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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@@ -2010,6 +2010,10 @@ pub struct DuplCapturer {
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/// first, retried (legacy DuplicateOutput can't capture HDR). Set for the secure-desktop DDA leg
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/// when the SudoVDA is in HDR; threaded into every (re)duplication incl. ACCESS_LOST recovery.
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want_hdr: bool,
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/// Full-chroma 4:4:4 session: deliver packed RGB (`Bgra` SDR / `Rgb10a2` HDR) and SKIP the
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/// video-engine RGB→YUV (NV12/P010) conversion — NVENC reconstructs 4:4:4 only from a full-chroma
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/// source, so we hand it the RGB texture and it CSCs to YUV444 at encode (chroma_format_idc=3).
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chroma_444: bool,
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/// HDR (scRGB FP16) capture state. Set when the duplication surface is `R16G16B16A16_FLOAT`
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/// (the desktop has HDR on). The frame can't be `CopyResource`d into a BGRA target, so the HDR
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/// path copies it into an FP16 SRV texture, composites the cursor, then runs [`HdrConverter`] to
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@@ -2087,6 +2091,8 @@ impl DuplCapturer {
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// stage 5) so the capturer never re-derives the encode backend itself.
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gpu: bool,
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want_hdr: bool,
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// 4:4:4 session → deliver RGB, skip the NV12/P010 video-engine conversion (see the field doc).
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chroma_444: bool,
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) -> Result<Self> {
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// SAFETY: runs on the capture thread that will own this `DuplCapturer`. `install_gpu_pref_hook()`
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// and the DPI-context calls take by-value handles / no args and touch only thread/process state;
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@@ -2311,6 +2317,7 @@ impl DuplCapturer {
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gpu_copy: None,
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last_present: None,
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want_hdr,
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chroma_444,
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hdr_fp16: is_hdr_init,
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hdr_meta: hdr_meta_init,
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fp16_src: None,
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@@ -3088,7 +3095,10 @@ impl DuplCapturer {
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// Video-engine path: scRGB FP16 → BT.2020 PQ P010 on the VIDEO engine (no 3D shader, and
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// NVENC encodes P010 natively). Fall back to the HdrConverter pixel shader (3D) only if the
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// video processor is unavailable.
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if let Some(p010) = self.convert_to_yuv(&src, true) {
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if let Some(p010) = (!self.chroma_444)
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.then(|| self.convert_to_yuv(&src, true))
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.flatten()
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{
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self.last_present = Some((p010.clone(), PixelFormat::P010));
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return Ok(CapturedFrame {
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width: self.width,
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@@ -3148,7 +3158,10 @@ impl DuplCapturer {
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// conversion AND NVENC's encode stay OFF the 3D engine — the only way to keep up when a
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// game pins the 3D engine at ~100%. Fall back to handing NVENC the BGRA texture (it then
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// does RGB→YUV internally on the 3D/compute engine).
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if let Some(nv12) = self.convert_to_yuv(&gpu, false) {
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if let Some(nv12) = (!self.chroma_444)
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.then(|| self.convert_to_yuv(&gpu, false))
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.flatten()
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{
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self.last_present = Some((nv12.clone(), PixelFormat::Nv12));
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return Ok(CapturedFrame {
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width: self.width,
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