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6 Commits
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1d587a259e |
fix(client/d3d11va): green bar at the bottom — clamp the blit to the frame
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The decode surface is DXVA-aligned (height rounded up to the profile's
alignment, 128 for HEVC/AV1), so it is taller than the frame: a 2400-line
stream decodes into a 2432-line texture. VideoProcessorBlt was called with
no stream source rect, so it blitted the WHOLE surface — the uninitialized
padding rows (NV12 Y=0,U=V=0, which converts to vivid green) landed at the
bottom of the output and the picture was squashed to fit. Set the source
rect to the real frame.
Pre-existing on this backend, but
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ef5808254a |
refactor(windows): remove the legacy in-process builtin stream path
The real Windows client is the spawned punktfunk-session Vulkan binary (pf-client-core); the in-process builtin GUI stream — reachable only via PUNKTFUNK_BUILTIN_STREAM=1 — was dead weight kept alive by nothing and a recurring source of wasted effort. Remove it: delete present/render/input/ audio.rs and the builtin remainder of session/video.rs, rip all the builtin wiring (app/mod, connect, stream), and make connect always spawn. Preserve the two shipped keepers that happened to live in those files by relocating them to a new probe.rs: run_speed_probe (the per-host network speed test used by the Settings speed page and --headless --speed-test) and decodable_codecs (the codec-capability advert on the probe connect). Trim gpu.rs to just the Settings adapter picker (adapter_names + helpers). --headless now supports only --speed-test — the in-process decode/frame-counter went with the pump. Drops the now-orphaned deps opus, wasapi, crossbeam-channel, anyhow; keeps ffmpeg-next (probe::decodable_codecs still needs it). Net 4432 deletions. Statically verified (module wiring, imports, orphaned symbols/deps all clean); the type-level compile runs on the windows-amd64 CI runner, which has the toolchain this non-Windows host lacks. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9d6798b8e0 |
feat(clients/windows): GPU picker, disconnect shortcut, richer stream HUD
- 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> |
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1f5a2e4920 |
feat(clients/windows): all-vendor video pipeline rewrite + app icon + hosts-page tiles
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> |
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d364a4ee7c |
fix(windows-client): clear clippy -D warnings on MSVC
The cfg(windows) code can't be lint-checked on the Linux dev box, so three -D warnings slipped through (caught by windows.yml; the FFI + shaders compiled fine): - gpu.rs: SetMultithreadProtected returns a must-use BOOL -> `let _ =`. - video.rs: drop the unused GpuFrame::ten_bit field (present keys off `hdr`; the value is still computed locally for the first-frame log). - present.rs: GpuView::frame is an RAII keep-alive (its Drop returns the decoder surface to the pool), never read -> #[allow(dead_code)]. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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ead3f8a306 |
feat(windows-client): D3D11VA zero-copy hw decode + HDR10 present + GUI polish
The client was pure software HEVC decode + CPU swscale->RGBA + a full-frame
dynamic-texture upload every frame -- the reason performance was poor on a GPU
box (the GPU sat idle while the CPU churned). This adds a hardware path, HDR,
and a GUI pass.
Performance -- D3D11VA zero-copy:
- gpu.rs (new): one D3D11 device (hardware + VIDEO_SUPPORT, WARP fallback,
multithread-protected) shared by decoder and presenter via a Send/Sync
OnceLock. Sharing is mandatory -- a decoded texture is only bindable on the
device that created it. windows-rs COM interfaces are !Send/!Sync, so the
unsafe impl is sound only under the multithread protection + disjoint
decode(video ctx)/present(immediate ctx) split.
- video.rs: D3d11vaDecoder (raw FFI mirroring the Linux VAAPI module). The
COM-typed AVD3D11VA{Device,Frames}Context are declared here (stable FFmpeg
ABI) to avoid ffmpeg-sys binding the d3d11 headers; get_format builds a frames
ctx with BindFlags=SHADER_RESOURCE so the NV12/P010 array slices are
sampleable. av_frame_clone guard keeps each surface out of the reuse pool
until the presenter drops it. Software decode stays as the fallback
(DecoderPref Auto/Hardware/Software; auto falls back on init/decode error).
- present.rs: shared device; per-plane SRVs over the array slice
(NV12->R8/R8G8, P010->R16/R16G16) + three pixel shaders (RGBA passthrough,
NV12/BT.709, P010/BT.2020-PQ). present() now takes the frame by value so the
GPU surface survives re-presents.
HDR:
- Detected in-band (transfer == SMPTE2084), same signal as the other clients.
Swapchain flips to R10G10B10A2 + ST.2084 + HDR10 metadata. New Settings toggle
gates advertising VIDEO_CAP_10BIT|HDR; host still gates 10-bit behind its own
PUNKTFUNK_10BIT + actual-HDR-content checks.
GUI (windows-reactor):
- Host cards with accent-monogram avatars + colored status pills, InfoBar for
errors/pairing hints, ToggleSwitch settings (+ HDR, decoder, bitrate), button
icons, a richer connecting screen, and a stream HUD with GPU/CPU-decode + HDR
status chips.
Not yet on-glass validated: the Linux dev box can't compile the cfg(windows)
code (ffmpeg/windows crates unfetched; WARP has no hw decode) -- only
cargo fmt checks it here. API shapes verified against the windows-rs/reactor
source and the YUV->RGB coefficients checked by hand, but D3D11VA + shaders +
the GUI need a real build (Windows CI / build VM) and on-glass test on the RTX
box. The host-side HDR encode path is unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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