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2 Commits
61aa1053e7
...
238501597e
| Author | SHA1 | Date | |
|---|---|---|---|
| 238501597e | |||
| 04dd3e3a19 |
@@ -114,12 +114,12 @@ fn run(
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// `video_cap`, since a reconnect at a different resolution needs a freshly-sized output; the
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// output is released when this capturer drops at stream end (RAII via its keepalive).
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if crate::config::config().video_source.as_deref() == Some("virtual") {
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// The launched app picks the compositor (e.g. gamescope for game entries) and the
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// nested command.
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let compositor = app
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.and_then(|a| a.compositor)
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.map(Ok)
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.unwrap_or_else(|| crate::vdisplay::detect().context("detect compositor"))?;
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// Open the virtual-display source: pick the live compositor, normalize the session env
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// (apply_session_env/apply_input_env — gamescope ATTACH/resize + KWin/Mutter retargeting,
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// exactly like the native plane), create a virtual output at the client mode, and capture it.
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// Re-runnable: the encode loop calls it again on a mid-stream capture loss to FOLLOW a
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// Desktop<->Game switch.
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let (mut capturer, compositor) = open_gs_virtual_source(cfg, app)?;
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tracing::info!(
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?compositor,
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app = ?app.map(|a| &a.title),
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@@ -127,31 +127,6 @@ fn run(
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h = cfg.height,
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"video source: virtual display (native client resolution)"
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);
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let mut vd = crate::vdisplay::open(compositor).context("open virtual display")?;
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// Carry the resolved launch command on the backend instance (per-session) rather than a
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// process-global env var, so concurrent sessions can't stomp each other's launch target.
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vd.set_launch_command(app.and_then(|a| a.cmd.clone()));
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let vout = vd
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.create(punktfunk_core::Mode {
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width: cfg.width,
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height: cfg.height,
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refresh_hz: cfg.fps,
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})
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.context("create virtual output at client resolution")?;
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// `want_hdr=false`: the IDD-push backend (opt-in PUNKTFUNK_IDD_PUSH) has no monitor-HDR
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// auto-detection — it converts its always-FP16 ring per this flag — and GameStream HDR is not
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// negotiated into StreamConfig here, so an IDD-push GameStream session streams SDR even on an
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// HDR desktop. (The default WGC backend DOES auto-detect HDR from the output colorspace, but
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// IDD-push bypasses WGC.) Acceptable for the experimental IDD-push A/B path; HDR over IDD-push
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// is wired only for punktfunk/1 (want_hdr = negotiated bit_depth >= 10). TODO: derive want_hdr
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// from a GameStream HDR flag once StreamConfig carries one.
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let mut capturer = capture::capture_virtual_output(
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vout,
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capture::OutputFormat::resolve(false),
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crate::session_plan::CaptureBackend::resolve(),
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)
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.context("capture virtual output")?;
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capturer.set_active(true);
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// Launch the app's command now that capture is live, for the backends that DON'T nest it via
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// set_launch_command above: Windows (no gamescope) and Linux kwin/mutter/wlroots (which stream
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// the existing desktop, so the app must be spawned into the session to land on the streamed
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@@ -171,8 +146,14 @@ fn run(
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}
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}
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}
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// Rebuild closure: re-open the source on a mid-stream capture loss, RE-DETECTING the live
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// compositor — so a Desktop<->Game switch (at the client's fixed mode) is FOLLOWED in place
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// without a Moonlight reconnect. (A resolution change can't be followed mid-stream on
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// GameStream — WxH is locked at ANNOUNCE — but a session toggle keeps the negotiated mode.)
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let rebuild = || open_gs_virtual_source(cfg, app).map(|(c, _)| c);
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return stream_body(
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&mut *capturer,
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&mut capturer,
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Some(&rebuild),
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&sock,
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cfg,
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running,
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@@ -200,8 +181,10 @@ fn run(
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}
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};
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capturer.set_active(true);
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// Portal/synthetic source: no compositor virtual output to re-detect, so no rebuild closure.
