ea2e3578e24b415cd1b8f53d1b3ac55cac83d920
470 Commits
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ea2e3578e2 |
feat(gamepad): dualsense-windows-test grows --edge (drives device_type 2, cycles R4/L4)
Used for the .173 on-glass verify: the Edge devnode enumerates (SWD\PUNKTFUNK\PF_EDGE_1, driver pf_dualsenseedge attaches, proto 2), and Steam's live controller.txt confirms the identity end to end — 'type: 054c 0df2', 'Product: DualSense Edge Wireless Controller', 'Controller using HIDAPI driver, vid=0x054c, pid=0x0df2' — with probe lightbar/player-LED feedback flowing back on the 0xCD plane. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8d8168b0e0 |
feat(gamepad): N4 spike kit — software-devnode Steam Deck probe for Windows
The gamepad-new-types §6 go/no-go rig, ready to run the moment .173 is back (the box is currently down, so the observation itself is still owed): does Steam Input on Windows promote a software-devnode HID Deck (28DE:1205), or does it need a real USB bus identity (the documented GameInput instance-path gap — the Linux 'Interface: -1' lesson)? - Driver: scratch device_type=3 serves the Deck identity — the captured 38-byte controller-interface descriptor, 28DE:1205 attributes, Valve strings, the Deck neutral frame, and the Steam 0x83/0xAE feature contract (SET_FEATURE latches the command, GET_FEATURE answers it — attribute blob + unit serial mirroring steam_proto::feature_reply). Never stamped by a session. INF gains pf_steamdeck. - Host: deck_spike_hold() + the `deck-windows-spike` subcommand — stamps devtype 3, spawns the devnode under VID_28DE&PID_1205, streams the neutral frame, prints what to observe (Steam logs/controller.txt, controller settings) and logs any output reports Steam writes. Run recipe (on .173, once the updated signed driver is staged): install driver, start Steam, `punktfunk-host.exe deck-windows-spike`, watch controller.txt. GO -> plan a proper N4 phase (the Deck codec is already shared); NO-GO -> document next to the Linux Interface:-1 note and keep the SteamDeck->DualSense Windows fold. Verified: .133 clippy -D warnings + the driver workspace cargo check (WDK) both green; .21 clippy + 304/0 tests unaffected. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8c854e0a19 |
feat(gamepad): classic Steam Controller backend — Linux UHID via hid-steam (N3)
The reserved GamepadPref::SteamController = 5 slot goes live: the same hid-steam driver under the wired-SC identity (28DE:1102, ID_CONTROLLER_STATE), UHID-only in v1 (no captured SC USB interface layout, so no Steam-Input promotion — the pre-usbip Deck state; acceptable for discontinued hardware). Layout pinned against the kernel's ID_CONTROLLER_STATE table: 24-bit buttons at 8..11 (low bits shared with the Deck; grips at 9.7/10.0 = the Deck's L5/R5 positions; right-pad click 10.2; joystick click 10.6), u8 triggers at 11/12, the joystick/left-pad MULTIPLEX at 16..20 (a left-pad contact shadows the stick, like real hardware's lpad_touched flag), right pad at 20..24. Mapping: wire left stick -> SC stick; wire right stick -> right-pad coords + touched bit (the SC's camera surface — the second-stick loss is inherent); PADDLE1/2 -> the two grips (natively, masked out of the fold input); PADDLE3/4 + MISC1 -> the remap policy. The SC parser has NO gamepad_mode gate, so no mode-entry pulse. SteamDeckPad grew a SteamModel (open_model); ScProto/SteamCtrlManager; pick_gamepad flips SteamController -> itself on Linux (replacing the Xbox360 fold); SDL picker splits Valve PIDs (Deck 1205 stays SteamDeck, SC 1102/1142 now declare SteamController). Verified: .21 clippy -D warnings + 304/0 tests + on-box UHID smoke (hid-steam binds 1102, BTN_A + right-pad ABS_RX land on evdev, no mode pulse); .133 clippy -D warnings green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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70a74b0d7c |
feat(gamepad): Switch Pro backend — Linux UHID via hid-nintendo (N2)
A virtual Pro Controller (057E:2009, BUS_USB, verbatim 203-byte USB
descriptor triple-cross-checked from real-device captures) bound by
hid-nintendo (>= 5.16): Nintendo-family client pads get correct glyphs +
POSITIONAL layout (wire south/east/west/north -> Switch B/A/Y/X, so the
physical-position <-> glyph relationship survives), live gyro/accel, and
HD-rumble feedback — instead of folding to Xbox360 (mirrored A/B + X/Y,
no motion).
- switch_proto: report-0x30/0x21/0x81 codec + the entire canned probe
conversation, pinned line-by-line against hid-nintendo.c: 0x80-family
USB acks, device info (type 0x03 + per-pad MAC), SPI-flash calibration
blobs (user magics ABSENT -> factory path; sticks 2048 +/- 1400 with
the left/right byte-order difference; IMU offsets 0 + the driver's own
default scales so raw units pass 1:1), rumble amplitude decode through
the driver's inverted joycon_rumble_amplitudes table, player lights ->
0xCD PlayerLeds. 11 new pin tests.
- switch_pro: UHID backend answering the probe from the manager's
service pass; SwitchProManager = UhidManager<SwitchProProto> (the 8 ms
heartbeat doubles as the steady 0x30 stream the driver's post-probe
rate limiter wants). switchpro-test CLI smoke.
- Router/fold: SwitchPro arms; pick_gamepad SwitchPro -> itself on Linux;
degrade_if_no_uhid covers it. SDL picker: NintendoSwitchPro + JoyconPair
declare SwitchPro.
Headless-validated on .21 (hid-nintendo 7.1): probe completes ('using
factory cal' for sticks + IMU, player-1 LED round-trips to the 0xCD
plane), gamepad + IMU input devices created, and an evdev capture pins
the positional swap (wire A/B -> BTN_SOUTH/BTN_EAST) + full-range stick
scaling. .21 clippy -D warnings + 303/0 tests; .133 clippy -D warnings.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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1830e095f8 |
feat(gamepad): DualSense Edge backend — Linux UHID + Windows UMDF (N1)
The plain-DualSense transport + report codec under the Edge USB identity (054C:0DF2, verbatim 389-byte real-device descriptor cross-checked against the raw usbmon capture + hhd's production virtual Edge), so the wire back grips (BTN_PADDLE1..4: Deck L4/L5/R4/R5, Elite P1-P4) land on the Edge's NATIVE buttons[2] bits instead of the fold/drop policy: PADDLE1/2 -> the right/left back buttons, PADDLE3/4 -> the right/left Fn buttons (kernel BTN_TRIGGER_HAPPY1..4 on >= 7.2; SDL/Steam read hidraw on any kernel). - proto: Edge descriptor + btn2 bits + edge_paddle_bits(), pinned against hid-playstation DS_EDGE_BUTTONS_* and SDL_hidapi_ps5 (tests). - Linux: DsUhidIdentity parameterizes the UHID create; DsEdgeLinuxProto / DualSenseEdgeManager. Headless-validated on .21 (7.1): driver=playstation binds 0DF2, all 4 input devices created, probe lightbar/player-LED feedback round-trips; dualsense-test grew --edge (cycles all 4 paddles). - Windows: UMDF driver serves device_type=2 (Edge descriptor/attrs/strings, DS feature blobs); WinDsIdentity parameterizes the SwDevice profile + devtype stamp; DsEdgeWinProto / DualSenseEdgeWindowsManager; INF gains pf_dualsenseedge. Driver change => resign + reinstall before on-glass. - Router: DualSenseEdge arms in route_handle/apply_rich/pump/heartbeat; pick_gamepad folds Edge -> itself on linux||windows; degrade_if_no_uhid covers it. - Client (SDL): 054C:0DF2 declares DualSenseEdge (no distinct SDL type); Edge physical pads take the raw DS5 effects path; console-UI glyphs = Shapes. Apple/Android pickers follow separately. Verified: .21 clippy -D warnings + 292/0 host tests + on-box UHID bind smoke; .133 clippy pending in this push. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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45bde370e2 |
feat(gamepad): GamepadPref wire bytes for DualSense Edge (7) + Switch Pro (8)
Phase 0 of gamepad-new-types: the two new kinds exist on the wire (enum, to_u8/from_u8/from_name/as_str, C-ABI constants + header), and pick_gamepad folds them to the closest EXISTING backend until their own backends land — DualSenseEdge -> DualSense (keeps the rich planes; only the paddles go through the fold policy), SwitchPro -> Xbox360. Wire round-trip pinned 0..=8 + unknown->Auto; fold table extended. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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650acda334 |
chore(inject): post-extraction sweep (3.3)
Drop the vestigial Ds4Feedback.hidout field (parse_ds4_output never filled it and neither DS4 manager read it — the lightbar rides the led field, now converted to a HidOutput::Led by the protos) and its now-unused HidOutput import; refresh the pad_gate module doc (managers now drive it via pad_slots). Verified: .21 clippy --all-targets -D warnings + full suite 290 pass / 0 fail + cargo fmt --check clean; .133 clippy --all-targets -D warnings EXITCODE 0. Part of G12/3.3 (§3a.4 commit 10) — extraction complete. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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89aa52bc58 |
refactor(inject): uinput + XUSB managers onto PadSlots (3.3)
The two stateless backends keep their structs and special pumps (uinput
FF-effect mixing via pump_ff/last_mix; the XUSB stale-residual
RUMBLE_IDLE_TIMEOUT force-off) but delegate slot lifecycle — table,
unplug sweep, gate-checked create — to the shared PadSlots. XUSB resets
last_rumble/last_active on the swept indices and on fresh create exactly
as before (the G10/G16-adjacent semantics untouched).
