Light up the dormant 10-bit/HDR path end to end on the Windows client.
- core: NativeClient::connect gains a video_caps param threaded into the Hello. The Windows
client advertises VIDEO_CAP_10BIT | VIDEO_CAP_HDR; every other caller (the C ABI shim,
Linux, Android, host test connects) passes 0, so the 8-bit BT.709 path is unchanged. The
host already gates a Main10/PQ encode on these bits + PUNKTFUNK_10BIT.
- video.rs: a PQ frame (color_trc == SMPTE2084) converts 10-bit YUV → X2BGR10 (== DXGI
R10G10B10A2) with the BT.2020 matrix via sws_setColorspaceDetails; swscale applies only
the matrix + range, so the PQ-encoded samples pass through untouched.
- present.rs: on an HDR frame the swapchain flips in place (ResizeBuffers) to R10G10B10A2 +
DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 + HDR10 metadata; the passthrough shader is
unchanged and the compositor maps PQ→display. Switched to ALPHA_MODE_IGNORE so the 10-bit
padding bits don't render transparent. SDR stays 8-bit B8G8R8A8.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The first real run on a display surfaced three issues the headless/dev-VM build never hit:
- Route each hook-using screen (hosts/pair/stream) as its own component() instead of
calling it with the shared cx. Calling hooks on the parent cx changed the hook order
when the screen flipped, tripping reactor's Rules-of-Hooks guard and aborting the moment
you navigated to the stream page.
- Mouse: replace the absolute path (which swallowed WM_MOUSEMOVE and so froze the OS cursor,
snapping the host pointer back to one point) with proper pointer lock — hide + ClipCursor
+ recentre, shipping relative MouseMove scaled by the Contain-fit factor. Ctrl+Alt+Shift+Q
now actually toggles capture: track modifier state from the hook's own event stream
(GetAsyncKeyState doesn't see keys we suppress in our own LL hook), and flush held
keys/buttons on release so nothing sticks on the host.
- Add the stats HUD overlay (mode · fps · Mb/s · capture→client/decode latency), mirroring
the Apple client. Stats live in root state and reach the stream page as a prop (a child's
own async-state update is pruned when props are unchanged), fed by a small poll thread.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Under infinite GOP the punktfunk/1 plane has no periodic IDR — the only recovery
keyframe is one the client requests. But the reassembler drops unrecoverable AUs
silently (frames_dropped) and hands the decoder reference-missing delta frames
that libavcodec conceals and returns Ok for, so keying recovery off a decode
error mostly never fires under real loss → a long/permanent freeze.
Surface the data-plane pump's Session.frames_dropped to NativeClient via a shared
atomic (NativeClient::frames_dropped()), updated every pump iteration so it stays
current through a total-loss drought. The Linux and Windows client video loops
watch it and call request_keyframe() when it climbs, throttled to 100 ms (the
decode stays wedged for several frames until the IDR lands). macOS already does
this; client-rs doesn't decode.
Resolves reliability backlog #2.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Sign every MSIX build with one STABLE self-signed cert instead of a fresh per-build cert, so the
Trusted People import is a one-time, per-machine step that survives upgrades (a fresh cert each build
forced a re-import every time). The cert (CN=unom, SHA-1 CD1EFDEE…E941, valid to 2036) lives in the
MSIX_CERT_PFX_B64 / MSIX_CERT_PASSWORD Actions secrets; its public half is checked in as
packaging/punktfunk-codesign.cer and published next to each .msix.