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let result = stream_body(
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&mut *capturer,
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&mut capturer,
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None,
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&sock,
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cfg,
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running,
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@@ -215,6 +198,53 @@ fn run(
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result
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}
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/// Open the virtual-display video source for a GameStream session: pick the LIVE compositor + normalize
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/// the session env (apply_session_env/apply_input_env — gamescope ATTACH/resize, KWin/Mutter
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/// retargeting) exactly like the native plane (punktfunk1.rs resolve_compositor), create a virtual
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/// output at the client's mode, and capture it. Returns the capturer (it owns the output's keepalive;
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/// the stateless VirtualDisplay factory is dropped here) plus the resolved compositor. An apps.json
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/// entry can PIN a compositor (skips the live detect/retarget). Re-run on a mid-stream capture loss to
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/// FOLLOW a Desktop<->Game switch: it re-detects the now-live compositor and re-targets at it. Does NOT
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/// launch the app (that happens once at stream start; a rebuild must not re-spawn it).
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fn open_gs_virtual_source(
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cfg: StreamConfig,
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app: Option<&super::apps::AppEntry>,
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) -> Result<(Box<dyn Capturer>, crate::vdisplay::Compositor)> {
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let compositor = if let Some(c) = app.and_then(|a| a.compositor) {
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c
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} else {
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let active = crate::vdisplay::detect_active_session();
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crate::vdisplay::apply_session_env(&active);
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let c = crate::vdisplay::compositor_for_kind(active.kind)
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.map(Ok)
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.unwrap_or_else(crate::vdisplay::detect)
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.context("detect compositor")?;
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crate::vdisplay::apply_input_env(c);
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c
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};
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let mut vd = crate::vdisplay::open(compositor).context("open virtual display")?;
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// Carry the resolved launch command on the backend instance (per-session) rather than a
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// process-global env var, so concurrent sessions can't stomp each other's launch target.
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vd.set_launch_command(app.and_then(|a| a.cmd.clone()));
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let vout = vd
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.create(punktfunk_core::Mode {
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width: cfg.width,
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height: cfg.height,
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refresh_hz: cfg.fps,
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})
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.context("create virtual output at client resolution")?;
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// want_hdr=false: GameStream HDR is not negotiated into StreamConfig here (the default WGC backend
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// still auto-detects HDR from the output colorspace; only the opt-in IDD-push path streams SDR).
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let capturer = capture::capture_virtual_output(
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vout,
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capture::OutputFormat::resolve(false),
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crate::session_plan::CaptureBackend::resolve(),
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)
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.context("capture virtual output")?;
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capturer.set_active(true);
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Ok((capturer, compositor))
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}
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/// One frame's packets, handed from the encode thread to the send thread.
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type PacketBatch = Vec<Vec<u8>>;
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@@ -367,7 +397,11 @@ fn percentile(v: &mut [u32], q: f64) -> u32 {
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/// (see [`spawn_sender`]) so a send spike can never stall capture/encode.
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#[allow(clippy::too_many_arguments)]
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fn stream_body(
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capturer: &mut dyn Capturer,
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// `&mut Box` (not `&mut dyn`) so a mid-stream capture-loss rebuild can SWAP the capturer in place.
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capturer: &mut Box<dyn Capturer>,
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// Re-open the video source on capture loss (virtual-display path → follow a Desktop<->Game switch);
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// `None` for the portal/synthetic source, which has nothing to re-detect (propagate the error).
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rebuild: Option<&dyn Fn() -> Result<Box<dyn Capturer>>>,
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sock: &UdpSocket,
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cfg: StreamConfig,
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running: &Arc<AtomicBool>,
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@@ -459,7 +493,12 @@ fn stream_body(
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// RFI capability is fixed for the session (probed at encoder open). Query it once so the
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// recovery path skips the always-`false` invalidate call on encoders without NVENC RFI and
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// forces a keyframe directly instead.
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let supports_rfi = enc.caps().supports_rfi;
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let mut supports_rfi = enc.caps().supports_rfi;
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// Bound consecutive capture-loss rebuilds (a delivered frame clears the counter) so a permanently
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// dead source can't loop forever — it ends the stream after the cap, falling back to a reconnect.
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const MAX_REBUILDS: u32 = 5;
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let mut rebuilds: u32 = 0;
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while running.load(Ordering::SeqCst) {
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let tick = Instant::now();
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@@ -467,9 +506,68 @@ fn stream_body(
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// armed (cheap Relaxed atomic, re-read each frame).
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let measure = perf || stats.is_armed();
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// Advance to the freshest captured frame if one arrived; otherwise reuse the last.