Two accepted deltas, both flagged in the plan (§3a): the uinput
arrival/unplug log lines gain the pad-identity label every other backend
already has ("controller arrival (X-Box 360 pad)"), and XUSB's
f.index.max(0) clamp is replaced by the bounds check every other manager
uses — a negative wire index is now dropped instead of being treated as
pad 0.
Verified: .21 clippy --all-targets -D warnings clean + full suite 290
pass / 0 fail (uinput); .133 clippy --all-targets -D warnings EXITCODE 0
(XUSB).
Part of G12/3.3 (§3a.4 commit 9) — all seven managers now share the
PadSlots lifecycle.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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384fc30833 |
refactor(inject/linux/steam_controller): convert to UhidManager<SteamProto> (3.3)
The most hook-laden conversion: SteamControllerManager becomes a pub type alias of UhidManager<SteamProto>. The Steam-specific pieces map cleanly onto the trait — open() delegates to open_transport (usbip → gadget → UHID fallback, which keeps its own per-transport logging, so no extra success line, matching the old ensure), merge_frame preserves the trackpad coords/touch-bits/clicks + motion across button-only frames (the G2 fix, verbatim), and the gamepad-mode-entry pulse rides the force_heartbeat hook. DeckTransport goes pub (type Pad in a public-trait impl). Also un-fuses a doc-comment glitch where the manager's doc had been merged onto the DeckTransport enum. Verified on .21: clippy --all-targets -D warnings clean; full suite 290 pass / 0 fail. Part of G12/3.3 (§3a.4 commit 8) — all five stateful managers now share one skeleton. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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365d4bb8f1 |
refactor(inject/linux/dualshock4): convert to UhidManager<Ds4LinuxProto> (3.3)
DualShock4Manager becomes a pub type alias of UhidManager<Ds4LinuxProto> (the same shape as the other three DS-family conversions); the bespoke last_led lightbar dedup folds into the shared HidoutDedup exactly as the Windows DS4 conversion did. With 3.3.0 already applied, the proto half is byte-identical to Ds4WinProto except the transport open — the codec, the mappers, and now the manager all shared. Verified on .21: clippy --all-targets -D warnings clean; full suite 290 pass / 0 fail. Part of G12/3.3 (§3a.4 commit 7). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f1efd3091e |
refactor(inject/windows/dualshock4): convert to UhidManager<Ds4WinProto> (3.3)
DualShock4WindowsManager becomes a pub type alias of UhidManager<Ds4WinProto>. The bespoke last_led lightbar dedup folds into the shared HidoutDedup: the proto's service() converts Ds4Feedback.led into a HidOutput::Led, and HidoutDedup compares it against the last-forwarded value with the same reset-on-create/unplug semantics the Option<(u8,u8,u8)> vec had. Everything else mirrors the DualSense conversion (same DsState mappers as linux/dualshock4.rs). Ds4WinPad goes pub (type Pad in a public-trait impl, E0446 otherwise). Verified on the Windows CI VM .133: cargo clippy -p punktfunk-host --all-targets -- -D warnings EXITCODE 0 at this tip. Part of G12/3.3 (§3a.4 commit 6). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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446818eea6 |
refactor(inject/windows/dualsense): convert to UhidManager<DsWinProto> (3.3)
DualSenseWindowsManager becomes a pub type alias of UhidManager<DsWinProto>; the proto supplies the UMDF sealed-channel open (+ success log), the DsState mappers (identical to linux/dualsense.rs, paddle fold included), and the section feedback poll. Lifecycle, dedup, and heartbeat come from the shared skeleton — behavior-identical, same log lines (LABEL DualSense/Windows + the driver-install hint). DsWinPad goes pub (it appears as type Pad in the impl of the public PadProto trait — E0446 otherwise; the Linux pads were already pub). Verified on the Windows CI VM .133 (same pinned 1.96.0 MSVC toolchain + Public-path FFmpeg/LLVM the runner uses): cargo clippy -p punktfunk-host --all-targets -- -D warnings EXITCODE 0 at the DS4-conversion tip (.173 was down; .133 carries the identical toolchain). Part of G12/3.3 (§3a.4 commit 5). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4d6c2394dc |
refactor(inject/linux/dualsense): convert to UhidManager<DsLinuxProto> (3.3)
The first backend onto the shared skeleton: DualSenseManager becomes pub type DualSenseManager = UhidManager<DsLinuxProto>, where DsLinuxProto supplies only the protocol half (UHID open + success log, DsState neutral/merge/apply_rich with the paddle fold, best-effort write, the GET_REPORT-answering service pass). handle/apply_rich/heartbeat/pump and the unplug sweep now come from uhid_manager — behavior-identical (same log lines, same dedup + reset semantics), zero Pads-router edits. Verified on .21: clippy --all-targets -D warnings clean; full suite 290 pass / 0 fail. Part of G12/3.3 (§3a.4 commit 4). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2bea02b0ea |
feat(inject): generic PadProto + UhidManager<B> stateful manager (3.3 layer 2)
The shared skeleton of the five stateful UHID/UMDF managers (Linux DualSense / DualShock 4 / Steam Deck, Windows DualSense / DualShock 4), written once over PadSlots: event routing with the unplug sweep and was-the-unplug early return, the merge-preserving frame fold, rich-input application, the silence heartbeat (with a backend force hook for the Steam mode-entry pulse), and the feedback pump with rumble dedup + HidoutDedup. A backend supplies only its per-controller half via PadProto: open / neutral / merge_frame / apply_rich / write_state / service — exactly where the real protocol differences live. Method surface (new/handle/apply_rich/pump/heartbeat) matches what the punktfunk1.rs Pads router already drives, so each backend will convert as a pub type alias with zero router edits. Additive only — no backend converted yet. 8 mock-backend tests make the manager lifecycle unit-testable for the first time; G2 (rich fields survive a button-only frame) and G10 (Arrival eager-creates) are now generic regression tests, plus removal-frame no-recreate, absent-pad rich drop, create-backoff state tracking, rumble/hidout dedup + re-arm on recreate, and heartbeat gap/force semantics. Verified on .21: clippy --all-targets -D warnings clean; suite 293 pass / 0 fail (285 prior + 8 new). Part of G12/3.3 (gamepad-review-cleanup.md §3a.3, commit 3 of the §3a.4 sequence). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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528a51d75c |
feat(inject): shared PadSlots<P> slot table + lifecycle (3.3 layer 1)
The Vec<Option<Pad>> slot table, active_mask unplug sweep, and PadGate- checked create that all seven backend managers copy-paste, extracted into one unit-tested inject/pad_slots.rs (cfg any(linux,windows), like pad_gate). sweep() returns the swept indices as a bitmask and ensure() returns fresh-create, so managers reset their per-index sibling state (state / last_rumble / dedup / clocks) without closure gymnastics. Lifecycle log lines are label/device/hint-parameterized to stay byte-identical per backend; open() keeps the success line (it knows the transport detail). Additive only — no manager converted yet; first unit coverage for the sweep/create lifecycle (5 tests: freshness, sweep-once semantics, gate integration, recreate, pump iteration). Verified on .21: clippy --all-targets -D warnings clean; suite 285 pass / 0 fail (280 prior + 5 new). Part of G12/3.3 (gamepad-review-cleanup.md §3a.3, commit 2 of the §3a.4 sequence). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b597bb74bd |
fix(inject/linux/ds4): fold the Linux DS4 backend onto the shared proto codec (3.3.0)
