||
//! which the reactor stream page binds to the panel via `SwapChainPanelHandle::set_swap_chain`.
|
||||
//!
|
||||
//! The device prefers a hardware adapter and falls back to **WARP** (the GPU-less dev box
|
||||
//! runs the whole present path in software). The draw is a single full-screen triangle
|
||||
//! sampling the video texture; a letterbox is produced by clearing the back buffer black and
|
||||
//! setting the viewport to the Contain-fit rect (no per-frame vertex buffer). This is the
|
||||
//! SDR 8-bit path; the 10-bit/HDR present (`R10G10B10A2` + `SetColorSpace1(...G2084_P2020)`)
|
||||
//! is a follow-up alongside the P010 D3D11VA decode.
|
||||
//! The device prefers a hardware adapter and falls back to **WARP** (the GPU-less dev box runs
|
||||
//! the whole present path in software). The draw is a single full-screen triangle sampling the
|
||||
//! video texture; a letterbox is produced by clearing the back buffer black and setting the
|
||||
//! viewport to the Contain-fit rect (no per-frame vertex buffer). SDR 8-bit path; the
|
||||
//! 10-bit/HDR present (`R10G10B10A2` + `SetColorSpace1`) is a follow-up alongside P010 decode.
|
||||
//!
|
||||
//! All `windows` types here come from the same windows-rs commit as `windows-reactor`, so the
|
||||
//! `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`.
|
||||
|
||||
use crate::video::CpuFrame;
|
||||
use anyhow::{anyhow, Context, Result};
|
||||
use windows::core::{Interface, PCSTR};
|
||||
use windows::Win32::Foundation::{HMODULE, HWND};
|
||||
use windows::Win32::Graphics::Direct3D::Fxc::{D3DCompile, D3DCOMPILE_OPTIMIZATION_LEVEL3};
|
||||
use windows::Win32::Graphics::Direct3D::{
|
||||
ID3DBlob, D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_FEATURE_LEVEL_11_0,
|
||||
@@ -35,63 +37,114 @@ SamplerState smp : register(s0);
|
||||
float4 ps_main(VSOut i) : SV_Target { return tex.Sample(smp, i.uv); }
|
||||
"#;
|
||||
|
||||
pub struct Renderer {
|
||||
pub struct Presenter {
|
||||
device: ID3D11Device,
|
||||
context: ID3D11DeviceContext,
|
||||
vs: ID3D11VertexShader,
|
||||
ps: ID3D11PixelShader,
|
||||
sampler: ID3D11SamplerState,
|
||||
/// Video texture + its SRV + dimensions; recreated when the decoded size changes.
|
||||
swap: IDXGISwapChain1,
|
||||
rtv: Option<ID3D11RenderTargetView>,
|
||||
/// Video texture + SRV + dimensions; recreated when the decoded size changes.
|
||||
tex: Option<(ID3D11Texture2D, ID3D11ShaderResourceView, u32, u32)>,
|
||||
/// Panel (swapchain) size in pixels, updated on resize.
|
||||
panel_w: u32,
|
||||
panel_h: u32,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
pub fn new() -> Result<Renderer> {
|
||||
impl Presenter {
|
||||
/// Create the D3D11 device + composition swapchain + shaders, sized to the panel.
|
||||
pub fn new(width: u32, height: u32) -> Result<Presenter> {
|
||||
let (device, context) = create_device()?;
|
||||
let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?;
|
||||
let ps_blob = compile(SHADER_HLSL, "ps_main", "ps_5_0")?;
|
||||
let (vs, ps) = unsafe {
|
||||
let mut vs = None;
|
||||
device
|
||||
.CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs))
|
||||
.context("CreateVertexShader")?;
|
||||
let mut ps = None;
|
||||
device
|
||||
.CreatePixelShader(blob_bytes(&ps_blob), None, Some(&mut ps))
|
||||
.context("CreatePixelShader")?;
|
||||
(vs.unwrap(), ps.unwrap())
|
||||
};
|
||||
let sampler = unsafe {
|
||||
let desc = D3D11_SAMPLER_DESC {
|
||||
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
|
||||
AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
MaxLOD: D3D11_FLOAT32_MAX,
|
||||
..Default::default()
|
||||
};
|
||||
let mut s = None;
|
||||
device
|
||||
.CreateSamplerState(&desc, Some(&mut s))
|
||||
.context("CreateSamplerState")?;
|
||||
s.unwrap()
|
||||
};
|
||||
Ok(Renderer {
|
||||
let (vs, ps, sampler) = build_pipeline(&device)?;
|
||||
let swap = create_composition_swapchain(&device, width.max(1), height.max(1))?;
|
||||
Ok(Presenter {
|
||||
device,
|
||||
context,
|
||||
vs,
|
||||
ps,
|
||||
sampler,
|
||||
swap,
|
||||
rtv: None,
|
||||
tex: None,
|
||||
panel_w: width.max(1),
|
||||
panel_h: height.max(1),
|
||||
})
|
||||
}
|
||||
|
||||
pub fn device(&self) -> &ID3D11Device {
|
||||
&self.device
|
||||
/// The DXGI swapchain to hand to `SwapChainPanelHandle::set_swap_chain`.
