eb451d8bc60398f706865aaec39248c5b595f3c0
12 Commits
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b9f4cf1f3e |
fix(host/windows): don't 2-way-split-encode Main10 — it's SLOWER on Ada (fixes broken HDR animations)
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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> |
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bbabc04bca |
feat(hdr): Windows HDR10 + 10-bit end-to-end, negotiated; non-blocking capture recovery
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Adds true HDR (BT.2020 PQ) and 10-bit (HEVC Main10) streaming, negotiated so an 8-bit/SDR client is never sent a stream it can't decode, plus a robust fix for the capture losing the stream across a secure-desktop transition. Protocol (punktfunk-core/quic.rs): - Hello gains `video_caps` (VIDEO_CAP_10BIT / VIDEO_CAP_HDR), Welcome gains `bit_depth`, both as optional trailing bytes (back-compat). client-rs advertises 10-bit via PUNKTFUNK_CLIENT_10BIT; the connector advertises 0 for now (in-band detection drives the native clients). Regenerated punktfunk_core.h. Windows host: - 10-bit Main10: host enables it only when the client advertised VIDEO_CAP_10BIT AND PUNKTFUNK_10BIT is set; threaded through open_video → NVENC (profile Main10, pixelBitDepthMinus8). - HDR: when the captured desktop is scRGB FP16 (R16G16B16A16_FLOAT, HDR on), copy it to an FP16 surface, composite the cursor there, convert scRGB → BT.2020 PQ 10-bit (R10G10B10A2) via a shader, and encode HEVC Main10 with the BT.2020/PQ colour VUI (ABGR10 input). Fixes the freeze + cursor-trail that came from feeding FP16 into the BGRA path. Reacts dynamically to the HDR toggle. - Capture recovery: rebuild is now a single NON-BLOCKING attempt, throttled to ~4×/s, repeating the last good frame between attempts (format-tagged last_present). During a secure-desktop dwell SudoVDA's output is gone; the old blocking 12 s retry starved the send loop for seconds so the client timed out and disconnected — now the session stays fed (frozen) until the desktop returns. Also seeds a black frame on recovery. Apple client (PunktfunkKit): - Detects HDR in-band from the stream VUI (PQ transfer function), decodes to 10-bit P010, and presents via an rgba16Float + BT.2020 PQ CAMetalLayer with EDR; SDR path unchanged. Switches automatically on a mid-session HDR toggle. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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26fbd9ec64 |
perf(host/windows): zero-copy NVENC — encode the capturer's texture in place (halve 3D-engine load)
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The Windows host pegged the GPU 3D engine at ~97% during high-fps desktop streaming — measured (per- process GPU-engine counters) as OUR process, not DWM. Cause: TWO VRAM->VRAM CopyResource per frame (dupl->gpu_copy in the capturer, then gpu_copy->nvenc_pool in the encoder), and on Windows D3D11 routes copies to render-target textures through the 3D engine (the DMA copy engine sat idle at 7%), so at 240 fps they saturate it and contend with a game's own rendering. Eliminate the second copy: NVENC now registers the capturer's D3D11 texture directly (cached by raw pointer, the cloned texture kept alive until unregister) and encode_pictures it IN PLACE — no encoder-owned input pool, no per-frame copy. Safe because the host encode loop is synchronous (capture -> submit -> poll, where lock_bitstream blocks until the encode finishes), so the capturer never overwrites the texture mid-encode; documented in the module header in case that ever changes. 2 GPU copies/frame -> 1 (the remaining dupl->gpu_copy is unavoidable; that DXGI surface is transient). Measured: SM/compute ~10-15% at ~217 fps 5K (was ~20% at only ~48 fps with two copies), 3687 frames decoded clean. Windows-only; Linux/macOS unaffected. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c830246037 |
feat(host/windows): UDP send offload + NVENC 2-way split-encode (1 Gbps+ / 5K@240)
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The Windows host couldn't sustain high-throughput / high-fps streams — two gaps vs the Linux host, both found via live RTX 4090 measurement (PERF timing + nvidia-smi per-engine attribution): - UDP Send Offload (USO). punktfunk-core's UdpTransport sent one packet per `send` syscall on Windows (send_batch/send_gso were Linux-only), capping throughput at high packet rates. Add a Windows `send_gso` override using `WSASendMsg` + `UDP_SEND_MSG_SIZE` (the Windows analogue of Linux UDP GSO) via windows-sys — one syscall segments a coalesced <=512-segment super-buffer to the connected peer. On by default with auto-fallback (PUNKTFUNK_GSO=0 disables, error latches off); plugs into the existing paced send path. SO_SNDBUF (32MB) was already cross-platform. - NVENC 2-way split-frame encoding. A single Ada NVENC session tops out ~0.8 Gpix/s, so 5K@240 (1.77 Gpix/s) took ~8 ms/frame -> a ~125 fps ceiling at high motion (the in-game stutter). Set NV_ENC_INITIALIZE_PARAMS.splitEncodeMode = TWO_FORCED above ~1 Gpix/s (matching the Linux libavcodec split_encode_mode path) to use both 4090 encoders — measured ~8 ms -> ~4 ms/frame at throughput. Env override PUNKTFUNK_SPLIT_ENCODE; init-failure fallback disables it (e.g. H264). Windows-only paths; Linux/macOS unaffected. Builds clean on x86_64-pc-windows-msvc. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f4b4a6c1e4 |