The Linux DualShock 4 backend missed the G2-era shared-mapping work and drifted from dualshock4_proto three ways, leaving two user-visible gaps on the DS4 kind (Windows, written later against the proto, is correct): - its serialize_state duplicated the proto's byte-for-byte EXCEPT byte 7: raw st.buttons[2] instead of buttons2_with_click(), so a rich-plane pad click never reached the report; - its inline apply_rich never set touch_click and dropped the Steam LEFT pad entirely (surface 1 skipped), where the shared dualsense_proto::DsState::apply_rich splits the one touchpad left/right; - handle() didn't preserve touch_click across button-only frames. Net effect: Deck client -> Linux host on the DS4 kind = pad clicks and the left pad dead. Delete the local serialize_state/parse_ds4_output/Ds4Feedback/pack_touch and touch-dim consts in favor of dualshock4_proto (dropping the proto's keep-in-sync FIXME), route rich events through the shared DsState::apply_rich, and preserve touch_click in the frame merge exactly like the other three DS-family managers. The proto's serialize_offsets test gains a touch_click case pinning byte 7 bit 1. Verified on .21: cargo clippy -p punktfunk-host --all-targets -D warnings clean; full suite 277 pass / 0 fail. Pre-step 3.3.0 of the G12 skeleton extraction (gamepad-review-cleanup.md §3a.2) — the behavior fix lands before the mechanical dedup. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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94802795e7 |
Merge branch 'gamepad-apple-cleanup': cross-client + host gamepad review cleanup (G1–G25)
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48-finding cross-client + host gamepad audit (2026-07-13). Apple/Android/SDL-core capture + feedback and the Linux/Windows host injectors: held-guide release, the permanent broken-latch cliff (PadGate), Steam Deck trackpad clicks, DualSense mute, Windows DS/DS4 paddle fold, uinput button re-sync, gamestream BTN_* dedup, the dead Windows shell fork, legacy-Deck rumble ceiling, XUSB arrival, ARM64 fences, the truncate-everywhere value convention, and more. See punktfunk-planning/design/gamepad-review-cleanup.md. |
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1af11cc64d |
fix(inject/host/windows): order the pad change-detect fields with Release/Acquire (G21)
The XUSB `packet` publish and the XUSB `rumble_seq` / DualSense `out_seq` reads used plain unaligned accesses with no fence, so a driver could observe a bumped change-detect field over a torn body on a weakly-ordered core (ARM64). Publish `packet` via a Release AtomicU32 store behind a Release fence, and Acquire-load the seq fields, mirroring the gamepad_raii PadChannel seq-fence precedent. The DualSense input report embeds its seq mid-report with no driver-gated change-detect field, so it gets a Release fence after the copy and a documented residual (a per-frame input generation is deferred). No-op on x86-TSO. Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings` (green). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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2f214532d9 |
fix(inject/host/windows): eager-create the XUSB pad on Arrival + refresh last_active (G10)
The XUSB manager's `handle` dropped `GamepadEvent::Arrival` via a `let else`, so the GameStream path never created the pad until the first `State` and missed the first XInput poll. Match on the event and `ensure` eagerly on Arrival, mirroring the DualSense backend. Also refresh `last_active` on create and unplug so a freshly-created pad's residual-rumble idle clock starts fresh rather than inheriting a stale Instant (which could force off a legitimate rumble at once). Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings` (green). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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31bc863084 |
fix(inject/host/windows): free the per-section security descriptor (G19)
`sddl_sa` leaked the `LocalAlloc`'d PSECURITY_DESCRIPTOR that ConvertStringSecurityDescriptorToSecurityDescriptorW returns, once per DATA section and once per bootstrap mailbox create (amplifiable under pad-flap via create_named's squat-retry loop). Wrap it in a `SecAttr` RAII owner that `LocalFree`s on drop; it outlives every CreateFileMappingW (the section copies the security info at create time), and create_named builds one and reuses it across retries instead of re-allocating. Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings` (green) -- confirms the LocalFree/HLOCAL signature at the pinned windows-rs rev. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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e5166c6e6e |
fix(host/steam): load vhci_hcd at boot on sysext hosts so the Deck pad is Steam-Input-promotable
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The virtual Steam Deck pad only appears in the host's Game Mode (and is navigable) when it arrives as a real USB device via the usbip/vhci_hcd transport — Steam Input won't promote the UHID hid-steam fallback (Interface: -1). The host runs as an unprivileged --user service, so it cannot modprobe vhci_hcd itself; the module must be loaded at boot and the vhci attach/detach sysfs files chgrp'd to the `input` group by the udev rule. Packaging ships modules-load.d/punktfunk.conf + 60-punktfunk.rules under the sysext's /usr/lib, but a systemd-sysext image MERGES after systemd-modules-load and early udev have already run, so on a plain reboot of a sysext host (e.g. Bazzite) those files are read too late: vhci_hcd is never loaded, usbip fails, and the pad silently degrades to non-promoted UHID — the controller vanishes from Game Mode. (deb/arch/rpm are unaffected: real /usr is present at early boot.) Fix: sysext post_merge now mirrors BOTH files into real /etc (read at the normal early-boot time, shadowing the /usr copies by filename; refreshed every merge since neither is user config), then reloads udev, modprobes vhci-hcd, and re-triggers the vhci platform device for the live session. Also raise the UHID-fallback log INFO->WARN with an actionable hint. Verified on the .41 sysext host: after the /etc mirror, unloading vhci_hcd and restarting systemd-modules-load (the real reader of /etc/modules-load.d) reloads the module; a udev coldplug trigger makes attach/detach root:input 0660; the unprivileged host user can then write attach — the exact working precondition for the usbip transport, now durable across reboot. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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59fc820226 |
perf(inject/host): dedup the DualSense HID-output feedback plane (G17)
A game's DualSense output report bundles rumble + lightbar + player-LEDs + adaptive-triggers into one report, so a pad that is merely rumbling re-sends its unchanged lightbar / LED / trigger state on every output report. The managers already dedup rumble, but forwarded every rich `HidOutput` event verbatim — flooding the 0xCD feedback plane to the client during continuous rumble. Add a shared `HidoutDedup` (dualsense_proto, used by both the Linux UHID and Windows UMDF managers) that forwards Led/PlayerLeds/Trigger only on a value change (per side for the two triggers) and always forwards one-shot TrackpadHaptic pulses — mirroring the rumble dedup two lines above and the DS4 backend's lightbar dedup. Reset per pad on create/unplug. Verified on Linux .21 (clippy -D warnings clean, new HidoutDedup unit test + full suite green); Windows .173 with the rest of Phase 3. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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d611645ffc |
refactor(inject/host/windows): hoist the shared SwCreateCtx into gamepad_raii (G14)