|
||||
pub fn swap_chain(&self) -> &IDXGISwapChain1 {
|
||||
&self.swap
|
||||
}
|
||||
|
||||
/// Upload one decoded RGBA frame, recreating the GPU texture if the size changed.
|
||||
pub fn upload(&mut self, frame: &CpuFrame) -> Result<()> {
|
||||
/// Resize the back buffers to the panel's new size (drops the stale RTV).
|
||||
pub fn resize(&mut self, width: u32, height: u32) {
|
||||
if width == 0 || height == 0 || (width == self.panel_w && height == self.panel_h) {
|
||||
return;
|
||||
}
|
||||
self.rtv = None; // release all back-buffer refs before ResizeBuffers
|
||||
unsafe {
|
||||
let _ = self.swap.ResizeBuffers(
|
||||
0,
|
||||
width,
|
||||
height,
|
||||
DXGI_FORMAT_UNKNOWN,
|
||||
DXGI_SWAP_CHAIN_FLAG(0),
|
||||
);
|
||||
}
|
||||
self.panel_w = width;
|
||||
self.panel_h = height;
|
||||
}
|
||||
|
||||
/// Present one decoded frame (Contain-fit) — or, when `frame` is `None`, just re-present the
|
||||
/// last texture (or black). Called from the reactor `on_rendering` per-frame callback.
|
||||
pub fn present(&mut self, frame: Option<&CpuFrame>) {
|
||||
if let Some(f) = frame {
|
||||
if let Err(e) = self.upload(f) {
|
||||
tracing::warn!(error = %e, "frame upload failed");
|
||||
}
|
||||
}
|
||||
let Ok(rtv) = self.rtv() else {
|
||||
return;
|
||||
};
|
||||
let (pw, ph) = (self.panel_w, self.panel_h);
|
||||
unsafe {
|
||||
let c = &self.context;
|
||||
c.ClearRenderTargetView(&rtv, &[0.0, 0.0, 0.0, 1.0]);
|
||||
if let Some((_, srv, vw, vh)) = &self.tex {
|
||||
// Contain-fit viewport: scale to the smaller axis, centre, letterbox the rest.
|
||||
let (ww, wh, vfw, vfh) = (
|
||||
pw as f32,
|
||||
ph as f32,
|
||||
(*vw).max(1) as f32,
|
||||
(*vh).max(1) as f32,
|
||||
);
|
||||
let scale = (ww / vfw).min(wh / vfh);
|
||||
let (dw, dh) = (vfw * scale, vfh * scale);
|
||||
let (ox, oy) = ((ww - dw) / 2.0, (wh - dh) / 2.0);
|
||||
c.OMSetRenderTargets(Some(&[Some(rtv.clone())]), None);
|
||||
let vp = D3D11_VIEWPORT {
|
||||
TopLeftX: ox,
|
||||
TopLeftY: oy,
|
||||
Width: dw,
|
||||
Height: dh,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
c.RSSetViewports(Some(&[vp]));
|
||||
c.IASetInputLayout(None);
|
||||
c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
c.VSSetShader(&self.vs, None);
|
||||
c.PSSetShader(&self.ps, None);
|
||||
c.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
|
||||
c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
|
||||
c.Draw(3, 0);
|
||||
}
|
||||
let _ = self.swap.Present(1, DXGI_PRESENT(0));
|
||||
}
|
||||
}
|
||||
|
||||
fn upload(&mut self, frame: &CpuFrame) -> Result<()> {
|
||||
let (w, h) = (frame.width, frame.height);
|
||||
let need_new = !matches!(&self.tex, Some((_, _, tw, th)) if *tw == w && *th == h);
|
||||
if need_new {
|
||||
@@ -148,122 +201,7 @@ impl Renderer {
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Clear the target black and draw the current video texture Contain-fit into the window.
