Bump windows-reactor + windows to a4f7b2cb (from b4129fcc) for the new
PointerEntered/PointerExited events; migration is mechanical renames only
(SymbolGlyph->Symbol, placeholder->placeholder_text, on_changed->
on_text_changed/on_toggled, on_menu_item_clicked->on_item_clicked,
on_ready->on_mounted). New runtime model: reactor lost its build.rs, so the
client build.rs stages the WinAppSDK bootstrap via
windows-reactor-setup::as_framework_dependent() and main calls
windows_reactor::bootstrap() (missing either = 0x80040154 at launch);
staged filenames unchanged, so pack-msix and the MSIX manifest are untouched.
- Host tiles: WinUI pointer-over fill (ControlFillSecondary) via the new
pointer enter/exit events, hover id in root state (backend-wired handlers
bypass the reconciler flush, like the flyout clicks).
- Settings: stock NavigationView sidebar (Windows-Settings pattern) with
Display/Video/Input/Audio/About panes, built-in back arrow, wide content
column, and a per-section content slide-up tween. The section card is
KEYED by section: an in-place diff across sections re-sets a reused
ComboBox's items (clearing WinUI's selection) but skips selected_index
when the values compare equal, rendering a blank selection - the key
forces a remount. Card titles/descriptions dropped; per-control guidance
moved to hover tooltips (ToolTipService).
- New "Show the stats overlay (HUD)" setting (show_hud, default on),
honored mid-stream via the 400 ms HUD re-render.
- Add-host modal: entrance fade + slide-up tween (scrim fades with it).
- Self-initiated disconnect (Ctrl+Alt+Shift+D -> Ended(None)) returns to
the host list silently instead of raising the error banner.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Decode+present rewrite (first real pixels on glass for this client):
- Decode: FFmpeg D3D11VA on NVIDIA/AMD/Intel. get_format now only returns
AV_PIX_FMT_D3D11 and lets libavcodec build the decode pool from
hw_device_ctx (hand-built frames contexts failed three different ways:
NVIDIA rejects DECODER|SHADER_RESOURCE arrays, BindFlags=0 fails texture
creation, Intel rejects non-128-aligned HEVC surfaces at the first
SubmitDecoderBuffers). A DXVA profile probe before the hwdevice commits
hardware-vs-software up front instead of burning the opening IDR;
extra_hw_frames covers the frames the client holds.
- Present: the decoded slice is copied with ONE display-size-boxed
CopySubresourceRegion (a planar slice is a single subresource in D3D11;
the old two-copy D3D12-style code silently no-opped - the black screen)
into a sampleable NV12/P010 texture, per-plane SRVs + YUV->RGB shaders.
- New dedicated render thread (render.rs): presenting is decoupled from the
XAML thread; frame-latency-waitable swapchain + SetMaximumFrameLatency(1),
newest-wins drain after the wait, crossbeam frame channel with pts for a
capture->presented p50 log.
- HiDPI: pixel-sized buffers + SetMatrixTransform(96/dpi) - was blurry at
125/150 % scaling.
- Software fallback now feeds the same shaders (swscale -> NV12/P010 planes
-> two dynamic plane textures); ps_rgba/X2BGR10 path deleted, hw/sw colour
math identical.
- Adapter selection for hybrid boxes: PUNKTFUNK_ADAPTER > the window's
monitor's adapter > default; PUNKTFUNK_D3D_DEBUG=1 debug layer.
- Session pump: request_keyframe at start and on hw->sw demotion (infinite
GOP would otherwise sit on a black screen).
Validated live on the Arc Pro + RTX 3500 Ada laptop against the local
Windows host: 60 fps D3D11VA on both vendors, software path, GUI on glass.
Also: embedded app icon (build.rs winresource + WM_SETICON, MSIX
Square44x44 targetsize assets, pack-msix stages them) and the hosts-page
tile rework (tap-to-connect tiles with sibling overflow menu - fixes
forget-also-connects - in-tile rename editor, add-host modal via root state).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>