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if let Some(f) = capturer.try_latest().context("capture frame")? {
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frame = f;
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uniq += 1;
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match capturer.try_latest() {
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Ok(Some(f)) => {
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frame = f;
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uniq += 1;
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rebuilds = 0; // a delivered frame clears the consecutive-loss counter
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}
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Ok(None) => {} // no new frame — reuse the last (static/idle desktop)
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Err(e) => {
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// The capture source went away — the compositor was torn down on a Desktop<->Game
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// switch, or the virtual output was removed. On the virtual-display path, re-detect the
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// now-live compositor and re-attach IN PLACE (the send thread + packetizer + socket +
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// RTP clock all survive), then force an IDR so Moonlight resyncs — so the stream FOLLOWS
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// the switch with no client reconnect. Build the new source BEFORE dropping the old.
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// Bounded by a counter + a ~40s budget; on exhaustion, end the stream (Moonlight
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// reconnect). The portal/synthetic path has no rebuild closure → propagate as before.
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let Some(rebuild) = rebuild else {
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return Err(e).context("capture frame");
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};
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rebuilds += 1;
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if rebuilds > MAX_REBUILDS {
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return Err(e).context("capture lost — rebuild attempts exhausted");
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}
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tracing::warn!(error = %format!("{e:#}"), rebuild = rebuilds,
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"gamestream: capture lost — rebuilding source in place (following a session switch)");
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let rebuild_deadline = Instant::now() + Duration::from_secs(40);
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let new_cap = loop {
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match rebuild() {
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Ok(c) => break c,
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Err(e2) => {
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if !running.load(Ordering::SeqCst) || Instant::now() >= rebuild_deadline
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{
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return Err(e2)
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.context("capture lost — no source within the rebuild budget");
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}
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tracing::warn!(error = %format!("{e2:#}"),
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"gamestream: source not up yet — retrying");
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std::thread::sleep(Duration::from_millis(500));
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}
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}
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};
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*capturer = new_cap;
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capturer.set_active(true);
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frame = capturer.next_frame().context("first frame after rebuild")?;
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// Re-open the encoder for the new source (same negotiated WxH → same SPS profile) and
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// force an IDR so Moonlight resyncs on the first emitted AU.
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enc = encode::open_video(
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cfg.codec,
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frame.format,
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frame.width,
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frame.height,
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cfg.fps,
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cfg.bitrate_kbps as u64 * 1000,
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frame.is_cuda(),
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8,
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)
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.context("reopen encoder after rebuild")?;
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supports_rfi = enc.caps().supports_rfi;
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enc.request_keyframe();
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next_frame = Instant::now();
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tracing::info!("gamestream: source rebuilt — stream continues");
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continue;
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}
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}
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let t_cap = tick.elapsed();
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// Honor a client recovery request. Prefer reference-frame invalidation (the encoder
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@@ -43,12 +43,12 @@ signed installer — see [Windows Host](/docs/windows-host) for what it includes
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```
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3. Run `punktfunk-host-setup-<ver>.exe` (elevated). It installs to `C:\Program Files\punktfunk`,
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optionally installs the bundled **SudoVDA** virtual-display driver, and registers + starts the
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installs the bundled **pf-vdisplay** virtual-display driver, and registers + starts the
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`LocalSystem` service (`/VERYSILENT` for an unattended install). Upgrades and uninstall go through
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Add/Remove Programs.
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You need an NVIDIA GPU + driver (the host is NVENC-only on Windows). More detail — including the CLI
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`punktfunk-host service install` path — is in
|
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For hardware encode you need a GPU — NVIDIA (NVENC), AMD (AMF), or Intel (QSV); there's a software
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fallback without one. More detail — including the CLI `punktfunk-host service install` path — is in
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[Running as a Service → Windows](/docs/running-as-a-service#windows).
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## What the packages are
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@@ -19,9 +19,10 @@ environments it supports today, each with its own guide:
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Other wlroots compositors (Sway/Hyprland) also work but aren't a primary target. If your desktop isn't
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listed, the host still needs one of these compositor backends to create a virtual display.
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> **Windows host:** punktfunk also runs as a native host on **Windows 10/11 (x64) with an NVIDIA GPU**
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> — a signed installer that registers a service and bundles a virtual-display driver. It's NVIDIA-only
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> and newer than the Linux host; see [Windows Host](/docs/windows-host).
