feat(audio): end-to-end 5.1/7.1 surround across the native path + all clients
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Adds negotiated 5.1/7.1 surround to the punktfunk/1 protocol and every client (previously stereo-only): - core: new shared `audio` layout table (LAYOUT_51/71 + identity multistream mapping, canonical wire order FL FR FC LFE RL RR SL SR); Hello/Welcome `audio_channels` negotiation via the trailing-byte back-compat pattern (old peers fall back to stereo); C-ABI `punktfunk_connect_ex6`, `punktfunk_connection_audio_channels`, and in-core multistream decode `punktfunk_connection_next_audio_pcm` for embedders without a multistream Opus decoder. Real-libopus channel-identity round-trip test. - host: native audio thread captures + Opus-(multi)stream-encodes at the negotiated count (with a cross-session cached-capturer channel-mismatch fix); GameStream surround unified onto the safe `opus::MSEncoder`, dropping `audiopus_sys` (~4 unsafe blocks) and un-gating Windows GameStream surround; WASAPI loopback capture relaxed to 2/6/8 with the correct dwChannelMask. - clients: Linux (PipeWire), Windows (WASAPI), Android (AAudio) decode via `opus::MSDecoder` + render multichannel; Apple decodes in-core to PCM → AVAudioEngine with an explicit wire-order channel layout; each gains a Stereo/5.1/7.1 setting. `punktfunk-probe --audio-channels N` is the headless validator. Verified on Linux: core/host/linux/probe test suites + the Android Rust (cargo-ndk) build, clippy -D warnings, and rustfmt all green. Windows/Apple builds, all on-glass checks, and the live native loopback are pending (CI / a free box). Also lands the concurrent in-tree HEVC 4:4:4 host work (PUNKTFUNK_444): it shares the same touched files (quic.rs, punktfunk1.rs, encode/*, ...) and so cannot be committed separately from the surround changes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -346,7 +346,23 @@ FFI also link-needs `libGL`/`libgbm`/`libcuda` at build time). Env knobs: `PUNKT
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`PUNKTFUNK_COMPOSITOR=kwin|gamescope|mutter`, `PUNKTFUNK_ZEROCOPY=1`, `PUNKTFUNK_GAMESCOPE_APP=...`,
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`PUNKTFUNK_INPUT_BACKEND=...`, `PUNKTFUNK_PERF=1` (per-stage timing), `PUNKTFUNK_VIDEO_DROP=N` (FEC
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test), `PUNKTFUNK_FEC_PCT=N`, `PUNKTFUNK_DSCP=1` (opt-in DSCP/SO_PRIORITY media QoS on the data +
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GameStream video/audio sockets; no-op on the wire on Windows without a qWAVE policy).
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GameStream video/audio sockets; no-op on the wire on Windows without a qWAVE policy),
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`PUNKTFUNK_444=1` (full-chroma HEVC 4:4:4, see below).
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**HEVC 4:4:4 (full chroma, Range Extensions)**: opt-in via `PUNKTFUNK_444`, negotiated like 10-bit —
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the host emits 4:4:4 only when the client advertised `VIDEO_CAP_444` (wire bit `0x04` + ABI
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`PUNKTFUNK_VIDEO_CAP_444`), the codec is HEVC, the session is single-process, **and** a GPU probe
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(`encode::can_encode_444`, run before the Welcome) confirms support — else it resolves to 4:2:0 and
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`Welcome::chroma_format` reflects the real value (honest downgrade; the client reads it via
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`punktfunk_connection_chroma_format`). **punktfunk/1-native only** — GameStream/Moonlight stays 4:2:0
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(stock clients can't decode 4:4:4). **NVENC is the implemented path**: Linux `hevc_nvenc` feeds a
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swscale'd `yuv444p` (RGB-in is always 4:2:0 — verified on the RTX 5070 Ti — so the session forces CPU
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RGB capture for 4:4:4); Windows NVENC keeps ARGB input + FREXT profile + `chromaFormatIDC=3` and the
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DDA capturer delivers RGB. VAAPI / AMF / QSV **decline** (probe returns false — no validated 4:4:4
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hardware in the lab; they'd produce 4:2:0). Software (openh264) is 4:2:0-only. Test with
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`PUNKTFUNK_CLIENT_444=1 punktfunk-probe --out x.h265` then `ffprobe x.h265` (expect `pix_fmt yuv444p`).
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*Linux NVENC mechanism validated on the RTX 5070 Ti (ffmpeg CLI); Windows NVENC + 10-bit-4:4:4 not yet
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on-glass validated.*
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## Conventions
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