|
||||
pub fn draw(
|
||||
&self,
|
||||
rtv: &ID3D11RenderTargetView,
|
||||
win_w: u32,
|
||||
win_h: u32,
|
||||
vid_w: u32,
|
||||
vid_h: u32,
|
||||
) {
|
||||
let Some((_, srv, _, _)) = &self.tex else {
|
||||
return;
|
||||
};
|
||||
// Contain-fit: scale to the smaller axis, centre, letterbox the rest.
|
||||
let (ww, wh, vw, vh) = (
|
||||
win_w as f32,
|
||||
win_h as f32,
|
||||
vid_w.max(1) as f32,
|
||||
vid_h.max(1) as f32,
|
||||
);
|
||||
let scale = (ww / vw).min(wh / vh);
|
||||
let (dw, dh) = (vw * scale, vh * scale);
|
||||
let (ox, oy) = ((ww - dw) / 2.0, (wh - dh) / 2.0);
|
||||
unsafe {
|
||||
let c = &self.context;
|
||||
c.ClearRenderTargetView(rtv, &[0.0, 0.0, 0.0, 1.0]);
|
||||
c.OMSetRenderTargets(Some(&[Some(rtv.clone())]), None);
|
||||
let vp = D3D11_VIEWPORT {
|
||||
TopLeftX: ox,
|
||||
TopLeftY: oy,
|
||||
Width: dw,
|
||||
Height: dh,
|
||||
MinDepth: 0.0,
|
||||
MaxDepth: 1.0,
|
||||
};
|
||||
c.RSSetViewports(Some(&[vp]));
|
||||
c.IASetInputLayout(None);
|
||||
c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
c.VSSetShader(&self.vs, None);
|
||||
c.PSSetShader(&self.ps, None);
|
||||
c.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
|
||||
c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
|
||||
c.Draw(3, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A flip-model swapchain bound to a window HWND, with a lazily-(re)built render-target view.
|
||||
pub struct SwapChain {
|
||||
swap: IDXGISwapChain1,
|
||||
device: ID3D11Device,
|
||||
rtv: Option<ID3D11RenderTargetView>,
|
||||
pub width: u32,
|
||||
pub height: u32,
|
||||
}
|
||||
|
||||
impl SwapChain {
|
||||
pub fn new(device: &ID3D11Device, hwnd: HWND, width: u32, height: u32) -> Result<SwapChain> {
|
||||
let dxdev: IDXGIDevice = device.cast().context("IDXGIDevice cast")?;
|
||||
let factory: IDXGIFactory2 = unsafe {
|
||||
let adapter = dxdev.GetAdapter().context("GetAdapter")?;
|
||||
adapter.GetParent().context("GetParent (IDXGIFactory2)")?
|
||||
};
|
||||
let desc = DXGI_SWAP_CHAIN_DESC1 {
|
||||
Width: width.max(1),
|
||||
Height: height.max(1),
|
||||
Format: DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
Stereo: false.into(),
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
|
||||
BufferCount: 2,
|
||||
Scaling: DXGI_SCALING_STRETCH,
|
||||
SwapEffect: DXGI_SWAP_EFFECT_FLIP_DISCARD,
|
||||
AlphaMode: DXGI_ALPHA_MODE_IGNORE,
|
||||
Flags: 0,
|
||||
};
|
||||
let swap = unsafe {
|
||||
factory
|
||||
.CreateSwapChainForHwnd(device, hwnd, &desc, None, None)
|
||||
.context("CreateSwapChainForHwnd")?
|
||||
};
|
||||
Ok(SwapChain {
|
||||
swap,
|
||||
device: device.clone(),
|
||||
rtv: None,
|
||||
width: width.max(1),
|
||||
height: height.max(1),
|
||||
})
|
||||
}
|
||||
|
||||
/// Resize the back buffers (window resize); drops the stale RTV so it rebuilds lazily.
|
||||
pub fn resize(&mut self, width: u32, height: u32) -> Result<()> {
|
||||
if width == 0 || height == 0 || (width == self.width && height == self.height) {
|
||||
return Ok(());
|
||||
}
|
||||
self.rtv = None; // must release all back-buffer references before ResizeBuffers
|
||||
unsafe {
|
||||
self.swap
|
||||
.ResizeBuffers(
|
||||
0,
|
||||
width,
|
||||
height,
|
||||
DXGI_FORMAT_UNKNOWN,
|
||||
DXGI_SWAP_CHAIN_FLAG(0),
|
||||
)
|
||||
.context("ResizeBuffers")?;
|
||||
}
|
||||
self.width = width;
|
||||
self.height = height;
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// The current back-buffer render-target view (built on first use after create/resize).