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> **Windows host:** punktfunk also runs as a native host on **Windows 10/11 (x64)** — a signed
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> installer that registers a service and bundles a virtual-display driver. It encodes on NVIDIA
|
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> (NVENC), AMD (AMF), or Intel (QSV), with a software fallback, and is newer than the Linux host; see
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> [Windows Host](/docs/windows-host).
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## GPU and driver
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@@ -35,7 +35,7 @@ see [Status & Progress](/docs/status).
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from one process.
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- **Native-resolution virtual displays** on Linux across KWin, GNOME/Mutter, gamescope, and
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Sway/wlroots, with a fully zero-copy GPU path to NVENC (stable 240 fps at 5120×1440).
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- **A native Windows host** (NVIDIA, x64) — a signed installer with secure-desktop capture and a
|
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- **A native Windows host** (x64; NVIDIA/AMD/Intel encode) — a signed installer with secure-desktop capture and a
|
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bundled virtual-display driver, and the only host that can stream **HDR** (10-bit BT.2020 PQ,
|
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captured from an HDR Windows desktop and encoded as HEVC Main10). See
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[Windows Host](/docs/windows-host). *(Beta — newer than the Linux host.)*
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@@ -55,8 +55,8 @@ see [Status & Progress](/docs/status).
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- **Apple stage-2 presenter as the default.** The lower-latency `VTDecompressionSession` →
|
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`CAMetalLayer` path is live behind an opt-in flag and graduating to the default.
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- **Web console parity.** Surfacing the speed test and bitrate picker the apps already have.
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- **Windows host hardening.** Broader real-world testing, AMD/Intel encode (NVIDIA-only today), and
|
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bundling the ViGEm gamepad driver.
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- **Windows host hardening.** Broader real-world testing — especially on-glass validation of the
|
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AMD (AMF) and Intel (QSV) encode paths, which are CI-green but newer than NVENC.
|
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## 🔭 Planned
|
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|
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@@ -95,13 +95,14 @@ model Sunshine/Apollo use.
|
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|
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The easy path is the **signed installer**: download `punktfunk-host-setup-<ver>.exe` from the package
|
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registry ([`punktfunk-host-windows`](https://git.unom.io/unom/-/packages)) and run it. It drops the host
|
||||
into `C:\Program Files\punktfunk`, optionally installs the bundled **SudoVDA** virtual-display driver,
|
||||
and registers + starts the service for you (`/VERYSILENT` for unattended). Upgrades and uninstall are
|
||||
into `C:\Program Files\punktfunk`, installs the bundled **pf-vdisplay** virtual-display driver, and
|
||||
registers + starts the service for you (`/VERYSILENT` for unattended). Upgrades and uninstall are
|
||||
handled through Add/Remove Programs.
|
||||
|
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Prefer the CLI? Run `punktfunk-host service install` from an elevated prompt — see
|
||||
[Windows service](https://git.unom.io/unom/punktfunk/src/branch/main/docs/windows-service.md). Either
|
||||
way you need an NVIDIA GPU + driver (the host is NVENC-only on Windows).
|
||||
[Windows service](https://git.unom.io/unom/punktfunk/src/branch/main/docs/windows-service.md). For
|
||||
hardware encode you need a GPU — NVIDIA (NVENC), AMD (AMF), or Intel (QSV); the host falls back to
|
||||
software H.264 without one.
|
||||
|
||||
## Verifying
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ A high-level view of where punktfunk stands. The ordered plan of work is on the
|
||||
| **Core** — `punktfunk-core` + C ABI (protocol · FEC · crypto) | ✅ complete & hardened |
|
||||
| **GameStream host** (Moonlight-compatible) | ✅ working end-to-end; HDR/surround-audio polish open |
|
||||
| **Native protocol** — `punktfunk/1` (QUIC control + UDP data, GF(2¹⁶) Leopard FEC + AES-GCM) | ✅ full session planes, validated live |
|
||||
| **Windows host** (NVIDIA, x64) | 🟡 implemented & shipping as a signed installer; NVIDIA-only, newer than the Linux host |
|
||||
| **Windows host** (x64) | 🟡 implemented & shipping as a signed installer; NVIDIA/AMD/Intel encode, newer than the Linux host |
|
||||
| **macOS / iOS / iPadOS / tvOS client** | ✅ full client; on-glass stage-2 presenter behind an opt-in flag, becoming the default |
|
||||
| **Linux client** (`punktfunk-client`, GTK4/libadwaita) | ✅ full client; VAAPI zero-copy decode + software fallback |
|
||||
| **Windows client** (`punktfunk-client`, WinUI 3) | ✅ stage 1 complete; ships as signed MSIX; on-glass hardware validation pending |
|
||||
|
||||
@@ -1,45 +1,78 @@
|
||||
---
|
||||
title: "Windows Host"
|
||||
description: "Run the punktfunk streaming host on a Windows PC — a first-class, virtual-display host."
|
||||
description: "Run the punktfunk streaming host on a Windows PC — a first-class, all-vendor, virtual-display host."
|
||||
---
|
||||
|
||||
Set up a punktfunk host on a **Windows 10/11 PC** and stream its desktop or games to any punktfunk or
|
||||
[Moonlight](/docs/moonlight) client. A signed installer registers a Windows service that streams at the
|
||||
client's **exact resolution and refresh** via punktfunk's own **virtual display** — including
|
||||
**HDR10** (10-bit BT.2020 PQ) when your Windows desktop is in HDR mode. The virtual display is created
|
||||
on the fly, so you need **no second monitor and no dummy HDMI plug**, and capture keeps working even on
|
||||
the secure desktop (UAC prompts, the lock screen).
|
||||
|
||||
**Status: implemented and shipping — x64-only.** Alongside the Linux host, punktfunk runs as a
|
||||
first-class native **Windows host**: a signed installer registers a `LocalSystem` service that streams
|
||||
your Windows desktop or games to any punktfunk or Moonlight client, at the client's exact resolution
|
||||
via a **virtual display** — including **HDR10** (10-bit BT.2020 PQ) when your Windows desktop is in HDR
|
||||
mode. punktfunk has its own **indirect display driver (IDD)** that the host pushes finished frames
|
||||
straight into, so you get a real on-the-fly virtual display with no physical monitor or dummy HDMI
|
||||
plug — even on the secure desktop (UAC / lock screen). The Windows host is newer and less
|
||||
battle-tested than the Linux host. (The Linux host is 8-bit only — HDR there is blocked upstream.)
|
||||
> New to this? Skim [Requirements](/docs/requirements) first.
|
||||
|
||||
> This page is about the Windows **host** (streaming *from* a Windows PC). To stream *to* a Windows
|
||||
> PC, see the [Windows client](/docs/clients#windows-desktop-client).
|
||||
> This page is about the Windows **host** — streaming *from* a Windows PC. To stream *to* a Windows PC,
|
||||
> see the [Windows client](/docs/clients#windows-desktop-client).
|
||||
|
||||
## Requirements
|
||||
|
||||
- **Windows 10/11, x64.** ARM64 is not supported — both NVENC and the virtual-display driver are
|
||||
x64-only.
|
||||
- **An NVIDIA GPU + driver.** The host encodes with NVENC (`nvEncodeAPI64.dll`); there is no other
|
||||
encoder backend on Windows.
|
||||
- **(Optional) ViGEmBus** for virtual gamepads — a manual prerequisite for now
|
||||
([releases](https://github.com/nefarius/ViGEmBus/releases)).
|
||||
- **Windows 10 or 11, x64.** ARM64 is not built (no ARM64 NVIDIA driver, and the virtual-display
|
||||
driver is x64-only).
|
||||
- **A GPU for hardware encode** — the host auto-detects the vendor:
|
||||
- **NVIDIA** → NVENC
|
||||
- **AMD** → AMF
|
||||
- **Intel** → QSV
|
||||
|
||||
No discrete GPU? The host falls back to a **software H.264** encoder (higher CPU use, lower quality —
|
||||
fine for light desktop use).
|
||||
- **No gamepad prerequisite.** The virtual gamepad drivers are bundled in the installer — there is
|
||||
nothing else to download. (Earlier builds needed ViGEmBus; it is no longer used.)
