feat(client-linux): VAAPI hardware decode — zero-copy dmabuf into GraphicsOffload
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Stage 1.5: on Intel/AMD clients libavcodec's VAAPI hwaccel decodes on the GPU; frames map to DRM-PRIME dmabufs (av_hwframe_map, zero copy) and reach GTK as GdkDmabufTexture (BT.709 limited CICP color state — GDK's dmabuf default is BT.601). Inside GtkGraphicsOffload that is the decoder-to-subsurface path, direct-scanout eligible when fullscreen. Fallback ladder, live-verified on the NVIDIA dev box: no VAAPI device -> software decode at session start (logged reason); a mid-session VAAPI error (e.g. broken nvidia-vaapi-driver) demotes to software and the host's IDR/RFI recovery resynchronizes; a rejected dmabuf import logs and the stream continues. PUNKTFUNK_DECODER=software|vaapi overrides; the first-frame log now names the active path. The hwaccel path is raw ffmpeg-sys FFI (ffmpeg-next wraps none of it): hw device ctx + get_format pinned to AV_PIX_FMT_VAAPI (NONE on mismatch so cpu-fallback never silently engages inside libavcodec), thread_count=1, LOW_DELAY. Surface lifetime rides DrmFrameGuard into the texture's release func — GDK runs it on both success and failure. Needs an Intel/AMD client box (Steam Deck/Bazzite) to live-verify the hardware path; the software path is unchanged and revalidated. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -95,11 +95,19 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
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jitter ring inverted), SDL3 gamepad capture + rumble/lightbar feedback, keyboard via
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exact inverse of the host VK table, absolute mouse + 120-unit scroll. Validated live
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against `serve --native` on this box: 1080p60, steady 60 fps, capture→decoded p50
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≈6.4 ms (debug build). `--connect host[:port]` for scripting. Next (per the 2026-06-12
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research, memory `linux-client-option-a`): VAAPI dmabuf → `GdkDmabufTexture` (Tier-1
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zero-copy on Intel/AMD), then the stage-2 raw-Wayland presenter (wp_presentation
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feedback, tearing-control, Vulkan Video on NVIDIA) — **wgpu/winit rejected** (no dmabuf
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import / presentation feedback / shortcuts-inhibit).
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≈6.4 ms (debug build). `--connect host[:port]` for scripting. **Swift-parity batch +
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stage 1.5 (2026-06-12 evening)**: capture state machine (click-to-capture,
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Ctrl+Alt+Shift+Q / focus-loss release, held-state flush), app-lifetime SDL gamepad
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service (pad pin UI, auto type from the physical pad, DualSense touchpad/motion 0xCC +
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raw-DS5-effects trigger/player-LED replay — needs a physical pad to live-verify), mic
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uplink (validated live), per-host speed test, compositor pref, native-display mode
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default, saved-hosts list, .deb + RPM-subpackage CI (deb.yml/rpm.yml). **VAAPI decode
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→ DRM-PRIME dmabuf → `GdkDmabufTexture`** (BT.709 color state; Tier-1 zero-copy on
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Intel/AMD, `PUNKTFUNK_DECODER=software|vaapi` override) with a proven fallback ladder —
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no VAAPI device (NVIDIA) or mid-session VAAPI error → software decode; needs an
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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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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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