pack-msix.ps1 now always exports the signing cert's public .cer (extracted from a supplied pfx too,
not just the ephemeral-generated path) and warns if the cert subject != manifest Publisher (the
mismatch Add-AppxPackage would otherwise reject). Documents the path to a publicly-trusted
(no-import) cert: swap the two secrets + pass a matching -Publisher.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The binary had no windows_subsystem attribute, so it linked as a console (CUI) app and Windows
opened a console window alongside the WinUI window on every launch (incl. the MSIX). Add
#![cfg_attr(windows, windows_subsystem = "windows")] so the windowed/MSIX launch is window-free
(verified: the built exe's PE subsystem flips from WINDOWS_CUI=3 to WINDOWS_GUI=2). To keep the CLI
paths usable, main now calls AttachConsole(ATTACH_PARENT_PROCESS) at startup — it binds to an
existing parent console only (never creates one), so --headless/--discover still print to the
launching terminal while Explorer/MSIX launches stay console-free. Adds the Win32_System_Console
windows feature.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Package the Windows client as a signed MSIX (Start tile, clean install/uninstall) and publish it to
Gitea's generic registry, mirroring the host's .deb/.rpm and the Mac's DMG. Validated end-to-end on
the build VM: cargo build --release -> makeappx pack (16 payload files, 58 MB) -> signtool ->
Add-AppxPackage deploy -> framework-dependency resolution all green.
- packaging/AppxManifest.xml: full-trust Win32 app (Windows.FullTrustApplication + runFullTrust),
templated {VERSION}/{PUBLISHER}. windows-reactor packages cleanly despite being built "unpackaged"
because it calls MddBootstrapInitialize2 with OnPackageIdentity_NOOP — under MSIX identity the
bootstrapper no-ops and the App SDK resolves from the manifest's PackageDependency on
Microsoft.WindowsAppRuntime.2 (reactor pins MAJORMINOR 0x20000 = 2.0).
- packaging/pack-msix.ps1: assemble layout (exe + reactor/SDL3 auto-staged DLLs + resources.pri +
FFmpeg DLLs + tile assets), makeappx, signtool. Cert precedence: MSIX_CERT_PFX_B64 secret, else an
ephemeral self-signed cert whose .cer is published alongside (swap in a real cert later, no
manifest change).
- assets: tile/store logos rasterized from packaging/flatpak/io.unom.Punktfunk.svg.
- .gitea/workflows/windows-msix.yml: runs on the Windows runner on main pushes + win-v* tags +
dispatch. MSIX version is 4-part numeric — win-vX.Y.Z -> X.Y.Z.0, else 0.2.<run>.0. shell: pwsh +
CARGO_TARGET_DIR=C:\t like windows.yml.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The first cut was a flat stack of buttons. Reworked the chrome to match the windows-reactor
gallery's look:
- Mica backdrop on the window.
- A centred, scrollable, max-width column (`page()` helper) instead of full-width sprawl.
- Card surfaces (`border` + `ThemeRef::CardBackground`/`CardStroke`, rounded, padded) grouping
content, with all-caps section labels.
- Host rows are clickable cards: name (semibold) + address + a PIN/Open/Paired badge + chevron,
laid out with a grid so the badge/chevron sit right; tap to connect.
- Header row with title + Settings button; a ProgressRing while searching / connecting; settings
as grouped "Stream" / "Audio" cards; the pairing screen is a centred card.
Pure styling/layout — no logic change. Build + clippy + fmt green on x86_64-pc-windows-msvc.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
windows-reactor exposes no raw key-down/up or pointer-position/wheel events (only keyboard
accelerators + pointer button-state), so the WinUI 3 stream page captures input below XAML via
WH_KEYBOARD_LL / WH_MOUSE_LL, installed on the UI thread when the stream page mounts and removed
on unmount (held keys/buttons flushed). The SwapChainPanel fills the window, so the pointer maps
through the client rect (Contain-fit into the negotiated mode); keys carry the native Windows VK
directly (the wire contract — no table needed). While captured, events inside the video area are
swallowed so Alt+Tab/Win reach the host; Ctrl+Alt+Shift+Q toggles capture; clicks on the title
bar (outside the client rect) pass through. Mouse buttons (L/M/R/X1/X2), vertical + horizontal
wheel, and absolute motion all forwarded. Build + clippy + fmt green on x86_64-pc-windows-msvc.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Adds the SDL3 gamepad service (near-verbatim port of the GTK client's — SDL3 is
cross-platform) and wires it into the winit app: per-session capture (buttons/axes,
DualSense touchpad + motion 0xCC), feedback (rumble, lightbar, raw DualSense effects),
single-pad-forwarded model with auto pad-type from the physical controller. Built from
source on Windows (no system SDL3).