|
||||
pub fn rtv(&mut self) -> Result<ID3D11RenderTargetView> {
|
||||
fn rtv(&mut self) -> Result<ID3D11RenderTargetView> {
|
||||
if self.rtv.is_none() {
|
||||
let back: ID3D11Texture2D = unsafe { self.swap.GetBuffer(0).context("GetBuffer")? };
|
||||
let rtv = unsafe {
|
||||
@@ -277,13 +215,6 @@ impl SwapChain {
|
||||
}
|
||||
Ok(self.rtv.clone().unwrap())
|
||||
}
|
||||
|
||||
/// Present the back buffer (vsync on — a stream is host-paced, tearing-free wins here).
|
||||
pub fn present(&self) {
|
||||
unsafe {
|
||||
let _ = self.swap.Present(1, DXGI_PRESENT(0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
|
||||
@@ -294,7 +225,7 @@ fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
|
||||
D3D11CreateDevice(
|
||||
None,
|
||||
driver,
|
||||
HMODULE::default(),
|
||||
None,
|
||||
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
|
||||
Some(&[D3D_FEATURE_LEVEL_11_0]),
|
||||
D3D11_SDK_VERSION,
|
||||
@@ -304,12 +235,12 @@ fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
|
||||
)
|
||||
};
|
||||
if r.is_ok() {
|
||||
let driver_name = if driver == D3D_DRIVER_TYPE_HARDWARE {
|
||||
let name = if driver == D3D_DRIVER_TYPE_HARDWARE {
|
||||
"hardware"
|
||||
} else {
|
||||
"WARP (software)"
|
||||
};
|
||||
tracing::info!(driver = driver_name, "D3D11 device created");
|
||||
tracing::info!(driver = name, "D3D11 device created");
|
||||
return Ok((device.unwrap(), context.unwrap()));
|
||||
}
|
||||
}
|
||||
@@ -318,6 +249,70 @@ fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
|
||||
))
|
||||
}
|
||||
|
||||
/// A composition flip-model swapchain (no HWND) for binding to a XAML `SwapChainPanel`.
|
||||
fn create_composition_swapchain(
|
||||
device: &ID3D11Device,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) -> Result<IDXGISwapChain1> {
|
||||
let dxdev: IDXGIDevice = device.cast().context("IDXGIDevice cast")?;
|
||||
let factory: IDXGIFactory2 = unsafe {
|
||||
let adapter = dxdev.GetAdapter().context("GetAdapter")?;
|
||||
adapter.GetParent().context("GetParent (IDXGIFactory2)")?
|
||||
};
|
||||
let desc = DXGI_SWAP_CHAIN_DESC1 {
|
||||
Width: width,
|
||||
Height: height,
|
||||
Format: DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
Stereo: false.into(),
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
|
||||
BufferCount: 2,
|
||||
Scaling: DXGI_SCALING_STRETCH,
|
||||
SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
|
||||
AlphaMode: DXGI_ALPHA_MODE_PREMULTIPLIED,
|
||||
Flags: 0,
|
||||
};
|
||||
unsafe {
|
||||
factory
|
||||
.CreateSwapChainForComposition(device, &desc, None)
|
||||
.context("CreateSwapChainForComposition")
|
||||
}
|
||||
}
|
||||
|
||||
fn build_pipeline(
|
||||
device: &ID3D11Device,
|
||||
) -> Result<(ID3D11VertexShader, ID3D11PixelShader, ID3D11SamplerState)> {
|
||||
let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?;
|
||||
let ps_blob = compile(SHADER_HLSL, "ps_main", "ps_5_0")?;
|
||||
unsafe {
|
||||
let mut vs = None;
|
||||
device
|
||||
.CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs))
|
||||
.context("CreateVertexShader")?;
|
||||
let mut ps = None;
|
||||
device
|
||||
.CreatePixelShader(blob_bytes(&ps_blob), None, Some(&mut ps))
|
||||
.context("CreatePixelShader")?;
|
||||
let sdesc = D3D11_SAMPLER_DESC {
|
||||
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
|
||||
AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
MaxLOD: D3D11_FLOAT32_MAX,
|
||||
..Default::default()
|
||||
};
|
||||
let mut sampler = None;
|
||||
device
|
||||
.CreateSamplerState(&sdesc, Some(&mut sampler))
|
||||
.context("CreateSamplerState")?;
|
||||
Ok((vs.unwrap(), ps.unwrap(), sampler.unwrap()))
|
||||
}
|
||||
}
|
||||
|
||||
fn compile(src: &str, entry: &str, target: &str) -> Result<ID3DBlob> {
|
||||
let entry_c = std::ffi::CString::new(entry).unwrap();
|
||||
let target_c = std::ffi::CString::new(target).unwrap();
|
||||
|
||||
Reference in New Issue
Block a user