feat(host/windows): native res, cursor, secure-desktop capture, windowless SYSTEM launch
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Live-validated Mac <-> RTX 4090 at the display's native 5120x1440@240: - Resolution: set_active_mode enumerates the IDD's advertised modes and sets the requested resolution at the best supported refresh (keeps 5120x1440@240; no more silent fallback to the 1080p OS default when an exact mode is briefly unavailable). - Bitrate auto-cap: NVENC init probes and steps the average bitrate down to the GPU's codec-level max so a high client bitrate connects (matches the Linux host; we do not split NVENC sessions). - Mouse cursor: DXGI duplication excludes the HW cursor; capture the pointer shape/position (GetFramePointerShape) and GPU-composite it before NVENC. Color cursors alpha-blend; masked-color (the text I-beam) uses an INV_DEST_COLOR inversion blend so the caret inverts the screen and shows on any background (no black box); monochrome handled too. - Secure desktop (lock / login / UAC): run as SYSTEM in the interactive session, follow the input desktop via SetThreadDesktop, and on the WinSta switch recreate the D3D11 device and re-resolve the virtual output's GDI name from the stable SudoVDA target id (the name changes across the topology rebuild; the old failure hunted the stale \\.\DISPLAYn and dropped). ACCESS_LOST / INVALID_CALL / device-removed are recoverable, and a mid-stream resolution change is followed (capturer + NVENC re-init at the new size). isolate_displays detaches other monitors so Winlogon renders to the virtual output. One real session recovered 1012 desktop switches and completed cleanly. Windows-only backends; Linux/macOS unaffected. Builds clean on x86_64-pc-windows-msvc. Deployment (windowless SYSTEM launch via PsExec + hidden VBScript) documented in docs/windows-host.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2448a33698 |
style(host/windows): rustfmt the Windows backends
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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69ba6ec45d |
feat(host/windows): NVENC D3D11 hardware encoder (--features nvenc)
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Zero-copy capture->encode on the GPU via the raw NVENC API (nvidia_video_codec_sdk sys + ENCODE_API; the safe wrapper is CUDA-only). Opens an NV_ENC_DEVICE_TYPE_DIRECTX session on the SAME ID3D11Device as the DXGI capturer (carried on the new FramePayload::D3d11), registers a pool of BGRA textures once, CopyResources each captured texture in and encode_picture; CBR/ULL, infinite GOP, P-only, forced-IDR for RFI. The DXGI capturer gains a D3D11 zero-copy output (selected, like the encoder, by PUNKTFUNK_ENCODER=nvenc) so capture+encode share textures. OFF by default (the nvenc feature pulls the NVENC SDK + cudarc): the default Windows host links without it (openh264 path). cudarc builds toolkit-less via the SDK ci-check feature (dynamic-loading). At link time --features nvenc needs nvencodeapi.lib (NVENC SDK, or an import lib generated from the driver's nvEncodeAPI64.dll) on PUNKTFUNK_NVENC_LIB_DIR. Both default and --features nvenc builds validated to compile+link GPU-less on the VM (import lib generated from the driver DLL). Runtime needs a real NVIDIA GPU. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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cbbeaa5c29 |
feat(host/windows): openh264 software H.264 encoder (GPU-less path)
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Windows Encoder impl via the openh264 crate (statically-bundled, BSD-2): low-latency screen-content config (Baseline/no-B-frames, bitrate RC, BT.709 limited, near-infinite GOP + forced-IDR recovery via request_keyframe), packed CPU pixels (BGRx/BGRA/RGB/RGBA/RGBx/BGR) -> I420 -> AnnexB with in-band SPS/PPS each IDR. Synchronous: submit encodes immediately, poll hands back the one AU, flush is a no-op. Windows open_video factory selects it (PUNKTFUNK_ENCODER=software|nvenc|auto; NVENC arm lands later), H.264-only with a clear error otherwise, SW bitrate ceiling. Unit-tested live on the VM: synthetic BGRx -> AnnexB IDR + SPS NAL. Unblocks the GPU-less capture->encode->FEC->send pipeline. Compiles clean on Windows + Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a95984bb4f |
feat(client-linux): feature parity with the Swift client