- gamepad.rs: GamepadService (app-lifetime SDL thread) attach/detach on session
connect/end; auto_pref resolves "Automatic" to the attached pad's type.
- app.rs: hold the service, attach on Connected, detach on Ended/Failed/close. Also
simplify the keydown path (drop the identical if/else arms).
- main.rs: start the service for the windowed path, resolve GamepadPref from settings +
the physical pad.
Build gotcha documented + fixed in the dev loop: SDL3's build-from-source MSVC
precompiled-header chokes on the `ü` in the dev box's username embedded in the cargo
registry path (MSB8084/C4828) — CARGO_HOME must be an ASCII path
(C:\Users\Public\.cargo). Unrelated to our code.
Docs: CLAUDE.md M4 + docs/windows-client-bootstrap.md status banner (winit-not-Reactor
rationale, CARGO_HOME gotcha, what's pending) + docs-site clients.md "Windows desktop
client (in development)". Crate is build + clippy + fmt + test green on
x86_64-pc-windows-msvc.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Builds on the prior headless scaffold (which was committed but never VM-built — its
audio.rs had two non-compiling wasapi calls). This makes the whole crate build + clippy
+ fmt + test green on x86_64-pc-windows-msvc and adds the windowed client.
- Fix audio.rs: `DeviceEnumerator::new()?.get_default_device(...)` (the free fn doesn't
exist) and the 3-arg `write_to_device` (wasapi 0.23). WASAPI shared-mode event-driven
render + mic capture now compile and link.
- present.rs: D3D11 renderer with WARP fallback (GPU-less dev box), runtime-compiled
fullscreen-triangle shaders, dynamic RGBA video-texture upload, Contain-fit letterbox
draw, and a flip-model swapchain on the window HWND.
- app.rs: winit 0.30 ApplicationHandler — present loop + Moonlight-style click-to-capture
input (keyboard via the physical-KeyCode→VK keymap, absolute mouse, wheel, F11), held
state flushed on release/focus-loss.
- keymap.rs: winit physical KeyCode → Windows VK (layout-independent positional mapping,
the analogue of the Linux client's evdev table).
- main.rs: windowed default + `--headless` counting mode, `--discover` (mDNS list),
`--pair PIN` (SPAKE2 ceremony), `--pin HEX`/known-host/TOFU trust, settings-backed
CLI defaults.
UI decision: winit + raw D3D11 (the bootstrap doc's sanctioned fallback), confirmed by a
research pass — windows-rs "Reactor" ships no SwapChainPanel / SetSwapChain escape hatch,
so it can't host the presenter; winit+WARP validates on the GPU-less VM. Native-chrome
host-list/settings GUI + D3D11VA hardware decode + 10-bit/HDR present are follow-ups.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The "broken animations in HDR" was an encode-throughput cliff, not the ACCESS_LOST churn. Measured at
5120x1440@240 HEVC Main10 on the RTX 4090: forced 2-way split-encode = 7.6 ms/frame (~131 fps, well
over the 4.17 ms/240fps budget → choppy), while SINGLE engine = 2.8-3.9 ms/frame (~256-357 fps, fits
240). The split/merge overhead dominates for 10-bit; a single Ada NVENC engine already handles 5K@240
Main10 comfortably. So the split decision now forces DISABLE for Main10 (bit_depth >= 10), keeping the
existing forced-2 only for 8-bit above 1 Gpix/s. PUNKTFUNK_SPLIT_ENCODE still overrides. Added a
split-mode log line.
Validated live on the 4090: encode_us_p50 7.6 ms → 3.9 ms at 5K240 HDR with no env override.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>