The `SwDeviceCreate` completion-callback context (`SwCreateCtx`, the `sw_create_cb` extern callback, and the `instance_id()` accessor) was copy-pasted byte-for-byte in the XUSB (`gamepad_windows.rs`) and DualSense/DS4 (`dualsense_windows.rs`) backends. Hoist the one copy into `gamepad_raii.rs` as `pub(super)`; both `create_swdevice` bodies now build the shared type and pass the shared callback. Prunes the now-orphaned HRESULT/SetEvent/HANDLE imports from the two siblings. Pure move + dedup, no behavior change. Windows-verified with the rest of Phase 3 (clippy --all-targets -D warnings). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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17457cf4ba |
refactor(gamestream/host): source gamepad BTN_* from punktfunk_core + pin the wire bits (G13/G15)
`gamestream/gamepad.rs` hand-declared its own copy of the GameStream buttonFlags/buttonFlags2 layout, which had drifted from the single source of truth in `punktfunk_core::input::gamepad`: the click bits were named `BTN_LS_CLK`/`BTN_RS_CLK` (vs core's `…_CLICK`). The two layouts are bit-identical — GameStream/Limelight and the punktfunk/1 native wire are one contract — so define the gamestream names as `pub const` aliases of the core constants. Values now come solely from core (can't drift); kept as `pub const` (not a `pub use` re-export) because on Windows the only consumer — the Linux uinput button map — is cfg'd out, where an unused re-export lints as an error but an unused pub const does not. Rename the two injector call-sites (`inject/linux/gamepad.rs`) to the canonical `BTN_LS_CLICK`/`BTN_RS_CLICK`. G15 host half: replace the 3-bit gamestream-vs-core spot-check with an exhaustive golden-value test (`gamepad_wire_bits_are_pinned`) that freezes every button bit + axis id to its exact wire value, so renumbering a bit in core — which would silently break every shipped client — fails a test first. The host counterpart to the client-side C-ABI cross-checks. Verified on Linux .21: clippy -D warnings clean, pin test + gamepad suite green. (Windows verified together with the rest of Phase 3.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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6263108e15 |
fix(inject/host/windows): fold Steam back grips on the Windows DS/DS4 backends (G7)
The Windows DualSense and DualShock 4 managers passed the raw wire buttons straight into `DsState::from_gamepad`, so a client's Steam back grips (BTN_PADDLE1..4) were silently dropped and `PUNKTFUNK_STEAM_REMAP` was ignored — the Linux DS/DS4 backends already fold them via `steam_remap::fold_paddles`. Bring the Windows backends to parity: add a `remap: steam_remap::RemapConfig` field (`::from_env()` in `new()`) to both managers and fold the paddles before `from_gamepad`, exactly as `linux/dualsense.rs` / `linux/dualshock4.rs`. Default policy stays Drop (don't fire buttons the user didn't ask for); set the env to map the grips onto stick-clicks or shoulders. `steam_remap` was gated `target_os = "linux"`; widened to `any(linux, windows)`. It's pure (only punktfunk_core + std::env); its Linux-only Deck motion rescale is `pub` so it compiles clean on Windows with no dead-code warning. Verified: Linux .21 (clippy -D warnings clean, inject tests 32 pass / 0 fail — the gate widening is a no-op there); Windows .173 (clean-recheck of punktfunk-host, cargo clippy --all-targets -D warnings EXITCODE 0, steam_remap + both managers compiling on Windows for the first time). On-glass with a real DualSense/DS4 + PUNKTFUNK_STEAM_REMAP still owed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0c427cb3f1 |
fix(inject/host/linux): re-assert absolute gamepad button state each frame (G8)
The uinput gamepad backend emitted only XOR-changed button edges while advancing `prev_buttons` unconditionally. Because `emit()` is best-effort (a full kernel queue silently drops the write), a dropped EV_KEY edge was never re-synced — the button stayed stuck (pressed-not-released, or vice versa) until it next toggled. The axes never had this problem: they re-emit their absolute value every frame. Re-assert every mapped button's absolute state each frame, exactly like the axes, and drop the now-unused `prev_buttons` field. Restating an unchanged key is free downstream: the kernel input core discards an EV_KEY whose value already matches the device's current state (no duplicate event reaches consumers, and BTN_* keys don't autorepeat). The `emit()` "next frame re-syncs state" comment is now honest for buttons too. Verified on the Linux host build (.21): cargo clippy -D warnings clean (no dead-field warning), full punktfunk-host suite 277 passed / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5109a4c80a |
refactor(inject/host): extract the shared PadGate create-retry policy + fix the permanent broken latch (G3/G12)
All seven virtual-pad managers (Linux uinput/uhid: gamepad, dualsense, dualshock4, steam_controller; Windows XUSB/UMDF: gamepad, dualsense, dualshock4) carried an identical copy-pasted `broken: bool` latch that was set on the FIRST pad-creation error and never cleared — so a single transient failure (a startup race on /dev/uinput, a momentary EBUSY, the Windows companion driver not yet ready) permanently disabled EVERY controller for the rest of the session, even after the cause cleared. Extract that latch into one shared, unit-tested `PadGate` (inject/pad_gate.rs) with the fix baked in: capped exponential backoff (1s doubling to 30s) instead of a permanent kill. After a failure, creation is blocked only until the backoff elapses — so the manager no longer re-attempts (and re-logs) on every one of the 60–240 input frames/sec — then a single retry is allowed; a success resets the backoff. A genuinely broken setup therefore self-heals within one backoff window of the fix (udev reload / driver install / next client connect) with no host restart. The gate is manager-wide, matching the old flag's semantics (these failures are systemic, not per-slot). This folds G3 (broken latch) into G12 (dedup the manager skeleton): the latch now lives in one place across all seven backends. Verified on the Linux host build (.21): cargo clippy -D warnings clean, full punktfunk-host suite 277 passed / 0 failed, 4 new PadGate tests green. Windows managers verified separately on the x64 box. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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43e52437c0 |
fix(gamepad/host): map BTN_MISC1 to the DualSense mute button (G6)
DsState::from_gamepad mapped GUIDE→PS and TOUCHPAD→TOUCHPAD into buttons[2] but never handled BTN_MISC1, so the mic-mute / capture button clients send was inert on every PlayStation-family virtual pad (DualSense/DualShock4), and btn2::MUTE was dead code. Map BTN_MISC1 → btn2::MUTE (rebuilt from the wire bit each frame like PS/TOUCHPAD, so no persistence gap) and drop the #[allow(dead_code)]. Test extended (from_gamepad_maps_touchpad_click); green on Linux (.21). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2642ba6ad0 |
fix(gamepad/host): keep Steam Deck trackpad clicks across a button frame (G2)
SteamControllerManager::handle rebuilds `SteamState.buttons` from the gamepad
frame every tick via from_gamepad, preserving only the rich-plane TOUCH bits —
so a held trackpad CLICK (set on the rich plane by apply_rich, stored in
`buttons`) was wiped on the very next button/stick frame and only flickered
back on the next rich event. This is the exact trap the DualSense backend
already dodges by keeping click in a separate `touch_click` field.
Mirror that: add persisted `lpad_click`/`rpad_click` bools to SteamState set by
apply_rich (instead of pressing LPAD_CLICK/RPAD_CLICK into `buttons`), OR them
into the report's click bits in serialize_deck_state, and preserve them across
the rebuild in handle() like touch/coords/motion. RPAD_CLICK's other owner —
the DualSense touchpad-click wire button via from_gamepad — stays in `buttons`
and is OR'd at serialize, so the two sources release independently (a released
BTN_TOUCHPAD can't strand a rich click, and vice-versa).