Everything the macOS app does that stage 1 lacked, before any new feature work (user directive): - Input capture is now a deliberate, reversible STATE (Moonlight- style): engaged on stream start and click-into-video (the engaging click is suppressed), released by Ctrl+Alt+Shift+Q (toggles) or focus loss; held keys/buttons are flushed host-side on release; cursor hiding + shortcut inhibition follow the state; HUD hint when released. Per-session window handlers disconnect with the page. - Gamepads: app-lifetime SDL service (GamepadManager parity) — pad list + "Forwarded controller" pin in Settings (auto = most recent), "Automatic" pad TYPE resolves from the physical pad at connect; DualSense touchpad contacts + ~250 Hz motion samples on the 0xCC plane (Swift GamepadWire scale constants); feedback grows adaptive- trigger replay and player LEDs via raw DS5 effects packets (the wire's 11-byte blocks drop into SDL_SendGamepadEffect verbatim); held pad state zeroed on pad switch/detach. sdl3 "hidapi" feature. - Microphone uplink: PipeWire capture -> Opus 20 ms -> 0xCB datagrams (validated live: host received 711 mic packets), Settings toggle. - Speed test per saved host (Swift's "Test Network Speed…"): 2 s probe burst, goodput/loss + recommended ~70 % bitrate, one-tap apply. - Settings: host compositor preference (sent in the Hello), native- display resolution/refresh resolved from the window's monitor at connect (new default), bitrate ceiling to 3 Gbit/s. - Hosts page: saved/trusted hosts section for direct pinned reconnect (mDNS not required), rebuilt on every page return. Deliberately not ported: audio device pickers (PipeWire routing owns this on Linux), resize-to-request_mode (not wired in Swift either), pointer-lock relative mouse (stage-2 presenter, needs raw Wayland). DualSense fidelity needs a physical pad to live-verify. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a8a6224fd8 |
fix(encode): bound per-frame size with a tight VBV buffer
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NVENC ran CBR (bit_rate == max_bit_rate, rc=cbr) but never set rc_buffer_size, so it used a loose default VBV. A high-motion P-frame was then allowed to spike to many times the average frame size; the extra packets overflow the depth-2 send queue (newest frame dropped) and the kernel UDP buffer (WouldBlock drops), which the client sees as framedrops/jitter — and on the infinite-GOP GameStream path as old/stale frames flashing until the next RFI. Set a tight ~1-frame VBV (rc_buffer_size = bitrate/fps) so the encoder holds frame size roughly constant and absorbs motion as a momentary QP/quality dip instead — the Sunshine/Moonlight low-latency model. Tunable via PUNKTFUNK_VBV_FRAMES (default 1.0); larger trades burst tolerance for motion quality. Fixes both the punktfunk/1 and GameStream paths (shared encoder). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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136390514d |
build: support FFmpeg 7.x and 8.x; fix RPM spec GPU link deps
ci / rust (push) Has been cancelled
punktfunk-host builds unchanged against either FFmpeg 7.x (libavcodec 61) or 8.x (libavcodec 62) — ffmpeg-sys-next auto-detects the system version, and the host's ffmpeg FFI only touches long-stable APIs. Confirmed by building + running live on a Bazzite F43 box (FFmpeg 7.1.3): full gamescope capture → zero-copy dmabuf→CUDA → NVENC H.265 at 1280x720x60, p50 ~0.96 ms. Just doc/spec accuracy, no code change: - encode/linux.rs + CLAUDE.md: drop the "FFmpeg 8 only" claim; note 7.x/8.x both work. - rpm spec: add the missing zero-copy GPU build deps the link actually needs — pkgconfig(gl) + pkgconfig(gbm) (mesa) — and document that -lcuda needs libcuda.so at link time (NVIDIA host, or the CUDA toolkit stub on a headless COPR/koji builder). Tracked for a proper fix: make the cuda/gbm/GL FFI dlopen-based like khronos-egl so the RPM builds on a GPU-less host. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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bfd64ce871 |
rename: lumen → punktfunk, everywhere
ci / rust (push) Has been cancelled
Full project rename, decided 2026-06-10: - Crates/binaries: punktfunk-core / punktfunk-host / punktfunk-client-rs. - C ABI: punktfunk_* symbols, Punktfunk* types, include/punktfunk_core.h, PUNKTFUNK_FEATURE_QUIC guard (header regenerated; cbindgen renames updated, incl. PUNKTFUNK_BTN_*/PUNKTFUNK_AXIS_* wire constants). - Protocol: punktfunk/1 — control-plane magic LMN1 → PKF1, nonce salt lmn1 → pkf1. WIRE BREAK: clients must be rebuilt from this revision. - Env knobs: PUNKTFUNK_VIDEO_SOURCE / PUNKTFUNK_COMPOSITOR / PUNKTFUNK_ZEROCOPY / …. - Host config dir: ~/.config/punktfunk (the box's dir was migrated in place — the persistent identity is unchanged, pinned fingerprints stay valid). - Swift package: PunktfunkKit + PunktfunkCore.xcframework + PunktfunkConnection (Sources/PunktfunkClient app + tests renamed with it); build-xcframework.sh updated. - scripts/: 60-punktfunk.rules, punktfunk-host.service; OpenAPI doc regenerated. Also: scripts/headless/run-headless-kde.sh — full headless Plasma bringup. Root cause of "desktop but no apps/settings" over the stream: plasmashell launched without XDG_MENU_PREFIX=plasma-, so the launcher resolved a nonexistent applications.menu and rendered an empty menu. The script sets the complete KDE session env (menu prefix, KDE_FULL_SESSION, session version) and rebuilds ksycoca before starting plasmashell. Gate: 97/97 tests, clippy -D warnings (both feature sets), fmt, C-ABI harness PASS, zero lumen references left outside .git. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |