- Settings gains a GPU selector (shown only on multi-GPU boxes): the picked
DXGI adapter drives decode + present, persisted as Settings.adapter and
applied at the next stream - gpu.rs now caches the shared device keyed by
the resolved preference (env PUNKTFUNK_ADAPTER > Settings > the window's
monitor's adapter) so a change needs no app restart.
- Ctrl+Alt+Shift+D disconnects the session (consumed locally, captured or
released): the hook releases capture and trips the session stop flag,
plumbed through the stream-page handoff; the pump winds down and the UI
navigates back to the host list.
- Stream HUD extended: codec chip (HEVC/H.264/AV1), display-side line from
the render thread (presents/s + capture-to-decoded vs capture-to-on-glass
p50), session line (host name, duration, network-lost frames, skipped
backlog frames), and both shortcut hints incl. the new disconnect.
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>
Structure: split the 1400-line app.rs into per-screen app/ modules (mod=root/
router, hosts, connect, pair, speed, settings, licenses, stream, style) with
shared card/header/busy-page builders and setting_combo/toggle helpers; the
re-render rule (thread-driven state lives in root use_async_state, flows down
as props) is now documented at the module root.
Parity features the other clients already had:
- "Native display" resolves the real monitor mode at connect
(MonitorFromWindow -> EnumDisplaySettingsW; was a hardcoded 1080p60)
- per-host network speed test: saved-host card button + a results screen
(probe burst -> goodput/loss -> ~70% recommended bitrate applied in one
tap; stale runs invalidated by generation) and `--headless --speed-test`;
the bitrate setting becomes a free-form NumberBox so the recommendation
round-trips
- forget host (ContentDialog confirm -> KnownHosts::remove_by_fp)
- settings: forwarded-controller picker (pads/pinned/set_pinned now wired),
gamepad type, host compositor, capture-system-shortcuts; the previously
dead Settings.compositor / inhibit_shortcuts are honored (shortcuts off =
Alt+Tab/Alt+Esc/Ctrl+Esc/Win act locally)
- click-to-recapture after a Ctrl+Alt+Shift+Q release; the HUD hint tracks
the live capture state
Perf: the input hook caches lock geometry (clip rect + contain-fit scale) at
engage instead of GetClientRect per WM_MOUSEMOVE; the audio jitter ring trims
via drain() and reuses the render scratch buffer.
Validated on the bare-metal box: --discover, synthetic-host loopback E2E
(TOFU -> clock skew -> HEVC negotiate -> D3D11VA init -> session end),
speed-test E2E, and the WinUI shell rendering in the console session via
PsExec (SSH/session-0 cannot create windows, pre-existing 0x80070005).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two bodies of work in one commit (the rename moved files the fixes also touched).
Naming/structure cleanup (pre-launch):
- Host modules m3.rs->punktfunk1.rs, m0.rs->spike.rs; CLI m3-host->punktfunk1-host,
m0->spike; bare `punktfunk-host` now prints help. Types M3Options/M3Source->
Punktfunk1Options/Punktfunk1Source.
- Clients consolidated out of crates/ into clients/: punktfunk-client-rs->
clients/probe (crate punktfunk-probe), client-linux->clients/linux,
client-windows->clients/windows, punktfunk-android->clients/android/native
(crate punktfunk-client-android; kept [lib] name=punktfunk_android so the JNI
contract is unchanged). crates/ now holds only core + host.
- Milestone codes M0-M4 purged from code/CLI/CLAUDE.md/README/docs/docs-site,
kept only in docs/implementation-plan.md. docs/m2-plan.md->
docs/gamestream-host-plan.md. CI/gradle/flatpak paths updated.
Client loss-recovery (video froze and never recovered after a brief drop):
- Export punktfunk_connection_frames_dropped through the C ABI (the core already
tracked it for the client keyframe-recovery loop; it was never reachable from
the ABI clients). Regenerated punktfunk_core.h.
- Apple (StreamPump + Stage2Pipeline) and Android (decode.rs) now poll
frames_dropped and request a keyframe when it climbs -- the same loss-driven
recovery Linux/Windows already had. Under infinite GOP the decoder silently
conceals reference-missing frames, so the decode-error trigger rarely fires.
Apple rumble robustness (worked then went spotty -- DualSense + Xbox):
- Add CHHapticEngine stopped/reset handlers (rebuild on app background / audio
interruption / server reset) and drop the permanent `broken` latch on a
transient drive failure; latch only when the controller truly has no haptics.
- Surface swallowed SDL set_rumble errors on Linux/Windows + diagnostic logging.
Verified: cargo build/clippy/fmt --workspace, C-ABI harness, header drift.
Not runnable on this box (verify in CI): Gitea workflows, gradle/Android,
flatpak, Swift/decky.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>