Adds a regression test (rich_click_survives_a_buttons_rebuild). All 17
inject::{steam,dualsense,dualshock4}_proto tests pass on Linux (.21).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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644c035a34 |
feat(encode/amf): accept AMF runtime >=1.4.34 (graceful degrade) + log loaded amfrt64.dll identity
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The Windows AMF encoder hard-rejected any runtime <1.4.36 — a Jan-2025 (Adrenalin 25.1.1) driver floor. Every AMD host on an older driver failed the session with "update the AMD driver" after 8 retries, notably Boot Camp Macs whose bundled amfrt64.dll lags far behind. Split the single pin: - AMF_MIN_VERSION (1.4.34): the ABI floor accepted at load. Every vtable slot the FFI mirrors is a base-interface slot stable since well before 1.4.34; the 1.4.35/1.4.36-only features are string-keyed encoder properties already applied via set_prop(required=false), which log-and-continue — so an older driver degrades those features individually instead of failing. - AMF_HEADER_VERSION (1.4.36): the header the mirror targets, now passed to AMFInit capped at min(header, runtime) so claiming a version newer than the runtime can't make AMFInit reject an otherwise-usable older driver. No functionality removed: a >=1.4.36 runtime behaves exactly as before. Also logs, once per process, the AMF runtime version AND the loaded amfrt64.dll's full path + file-version resource (via GetModuleFileNameW + VerQueryValueW). This surfaces the Boot Camp failure mode where the display driver reads 25.x but the System32 amfrt64.dll is a stale build reporting an old AMF version; the too-old decline now names the DLL path/build and points at reboot + DDU reinstall. Not compile-verified: amf.rs is Windows-only and this Linux box can't cross-build it (a dependency's C build fails for the msvc target). Needs cargo check/clippy on the Windows build box / CI. rustfmt-clean; the windows-crate FFI signatures were verified against the on-disk 0.62.2 bindings. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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05868ef634 |
fix(encode): Vulkan-HEVC full-RPS reference retention + AV1 feature gate (RFI review)
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2026-07-12 review of the host encoders / client decoders / RFI plane. NVENC (both), AMF-LTR, the session glue, and the client RfiTracker came out clean; every fix lands in the Vulkan Video backend + dispatch: 1. HEVC: author each P-frame's short-term RPS to retain ALL resident DPB pictures (minus the setup slot), not just its one reference. HEVC 8.3.2 evicts unlisted pictures, and clients keep FEEDING the decoder while frozen — so with the old single-pic RPS, a conforming parser (FFmpeg = the Linux VAAPI/Vulkan and Windows D3D11VA clients) had already discarded the picture an RFI recovery anchor references whenever a fed post-loss frame preceded it: generate_missing_ref, and the "clean" anchor plus everything chained after it decodes as garbage. Pure builder (`build_h265_rps_s0`) + unit tests; AV1 needs nothing (slot-based retention). The smoke test now encodes a fed post-loss frame between loss@4 and anchor@6 so an ffmpeg decode of the dropped dump exercises exactly this (expect ONE POC-4 complaint, never POC 3) — revalidate on the AMD box; this NVIDIA dev box fails the backend earlier at HEVC header retrieval (pre-existing). 2. AV1: chain PhysicalDeviceVideoEncodeAV1FeaturesKHR (videoEncodeAV1 = TRUE, stype 1000513004) into device creation — spec-required for the ENCODE_AV1 codec op; RADV tolerated the omission, validation layers and stricter drivers do not. 3. RFI decline no longer self-arms force_kf — that bypassed the session glue's 750 ms IDR cooldown, turning a storm of hopeless RFI requests into one full IDR each. Decline like NVENC/AMF and let the caller's coalesced keyframe path own the fallback; add the missing first>last guard for parity. 4. open_video_backend now returns the label of the branch that ACTUALLY opened, so the mgmt API / web console reports "vulkan" instead of "vaapi" for the default-on Vulkan sessions (the old dispatch-mirror resolved_backend_label went stale when the backend gained its VAAPI fallback; deleted). Structure: the ~230-line inline HEVC coding block moves to record_coding_h265 (symmetric with record_coding_av1) and the duplicated pre-encode barriers dedupe into begin_encode_cmd. Follow-up plan (separate, punktfunk-planning): bring the post-loss freeze + RECOVERY_ANCHOR/POINT lift to the Android/Windows/Apple clients via a shared ReanchorGate (design/client-reanchor-freeze-parity.md). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2d37835545 |
feat(encode): AV1 on the Linux Vulkan Video encoder (real RFI)
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Extend the raw Vulkan Video backend to AV1 (`VK_KHR_video_encode_av1`) alongside HEVC, so AMD/Intel Linux hosts get the same clean-P-frame loss recovery for AV1 that HEVC already has — no full IDR on packet loss. ash 0.38.0+1.3.281 predates the AV1-encode extension (finalized in Vulkan 1.3.290) and bumping ash breaks the SDL/Vulkan client (it drops the lifetime on AllocationCallbacks, which sdl3-sys still generates). So the AV1-encode structs/flags/enums are vendored host-only in `encode/linux/vk_av1_encode.rs`, copied verbatim from ash-master's generated code and chained into ash's generic video-encode calls via raw p_next — the common StdVideoAV1* types (from AV1 decode) are reused from ash 1.3.281. `vulkan_video.rs` gains a parallel AV1 path: AV1 Main profile/caps/session (+ max-level session-create), a bit-packed sequence-header OBU + per-frame temporal-delimiter framing (Vulkan AV1 encode, unlike H26x, emits only the frame OBU), and per-frame StdVideoEncodeAV1PictureInfo with the RFI reference model — a normal P inherits CDF context from its reference for compression, while an IDR or recovery anchor sets primary_ref_frame=NONE + error_resilient_mode so it decodes independent of the (possibly lost) frames since its reference. HEVC recording is unchanged; the shared CSC / ring / DPB-barrier pipeline is reused as-is. Codec routing in `open_video_backend` extends the HEVC arm to HEVC|AV1. The seq header enables only order-hint (+128px superblocks per caps), matching FFmpeg's proven Vulkan AV1 config — enabling CDEF/restoration made VCN emit frame-header sections our seq header didn't match, desyncing every inter frame. Headless-validated on real RADV (780M): open + 6-frame encode (I P P P P P) decodes 0-error on both dav1d and ffmpeg/cbs; the RFI recovery anchor at frame 4 is a clean P (not IDR), and dropping the "lost" frame 3 still decodes clean (re-anchored to frame 2). HEVC smoke unchanged (no regression). `cargo clippy --features vulkan-encode -- -D warnings` and the no-feature build both green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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76be4c3e12 |
feat(gamepad): multi-controller support on the native plane
Host was already built for 16 pads; the blocker was every client hard-coding pad 0. This lands the host-side + reference-client contract: - input.rs: new wire kinds GamepadArrival=14 (declares a pad's type: code=GamepadPref byte, flags=pad) and GamepadRemove=13 (flags=seq<<24|pad, shares the snapshot seq space via encode/decode_gamepad_remove). - pf-client-core/gamepad.rs: reworked from a single `open` pad to a slots: Vec<Slot> model — every forwarded controller gets a stable lowest-free wire index held for its lifetime, per-slot held/axis/touch/ rumble state, GamepadArrival on open + GamepadRemove on close, and feedback routed back per wire index. Automatic forwards all real pads; a pin forces single-player. - punktfunk1.rs: replaced the single-session PadBackend enum with a Pads router — per-pad kinds[]/owner[] arrays, lazily-created per-kind managers, pure route_decision keeping a live device in its manager across a kind change (no ghost/dup). Input thread seq-gates GamepadRemove (clears the pad_mask bit, resets rumble) and applies GamepadArrival kinds. - inject linux/windows backends: add the two new no-op InputKind arms. Native/session + default-Windows clients (both spawn punktfunk-session) inherit this. 57 core + 33 client-core + 272 host tests green; clippy clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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84329205eb |
feat(encode): default-on the Linux Vulkan Video HEVC backend