|
||||
|
||||
## Install
|
||||
|
||||
Download the signed `punktfunk-host-setup-<ver>.exe` from the package registry and run it — it
|
||||
installs the host into `C:\Program Files\punktfunk`, optionally installs the bundled **SudoVDA**
|
||||
virtual-display driver, and registers + starts the service. Full steps (including the silent install
|
||||
and the CLI `punktfunk-host service install` path) are in
|
||||
[Running as a Service → Windows](/docs/running-as-a-service#windows); packaging internals live in
|
||||
Download the signed `punktfunk-host-setup-<ver>.exe` from the
|
||||
[package registry](https://git.unom.io/unom/-/packages) and run it. The installer:
|
||||
|
||||
- drops the host into `C:\Program Files\punktfunk` and registers + starts the **`PunktfunkHost`**
|
||||
service,
|
||||
- installs the bundled **virtual-display driver** (`pf-vdisplay`) so the host can create per-client
|
||||
displays,
|
||||
- installs the bundled **virtual gamepad drivers** (DualSense, DualShock 4, Xbox 360),
|
||||
- registers the bundled **HDR Vulkan layer** so Vulkan games can enable HDR over the virtual display,
|
||||
- sets up the **web management console** (see below).
|
||||
|
||||
For an unattended install, append `/VERYSILENT`. Upgrades and uninstall go through **Add/Remove
|
||||
Programs**; your config and pairings are kept across upgrades. Prefer the CLI, or want the full
|
||||
service/firewall details? See [Running as a Service → Windows](/docs/running-as-a-service#windows).
|
||||
Packaging internals live in
|
||||
[`packaging/windows`](https://git.unom.io/unom/punktfunk/src/branch/main/packaging/windows/README.md).
|
||||
|
||||
### Web console & pairing
|
||||
|
||||
The installer also sets up the **web management console** (status, paired devices, the PIN pairing
|
||||
flow): it bundles the console plus its own bun runtime and runs it as the **`PunktfunkWeb`** service
|
||||
on **`http://<this-PC>:3000`**, starting at boot. During setup you choose the console **login
|
||||
password** (pre-filled with a secure random default and shown again on the final page); change it
|
||||
later in `%ProgramData%\punktfunk\web-password`. Open the console from any browser on the LAN and log
|
||||
in — no extra install, and the host's management API stays loopback-only behind it.
|
||||
flow): it bundles the console plus its own runtime and runs it as the **`PunktfunkWeb`** service on
|
||||
**`http://<this-PC>:3000`**, starting at boot. During setup you choose the console **login password**
|
||||
(pre-filled with a secure random default and shown again on the final page); change it later in
|
||||
`%ProgramData%\punktfunk\web-password`.
|
||||
|
||||
The host **requires PIN pairing** by default (secure on a LAN). To connect the first time, open the
|
||||
console from any browser on the LAN, log in, go to **Devices → arm pairing**, and enter the PIN on
|
||||
your [client](/docs/clients). The host's own management API stays loopback-only behind the console.
|
||||
|
||||
### Configure
|
||||
|
||||
The service reads `%ProgramData%\punktfunk\host.env`. The defaults work out of the box; common knobs:
|
||||
|
||||
- `PUNKTFUNK_ENCODER=auto` — `auto` picks NVENC/AMF/QSV by GPU vendor. Force one with `nvenc`, `amf`,
|
||||
`qsv`, or `sw` (software).
|
||||
- `PUNKTFUNK_HOST_CMD` — the service runs `serve --gamestream` by default (native punktfunk/1 **plus**
|
||||
the GameStream/Moonlight-compat planes). Set it to `serve` for a **secure native-only** host with no
|
||||
GameStream surface (GameStream pairs over plain HTTP and uses weaker legacy encryption — trusted LAN
|
||||
only).
|
||||
|
||||
Edit the file, then restart: `punktfunk-host service stop` / `punktfunk-host service start`. See the
|
||||
[Configuration reference](/docs/configuration) for every option.
|
||||
|
||||
## How it works
|
||||
|
||||
@@ -58,23 +91,36 @@ pipeline orchestration are all shared with the Linux host. The Windows host is a
|
||||
|
||||
| Subsystem | Linux backend | Windows backend |
|
||||
|---|---|---|
|
||||
| **Capture** | xdg ScreenCast portal → PipeWire (dmabuf) | **Windows.Graphics.Capture** (+ Desktop Duplication for the secure desktop) → D3D11 texture; FP16/10-bit when the desktop is HDR |
|
||||
| **Virtual display** | KWin / Mutter / Sway / gamescope | **SudoVDA** signed IDD — create a `WxH@Hz` monitor per session, capture it, tear it down |
|
||||
| **Encode** | `ffmpeg-next` NVENC (CUDA hwframes) | **NVENC** with a D3D11 device (`--features nvenc`); HEVC Main10 / BT.2020 PQ for HDR |
|
||||
| **Capture** | xdg ScreenCast portal → PipeWire (dmabuf) | **Windows.Graphics.Capture** + **Desktop Duplication** (secure desktop), with a zero-copy path straight from the virtual-display driver; FP16/10-bit when the desktop is HDR |
|
||||
| **Virtual display** | KWin / Mutter / Sway / gamescope | **pf-vdisplay** signed IDD — create a `WxH@Hz` monitor per session, capture it, tear it down |
|
||||
| **Encode** | NVENC (CUDA) / VAAPI (AMD·Intel) / software | **NVENC** (NVIDIA) · **AMF** (AMD) · **QSV** (Intel) · software H.264; HEVC Main10 / BT.2020 PQ for HDR |
|
||||
| **Input — mouse/keyboard** | libei / wlr protocols | **SendInput** (Win32 VK + absolute mouse) |
|
||||
| **Input — gamepads** | uinput Xbox 360 pad + rumble | **ViGEm** virtual pad + rumble back-channel |
|
||||
| **Input — gamepads** | uinput Xbox 360 + UHID DualSense/DS4 | **UMDF** virtual pads — DualSense, DualShock 4, Xbox 360 (XUSB) + rumble |
|
||||
| **Audio capture** | PipeWire sink-monitor | **WASAPI loopback** |
|
||||
| **Virtual mic** | PipeWire `Audio/Source` | WASAPI virtual mic |
|
||||
|
||||
The virtual display uses **[SudoVDA](https://github.com/VirtualDrivers)** (the Sunshine Virtual
|
||||
Display Adapter) — a pre-built, signed Indirect Display Driver — so there is **no kernel driver to
|
||||
author or WHQL-sign**. The installer bundles and stages it; if it's absent, the host falls back to
|
||||
capturing an existing monitor (losing the per-client native-resolution output).
|
||||
The virtual display uses **pf-vdisplay**, punktfunk's own all-Rust **Indirect Display Driver (IDD)** —
|
||||
the host pushes finished frames straight into it, so you get a real virtual display with no physical
|
||||
monitor or dummy plug. The installer bundles and stages the (self-signed) driver; if it isn't
|
||||
installed, the host falls back to capturing an existing monitor, losing the per-client native-resolution
|
||||
output.
|
||||
|
||||
## Limitations
|
||||
### HDR
|
||||
|
||||
- **NVIDIA-only.** NVENC is the only encoder backend — there is no AMD / Intel / software encode path
|
||||
on Windows.
|
||||
- **x64-only.** No ARM64 build (no ARM64 NVIDIA driver, and SudoVDA is x64-only).
|
||||
When your Windows desktop is in **HDR** mode, the host captures it as 10-bit, encodes **HEVC Main10 /
|
||||
BT.2020 PQ**, and the client auto-detects HDR from the stream. A small always-on **Vulkan layer**
|
||||
(bundled and registered by the installer) also lets **Vulkan games** enable HDR over the virtual
|
||||
display — something the NVIDIA/AMD drivers otherwise refuse on an indirect display. The layer is
|
||||
self-gating: it's a no-op on SDR and on real monitors. HDR is **Windows-only** (the Linux host is
|
||||
8-bit, blocked upstream).
|
||||
|
||||
## Notes & limits
|
||||
|
||||
- **AMD / Intel encode is newer.** The NVENC path is the most exercised; AMF (AMD) and QSV (Intel) are
|
||||
built and tested in CI but less battle-tested on real hardware. Software H.264 is the GPU-less
|
||||
fallback.
|
||||
- **x64-only.** No ARM64 build — no ARM64 NVIDIA driver, and the virtual-display driver is x64-only.
|
||||
- **Newer than the Linux host.** The Linux host is the most battle-tested path; the Windows host is
|
||||
more recent, with the virtual-mic and gamepad backends the youngest pieces.
|
||||
more recent, with the virtual-mic and AMD/Intel encode backends the youngest pieces.
|
||||
|
||||
Trouble? See [Troubleshooting](/docs/troubleshooting) and [Pairing](/docs/pairing).
|
||||
|
||||
Reference in New Issue
Block a user