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On-glass validated 2026-07-12 on an AMD RADV 780M with a real Deck-class client: the pipelined raw-Vulkan HEVC encoder ran a rock-solid 1080p@240 session and healed loss with clean P-frame recovery anchors (real RFI the libav VAAPI path can't express). Ship it on by default, mirroring the NVENC default-on. - vulkan_encode_enabled() defaults ON; PUNKTFUNK_VULKAN_ENCODE=0 is the libav VAAPI escape hatch. A failed open still falls back to VAAPI, so a device without h265 Vulkan encode (or an untested Intel/ANV that misbehaves at open) degrades gracefully instead of breaking the stream. - Ring depth defaults to 2 (one frame of overlap, lowest added latency — the on-glass-validated real-time setting); PUNKTFUNK_VULKAN_INFLIGHT still tunes it. - Compile --features punktfunk-host/vulkan-encode into the arch/deb/rpm host builds (pure-Rust ash, no new lib / no link-time dep), alongside nvenc. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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e9d8f2bc04 |
perf(encode): pipeline the Vulkan Video encoder (frames in flight)
The Linux raw-Vulkan HEVC backend blocked on two GPU fences per frame, so CPU readback and the next capture could not overlap the GPU encode. Refactor into a small ring of per-in-flight-frame resources (own command buffers, CSC descriptor set + Y/UV/NV12 scratch, bitstream buffer, feedback query and sync objects) so submit() records into a free slot and returns without waiting, and poll() reads back the oldest slot once its fence signals. The pump's non-blocking poll then overlaps a frame's CSC+encode with the next capture — the throughput win — with no capturer/pump change (VAAPI untouched). - New `Frame` struct + `make_frame`; encoder holds `frames`/`ring`/`in_flight`. - `record_submit` (non-blocking) + `read_slot` (fence-gated readback) replace the synchronous `encode_frame`; `enqueue` applies backpressure by draining the oldest slot when the ring is full. - DPB self-barrier between consecutive encodes: orders frame N's reconstruct write before N+1's reference read now that they can be in flight together. - flush() drains all in-flight slots in order; reset() waits idle + discards. - Ring depth defaults to 3, overridable via PUNKTFUNK_VULKAN_INFLIGHT (2..=6). - Smoke test drains via poll-loop + flush (async breaks one-AU-per-submit). Headless-validated on real RADV 780M: cargo check (feature on/off) + clippy -D warnings + rustfmt clean; smoke test at ring depth 2/3/6 all ffmpeg-decode clean (I P P P P P) and drop-heal (I P P P P) with 0 errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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bbbb7f5723 |
fix+perf(encode): clamp Vulkan CSC to source edge + cache dmabuf imports
Two refinements after the initial on-glass validation on RADV (780M): - Green padding bar at non-16-aligned heights (e.g. 1080 → coded 1088): the CSC compute shader read past the edge of the shorter source dmabuf for the 8 alignment-padding rows, producing undefined/green garbage that showed on a client rendering the coded frame. Clamp every source fetch to `textureSize-1` so padding rows duplicate the last real row (invisible, and the SPS conformance window still crops it for a compliant decoder). BT.709 conversion is byte-identical for in-bounds pixels. 5120x1440 (exactly aligned) was never affected. - Per-frame dmabuf import churn: the backend created + imported + destroyed a VkImage every frame (allocation jitter → stutter). PipeWire cycles a small fixed pool, so import each underlying buffer ONCE (keyed by st_dev/st_ino — each frame's fd is a fresh dup of the same buffer) and reuse it, matching the CUDA-path VkBridge. First import acquires from the foreign producer; cached re-reads keep queue ownership and use a plain visibility barrier. On-glass: ~3-6 imports per session then silent (was ~one per frame at 240 Hz), stutter gone at resolutions with headroom. Also adds a PF_SMOKE_W/H override to the headless smoke test to exercise the conformance-window crop path (ffprobe confirms coded 1088 → displayed 1080). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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5ab6daa694 |
feat(encode): raw Vulkan Video HEVC backend on Linux (AMD/Intel) with real RFI
Add `VulkanVideoEncoder` (`VK_KHR_video_encode_h265` via ash) — the open-stack twin of the direct-NVENC RFI path, giving AMD/Intel Linux hosts real reference-frame invalidation loss recovery: a clean P-frame recovery anchor that re-references a known-good older frame instead of a full IDR. The app owns the DPB, so recovery = pointing the P-frame's single L0 reference at a resident slot strictly older than the loss (never a concealed frame). The backend owns its own ash instance/device with encode + compute queues, authors VPS/SPS/PPS (Main, conformance-window crop for non-16-aligned heights like 1080->1088), runs a DPB-ring reference-slot state machine with monotonic POC and CBR rate control, and does an on-GPU RGB->NV12 BT.709 compute CSC (embedded rgb2yuv.spv) since capture delivers packed-RGB dmabufs — importing each frame's dmabuf (explicit DRM modifier) or uploading a CPU-RGB fallback, CSC on the compute queue, then encode on the encode queue, ordered by a semaphore. Wired into `open_video_backend`: an AMD/Intel HEVC session opens this instead of libav VAAPI when `PUNKTFUNK_VULKAN_ENCODE=1` (VAAPI fallback on any open error, so it can only improve recovery, never break a stream); `PUNKTFUNK_ ENCODER=vulkan` forces it. Gated behind the new `vulkan-encode` Cargo feature, which pulls no new dependency (reuses the `ash` bindings already carried for the dmabuf zero-copy bridge). Opt-in until on-glass validated, mirroring how the direct-NVENC path shipped. Headless-validated on real RADV (RDNA3 780M, Mesa 26): open + multi-frame encode + `invalidate_ref_frames` all run through the real struct and ffmpeg decodes the output `I P P P P P` with 0 errors; the recovery frame is a clean P-frame (not an IDR); and dropping the "lost" AU still decodes cleanly because the recovery re-anchored to an older frame — the RFI heal, proven on real hardware. `cargo check`/`clippy -D warnings` green with the feature on and off. Design: design/linux-vulkan-video-encode.md. Harness: design/vkenc-probe-harness/. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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76594f27c1 |
feat(nvenc): default-on the Linux direct-SDK NVENC path
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On-glass validated 2026-07-12 on an RTX 5070 Ti host with a real Steam Deck client (NV12 4:2:0, 1280x800@90): real nvEncInvalidateRefFrames landed 73/73 as clean P-frame recovery anchors (never IDR), losses consistently ~2 frames deep — well inside the 5-frame DPB. That is the loss recovery the libav hevc_nvenc path cannot express, so make the direct path the default on NVIDIA. PUNKTFUNK_NVENC_DIRECT=0 (also false/no/off) is now the libav escape hatch. Still gated on a CUDA capture payload — the `cuda` check in open_nvenc_probed keeps AMD/Intel on VAAPI regardless, and the NVENC/CUDA entry points stay dlopen'd at runtime (no new DT_NEEDED), so non-NVIDIA hosts are unaffected. Packaging comments updated to match. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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ad532b08a0 |
style(encode): rustfmt the direct-SDK NVENC Linux backend
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`cargo fmt` was not run on the Phase 5.2 additions (nvenc_cuda.rs + the encode.rs dispatcher fork), failing the ci.yml rust fmt job. Whitespace/wrapping only — no behavior change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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93093f3cf9 |
feat(encode): direct-SDK NVENC on Linux (CUDA input) with real RFI
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Phase 5.2 of design/encoder-recovery-hardening.md (design/linux-direct-nvenc.md). The Linux NVIDIA host encodes through libavcodec `hevc_nvenc`, which structurally cannot express `nvEncInvalidateRefFrames` — so every FEC-unrecoverable loss is a full IDR and, since the client freezes-until-reanchor, a per-loss freeze for RTT+IDR-encode. This ports the Windows raw-NVENC backend to NV_ENC_DEVICE_TYPE_CUDA over the shared CUcontext so Linux NVIDIA gets the same real RFI + F2 recovery-anchor + reset() stall lever + HDR-SEI/Main10 plumbing. New `encode/linux/nvenc_cuda.rs` (`NvencCudaEncoder`): - runtime-loaded entry table via `dlopen libnvidia-encode.so.1` (never link-time, mirroring the zerocopy::cuda libcuda loader) — one binary still starts on AMD/Intel Linux boxes and falls through to VAAPI/software; - session on the shared CUcontext (zerocopy::cuda::context()); - an encoder-owned ring of registered CUDADEVICEPTR input surfaces (zerocopy::cuda::InputSurface + a contiguous-NV12 allocator), each captured DeviceBuffer device→device copied in via the existing copy_* helpers — mirrors the libav recycled-hwframe-pool copy, so zero regression vs today; - config/RFI/anchor/reset ported from the Windows backend; sync-only (NVENC async is Windows-only, so that whole subsystem is dropped); - Main10/HDR-SEI wired but inert until a Linux P010 capture path (Phase 5.1). Wired behind PUNKTFUNK_NVENC_DIRECT (default OFF) in open_nvenc_probed; the Windows path is untouched (no shared extraction in v1). Two on-hardware `#[ignore]` smokes added. Validated on .21 (RTX 5070 Ti, driver 610.43.03): builds on Linux under ci-check, clippy-clean, full host suite 272/0, NV12 smoke (8 AUs, real invalidate_ref_frames + recovery_anchor on a P-frame) and YUV444 FREXT smoke (6 AUs, chroma_444) green; Windows compile unaffected. Owed: the client-in-the-loop matrix (RFI-survives-ABR, reset() heal, A/B vs libav) and the default flip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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fdda7144ed |
fix(encode): harden loss-recovery correctness across host encoders (F1–F7)
Phases 1–4 of design/encoder-recovery-hardening.md — make the shipped RFI/ freeze-until-reanchor recovery honest and rebuild-safe across every backend. F1 — frame-index domain desync: the encode loop now owns a session-lifetime `au_seq`; `Encoder::submit_indexed(au_seq + inflight)` pins NVENC inputTimeStamp and AMF LTR slots to the WIRE frame index, so `invalidate_ref_frames` compares client frame numbers in the same domain and survives adaptive-bitrate rebuilds (an internal counter desynced on the first rebuild → RFI silently dead / an AMF force-ref onto a never-decoded frame). `FrameMsg.frame_index` → `Session::seal_frame_at`; GameStream gets the same via `VideoPacketizer:: packetize(.., Some(idx))`. F2 — Windows NVENC left the client frozen ~1s per loss: NVENC RFI was transparent (no anchor tag) while the session glue armed the 750ms IDR cooldown, so the freeze only lifted on the ~1s keyframe re-ask. NVENC now mirrors AMF — `pending_anchor` tags the first post-invalidate AU (the clean re-anchor P-frame) `recovery_anchor`, incl. the covering-range dedupe re-arm; the client lifts at ~RTT. F3 — speed-test probe filler burned video frame indexes: moved to its own index space (`Packetizer::alloc_probe_index` + `Session::submit_probe_frame`) with a second client reassembly window routed on FLAG_PROBE, gated on the new VIDEO_CAP_PROBE_SEQ Hello bit (mid-session probes declined for older clients). F4 — RFI range sanity cap: forward gaps wider than `packet::RFI_MAX_RANGE` (256) resync via keyframe instead of an out-of-range RFI, host- and client-side (client huge-gap → keyframe in `RfiRecovery::observe` + the pf-client-core pump). F5 — reset() parity: Windows NVENC (teardown + lazy re-init), Linux VAAPI (drop-inner), Linux NVENC (reopen from stored OpenArgs) now give the stall watchdog a heal lever instead of ending the session. F6 — sw.rs `pending: VecDeque` (was `Option`), killing the silent AU drop at capturer pipeline depth > 1. F7 — doc sweep on the RFI/anchor comments. Verified: punktfunk-core lib tests (macOS + Linux), full punktfunk-host suite on Linux (RTX 5070 Ti), Windows compile. Owed: the on-glass client matrix (F2 freeze A/B, AMF LTR spike across a bitrate rebuild). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f77fdee3e9 |
style(host): fix clippy doc_lazy_continuation in reconfig_allowed
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New clippy (rust-1.96) flags the summary line after the 'Gated OFF for' bullet list as a lazy list-continuation under -D warnings. Add a blank /// line so it reads as its own paragraph (clippy's suggested fix), matching intent. Comment only; no behavior change. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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a85be8e467 |
feat(displays): clearer virtual-display preset names + descriptions
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"Gaming rig" actually meant a dedicated/headless box you only ever stream from, which confused users — rename it to "Headless box" and rewrite all five preset summaries to be scenario-first and shorter (the console cards already show the mechanics as badges). Updated across the host API summaries (mgmt.rs), the web console labels (en/de), and the docs table + prose. The internal preset id `gaming-rig` is unchanged (stable API / stored-policy / test contract). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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2271f67202 |
style: rustfmt the recovery + resize changes (Windows CI fmt check)
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The `cargo fmt --check` step on the x86_64-pc-windows-msvc job was failing: the mid-stream loss-recovery and resize-overlay commits landed with unformatted wraps across pf-presenter, pf-client-core, punktfunk-core, pf-console-ui, and a few host files. Applied `cargo fmt`, and hand-relocated two trailing comments in session.rs (a decoded-frame note and the wrap-counter note) to their own lines so rustfmt no longer column-aligns the following comment block to a deep indent. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e55ff1bb28 |
feat(recovery): clean mid-stream loss recovery — freeze-until-reanchor + AMD LTR-RFI
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Removes the "gray frames with motion" artifact on Vulkan-Video clients and lets AMD/NVENC hosts re-anchor after loss WITHOUT a 20-40x IDR spike. Client (pf-client-core): after a reference loss the hardware decoder conceals the missing-reference deltas (on RADV, a gray plate with new motion painted over) and returns Ok. The pump now freezes on the last good picture until a clean re-anchor instead of showing the concealment — lifting on a real IDR, an intra-refresh recovery mark (2nd wave boundary), or an LTR-RFI recovery anchor (1st). The frame_index gap is the early, precise loss signal and drives an RFI request. Host recovery signals (inert unless the backend supports them): - USER_FLAG_RECOVERY_POINT — intra-refresh wave boundary (NVENC constrained GDR). - USER_FLAG_RECOVERY_ANCHOR — AMD LTR reference-frame-invalidation recovery frame. AMD LTR-RFI (encode/windows/amf.rs) — the AMD twin of NVENC RFI. AMF's AVC/HEVC API has no constrained-intra property (intra-refresh cannot heal; PSNR-proven), so the only clean-recovery lever is user LTR: mark frames as long-term references, and on loss force the next frame to re-reference the newest known-good one — a clean P-frame, not an IDR. Two rotating LTR slots, ~0.5s mark cadence, on by default for AVC/HEVC (PUNKTFUNK_NO_AMF_LTR disables). invalidate_ref_frames picks the newest LTR before the loss; a range older than the live slots falls back to a keyframe. Protocol (punktfunk-core): RfiRequest control message + NativeClient::request_rfi(). Host: RfiRequest dispatch -> invalidate_ref_frames (IDR fallback); an RFI success anchors the keyframe cooldown so the client's frames_dropped echo of the same loss is coalesced away rather than emitting a redundant IDR. Spike: synthetic NV12 GPU source for headless AMF encoder testing. Validated: core rfi_request_roundtrip; pf-client-core 31 unit tests (incl. an_rfi_anchor_lifts_immediately); punktfunk-host builds + 271 tests on Linux; punktfunk-host builds clean on Windows; real AMD iGPU spike (invalidate at frame 90 forced re-reference to LTR frame 60 — 180 frames, keyframes=1, no recovery IDR). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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d294b3923c |
test(resize): extract + unit-test the live-reconfigure gate (H1 gamescope / H5 per-client-mode)
The Linux §6 on-glass matrix can validate the gamescope must-REJECT behavior only on native-gamescope hardware (the NVIDIA dev box fails headless GBM allocation — a nested Hyprland/sway/gamescope output comes up 0×0), so pin the gate down deterministically instead: extract the inline `live_reconfig_ok` decision into a pure `reconfig_allowed(compositor, per_client_mode)` and test it — gamescope rejects in every identity mode, a per-client-mode policy rejects on every backend, and all other compositors (plus the synthetic protocol-test source) with the default identity accept. Also fmt-normalizes the re_add block from the prior commit (whitespace only). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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4c18bb80ca |
feat(resize/win): mid-stream resize on-glass fixes — corrective-ack actual res + monitor re-arrival
On-glass validation on the .173 Windows IDD-push host confirmed the Reconfigure
protocol + host rebuild work end-to-end and genuinely change pixels for an
advertised mode (1920x1080 -> 1280x720: two SPS/IDR sets, ffprobe both res). It
also surfaced two gaps for out-of-EDID-list target modes, both fixed here.
Fix 2 (corrective ack carries the ACTUAL resolution): the H2/H3 corrective ack
recovered only the achieved REFRESH (interval_hz), taking width/height straight
from the request — so when a backend delivered a different RESOLUTION (Windows
pf-vdisplay falling back to its advertised mode) the client was told it got a
size it never received, and by the D2 discipline never re-asked. New
`delivered_mode(frame.{w,h}, interval)` derives the ack from the captured frame's
real dims (what the encoder opened at / the client decodes) in both the success
and rollback branches. Unit-tested.
Fix 1 (reach arbitrary mid-stream modes via monitor RE-ARRIVAL): the pf-vdisplay
driver freezes a monitor's advertised mode list at IOCTL_ADD, and IddCx exposes
no live update-modes DDI, so an in-place ChangeDisplaySettingsExW to a mode not
advertised at arrival returns DISP_CHANGE_BADMODE. The manager's mid-stream
reconfigure now REMOVEs + re-ADDs the driver monitor at the exact new mode,
reusing the slot's stable per-client id (EDID serial / ContainerId) so the OS
keeps identity + saved DPI. The rebuilt Monitor PRESERVES gen (lease/refcount
continuity) and the group restore snapshot; reisolate_after_swap re-isolates the
new target without recapturing it. Host-only — no driver change. One monitor
hotplug per switch (the design's accepted "re-arrival for everything").
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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d0d9bd5bfb |
feat(resize): mid-stream resolution resize — host hardening (H1–H5) + session-binary Match window (C1)
design/midstream-resolution-resize.md Phase 0 + Phase 1. Host (Phase 0): - H1/H5: per-backend Reconfigure acceptance gate — reject for gamescope (all sub-modes; a resize must never relaunch the title) and under the per-client-mode identity policy (a resize would resolve a different display slot). Synthetic stays reconfigurable on purpose (the protocol test source; the C-ABI roundtrip test rides it). Plus a 500 ms host-side min-interval backstop against Reconfigure spam. - H2: rollback/corrective ack — the data plane reports the mode actually live after a failed rebuild (or a refresh the backend capped) through a reconfig_result channel; the control task forwards it as a second accepted Reconfigured so the client's mode slot self-corrects. - H3: live stats mode — SendStats reads a packed AtomicU64 (w|h|hz) updated on every switch instead of latching the session-start mode. - H4: registry::retire(gen) — a mode-switch rebuild force-releases the superseded Linux display, so linger/forever keep-alive policies don't accumulate kept monitors at stale modes. VirtualOutput carries pool_gen (fresh AND reused) and the Pipeline tuple threads it to the switch arm. Client (Phase 1, default off): - Settings: match_window policy + persisted last window size; exposed as the Resolution tri-state (Native / Match window / explicit) in the Skia console, GTK and WinUI settings pages. - pf-presenter: window opens at the persisted size; Hello mode follows the window's pixel size; D2 trigger discipline (400 ms debounce to resize-end, ≥1 s spacing, even-floor + ≥320×200 clamp, each distinct size requested at most once — covers rejects and host rollbacks) as a pure, unit-tested decision; HUD line + title refresh on a switch. - Session binary wires both --connect and --browse paths; the WinUI shell is session-always, so this covers Windows too. Verified: workspace tests + clippy green; synthetic --remode end-to-end; live session-binary run (window at persisted 1000×600 → Hello 1000×600@60). On-glass per-backend matrix (Mutter/KWin/gamescope-reject, keep-alive accumulation) still pending before any default flip. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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73c911cae4 |
feat(rumble): host-authoritative self-terminating envelopes (0xCA v2)
Rumble was level-triggered, unbounded state on a lossy channel: a non-zero level meant "buzz until further notice", healed only by the host re-sending state every 500 ms, and every client guessed when the host had died with its own magic timeout (SDL 1.5 s, Apple 1.6 s, Android up to 60 s). A lost stop, a reordered start, or a dead host could drone the motor for seconds. Make "stuck rumble" inexpressible on the wire. The 0xCA datagram grows a length-tolerant tail — [u8 seq][u16 ttl_ms] — so it self-terminates: the host authorizes a level for at most ttl_ms and renews it (~120 ms) while it holds, letting an abandoned one lapse client-side. seq is a per-pad wrapping reorder gate (reusing GamepadSnapshot::seq_newer) so a reordered stale start can't re-light a stopped motor. Decoders read the first 7 bytes as a plain level and ignore the tail, so no wire-version bump: an old client renders a new host's levels, and a new client falls back to its prior staleness heuristic against an old host (ttl = None). All four generation pairings render correctly. - core: encode_rumble_datagram_v2 / decode_rumble_envelope (datagram.rs); the client demux applies the seq gate then forwards (pad, low, high, Option<ttl>); next_rumble is unchanged (drops ttl), next_rumble_ttl keeps it; ABI adds punktfunk_connection_next_rumble2 + PUNKTFUNK_RUMBLE_NO_TTL, ABI_VERSION 4->5 (WIRE_VERSION unchanged — the tail is backward-compatible). - host (punktfunk1.rs): the flat 500 ms refresh becomes a renewal loop that bumps seq + stamps a fresh TTL on active pads and drains a short post-stop zero burst, then goes quiet. Hatches: PUNKTFUNK_RUMBLE_ENVELOPE=0 (legacy v1 + flat refresh, a bisect switch), PUNKTFUNK_RUMBLE_TTL_MS (clamped [150, 5000]). - renderers honor the TTL as their playback duration/deadline and keep their old heuristic only for a legacy (ttl=None) update: pf-client-core (the Deck haptic keep-alive is now deadline-bounded so it can't sustain a host-stopped rumble), clients/windows (SDL duration), android (JNI packs the lease out-of-band in bit 48 so any u16 ttl is unambiguous; Kotlin createOneShot(ttl)), apple (RumbleRenderer.envelopeDeadline + nextRumble2; sessionStaleSeconds demoted to the legacy fallback). - tests: codec round-trip + tail tolerance + seq-gate reorder (Rust); the probe asserts the v2 tail arrived under PUNKTFUNK_TEST_FEEDBACK; the Apple loopback asserts ttlMs round-trips end to end; RumbleTuning lease-decision cases. The host-side idle-timeout from the previous commit is defense in depth on the game side; this is the guarantee on the client side. Design: punktfunk-planning/design/rumble-envelope-plan.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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19e9828e8d |
fix(host/windows): force off a stale rumble residual the game abandoned
XInput vibration is level-triggered — it persists until the game sets it to zero — so a game that latches a rumble and then stops calling XInputSetState (a residual left at a menu/loading screen, or a plain forgotten stop) drones to the client forever (measured: a stuck (0,512) resent every 500 ms for 5.5 minutes). A real controller stops when the app stops driving it; mirror that. Keyed on game ACTIVITY (any SET_STATE, even an unchanged one), so a rumble the game keeps asserting is never cut — only an abandoned residual is; kept above SDL's ~2 s resend so an SDL-driven host game refreshes the activity clock before it fires. This is the game-facing half of the rumble-stop story; the wire-facing half is the self-terminating envelope model in the following commit. They compose: this bounds a game-abandoned rumble at the host, envelopes bound a host-abandoned rumble at the client. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |