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2 Commits

Author SHA1 Message Date
enricobuehler 6241639042 debug(touch): mirror PUNKTFUNK_TOUCH_DEBUG lines to a data-dir file
The presenter runs in the spawned punktfunk-session binary, whose stderr
Steam's game-mode reaper swallows on the Deck — so also append the finger/
mouse debug lines to $XDG_DATA_HOME/punktfunk-touch-debug.log (host-visible
under ~/.var/app/io.unom.Punktfunk), which survives regardless of how the
client is launched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 12:59:46 +02:00
enricobuehler 7c72899a49 debug(touch): env-gated PUNKTFUNK_TOUCH_DEBUG finger/mouse logging
Logs every raw SDL Finger{Down,Motion,Up} (with the is_direct_touch
result) and MouseMotion/MouseButton event when PUNKTFUNK_TOUCH_DEBUG=1,
to diagnose why touchscreen input is dropped on the Steam Deck under
game-mode gamescope (both trackpad and touch-passthrough dead at once =
finger events not reaching the engine). Zero behavior change when unset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 12:07:40 +02:00
616 changed files with 2385 additions and 161634 deletions
-18
View File
@@ -1,18 +0,0 @@
# Workspace-wide build flags.
#
# aes_armv8: RustCrypto's `aes` 0.8.x enables ARMv8-Crypto hardware AES on aarch64 only behind
# this cfg (x86_64 AES-NI is runtime-detected with no flag; the 0.9 line will make aarch64
# automatic too). Without it every aarch64 client (all Apple + virtually all Android) ran
# SOFTWARE AES on the per-packet decrypt path — measured 2026-07-14 on an M3 Ultra at
# ~240 MiB/s/core (~7 µs per 1.4 KB datagram), which single-handedly capped receive throughput
# at ~1.57 Gbps wire. The cfg still runtime-detects via `cpufeatures`, so a chip without the
# extensions falls back safely.
#
# NOTE: a RUSTFLAGS environment variable OVERRIDES config rustflags entirely — build scripts /
# CI lanes that set RUSTFLAGS for aarch64 targets (cargo-ndk, xcframework) must carry
# `--cfg aes_armv8` themselves.
# polyval_armv8: same story for GCM's other half — `polyval` 0.6.x gates its PMULL (carry-less
# multiply) GHASH path behind this cfg on aarch64. AES alone took open_in_place from 240 to
# ~790 MiB/s on the M3 Ultra; software GHASH still dominated until this flag joined it.
[target.'cfg(target_arch = "aarch64")']
rustflags = ["--cfg", "aes_armv8", "--cfg", "polyval_armv8"]
-10
View File
@@ -30,16 +30,6 @@ file with `scripts/gen-third-party-notices.sh` when the dependency tree changes.
## Before you push
Enable the repo git hooks once per clone — they run the exact rustfmt gates CI runs (main
workspace + the UMDF driver workspace) on every commit and push, so a push can never fail CI
on formatting alone:
```sh
git config core.hooksPath scripts/git-hooks
```
Then the usual full pass:
```sh
cargo fmt --all --check
cargo clippy --workspace --all-targets -- -D warnings
Generated
+14 -26
View File
@@ -2145,7 +2145,7 @@ dependencies = [
[[package]]
name = "latency-probe"
version = "0.12.0"
version = "0.10.1"
[[package]]
name = "lazy_static"
@@ -2277,7 +2277,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
[[package]]
name = "loss-harness"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"punktfunk-core",
]
@@ -2756,10 +2756,9 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220"
[[package]]
name = "pf-client-core"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"anyhow",
"ash",
"async-channel",
"ffmpeg-next",
"mdns-sd",
@@ -2767,7 +2766,6 @@ dependencies = [
"pf-ffvk",
"pipewire",
"punktfunk-core",
"pyrowave-sys",
"rustls",
"sdl3",
"serde",
@@ -2780,7 +2778,7 @@ dependencies = [
[[package]]
name = "pf-console-ui"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"anyhow",
"ash",
@@ -2801,7 +2799,7 @@ dependencies = [
[[package]]
name = "pf-ffvk"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"ash",
"bindgen",
@@ -2810,7 +2808,7 @@ dependencies = [
[[package]]
name = "pf-presenter"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"anyhow",
"ash",
@@ -2994,7 +2992,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-android"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"android_logger",
"jni",
@@ -3010,7 +3008,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-linux"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"anyhow",
"async-channel",
@@ -3026,7 +3024,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-session"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"anyhow",
"pf-client-core",
@@ -3041,7 +3039,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-windows"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"async-channel",
"ffmpeg-next",
@@ -3060,7 +3058,7 @@ dependencies = [
[[package]]
name = "punktfunk-core"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"aes-gcm",
"bytes",
@@ -3091,7 +3089,7 @@ dependencies = [
[[package]]
name = "punktfunk-host"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"aes",
"aes-gcm",
@@ -3119,11 +3117,9 @@ dependencies = [
"nvidia-video-codec-sdk",
"openh264",
"opus",
"parking_lot",
"pf-driver-proto",
"pipewire",
"punktfunk-core",
"pyrowave-sys",
"quinn",
"rand 0.8.6",
"rcgen",
@@ -3165,7 +3161,7 @@ dependencies = [
[[package]]
name = "punktfunk-probe"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"anyhow",
"mdns-sd",
@@ -3179,7 +3175,7 @@ dependencies = [
[[package]]
name = "punktfunk-tray"
version = "0.12.0"
version = "0.10.1"
dependencies = [
"anyhow",
"ksni",
@@ -3194,14 +3190,6 @@ dependencies = [
"winresource",
]
[[package]]
name = "pyrowave-sys"
version = "0.12.0"
dependencies = [
"bindgen",
"cmake",
]
[[package]]
name = "quick-error"
version = "1.2.3"
+1 -2
View File
@@ -10,7 +10,6 @@ members = [
"crates/pf-console-ui",
"crates/pf-ffvk",
"crates/pf-driver-proto",
"crates/pyrowave-sys",
"clients/probe",
"clients/linux",
"clients/session",
@@ -36,7 +35,7 @@ exclude = [
ndk = { path = "clients/android/native/vendor/ndk" }
[workspace.package]
version = "0.12.0"
version = "0.10.1"
edition = "2021"
rust-version = "1.82"
license = "MIT OR Apache-2.0"
+297 -679
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File diff suppressed because it is too large Load Diff
+7 -27
View File
@@ -10,7 +10,7 @@
"name": "MIT OR Apache-2.0",
"identifier": "MIT OR Apache-2.0"
},
"version": "0.11.0"
"version": "0.9.1"
},
"paths": {
"/api/v1/clients": {
@@ -2043,12 +2043,11 @@
},
"ApiCodec": {
"type": "string",
"description": "Video codec identifier. The wire token matches the codec's canonical name used across the\nstack (SDP/GameStream advertisement, the stats-capture `CaptureMeta.codec`, and the encoder's\n[`Codec::label`]) — notably `H.265` serializes as `\"hevc\"`, not `\"h265\"`, so the same codec\nreads identically on every console page.",
"description": "Video codec identifier.",
"enum": [
"h264",
"hevc",
"av1",
"pyrowave"
"h265",
"av1"
]
},
"ApiDisplayInfo": {
@@ -2812,7 +2811,6 @@
"app_version",
"gfe_version",
"codecs",
"gamestream",
"ports"
],
"properties": {
@@ -2833,10 +2831,6 @@
},
"description": "Codecs the host can encode (NVENC)."
},
"gamestream": {
"type": "boolean",
"description": "Whether the GameStream/Moonlight-compat planes are running (`--gamestream`). `false` on the\nsecure default (native punktfunk/1 only) — a console can hide Moonlight-only UI (e.g. the\nMoonlight PIN pairing card, which could never receive a PIN when this is `false`)."
},
"gfe_version": {
"type": "string",
"description": "GFE version advertised to Moonlight clients."
@@ -3399,16 +3393,9 @@
"video_streaming",
"audio_streaming",
"pin_pending",
"paired_clients",
"active_sessions"
"paired_clients"
],
"properties": {
"active_sessions": {
"type": "integer",
"format": "int32",
"description": "Number of live streaming sessions across BOTH planes (GameStream + native punktfunk/1). The\nnative server admits concurrent sessions, so this can exceed 1; `session`/`stream` below\ndescribe a single representative session for the detail card.",
"minimum": 0
},
"audio_streaming": {
"type": "boolean",
"description": "True while the audio stream thread is running."
@@ -3430,7 +3417,7 @@
},
{
"$ref": "#/components/schemas/SessionInfo",
"description": "A representative active session. GameStream's launch (Moonlight `/launch`) when present, else\nthe first live native session. `null` when nothing is streaming."
"description": "The active launch session (set by Moonlight's `/launch`, cleared on cancel/stop)."
}
]
},
@@ -3441,7 +3428,7 @@
},
{
"$ref": "#/components/schemas/StreamInfo",
"description": "The active stream's parameters — RTSP-negotiated for GameStream, or the live native session's\nmode/codec/bitrate. `null` when nothing is streaming."
"description": "The RTSP-negotiated stream parameters (present once a client has completed ANNOUNCE)."
}
]
},
@@ -3612,7 +3599,6 @@
"armed",
"sample_count",
"started_unix_ms",
"elapsed_ms",
"kind"
],
"properties": {
@@ -3620,12 +3606,6 @@
"type": "boolean",
"description": "Capture currently running."
},
"elapsed_ms": {
"type": "integer",
"format": "int64",
"description": "Host-measured elapsed time of the in-progress capture, in ms (`0` if idle). Computed from the\nhost's MONOTONIC clock, so a console can show elapsed time without subtracting `started_unix_ms`\nfrom its own (possibly skewed) wall clock.",
"minimum": 0
},
"kind": {
"type": "string",
"description": "Path of the in-progress capture (`\"\"` if idle)."
@@ -27,10 +27,6 @@
<uses-permission android:name="android.permission.RECORD_AUDIO" />
<!-- Gamepad rumble feedback. -->
<uses-permission android:name="android.permission.VIBRATE" />
<!-- Steam Controller 2 over direct BLE (Sc2BleLink talks Valve's vendor GATT service to the
bonded pad). A RUNTIME permission (NEARBY_DEVICES group); the capture engages only when
already granted — USB capture (wired / Puck dongle) needs no Bluetooth at all. -->
<uses-permission android:name="android.permission.BLUETOOTH_CONNECT" />
<!-- We target phone + TV from day one: keep the app installable on TV (no touchscreen) and on
devices without a gamepad. -->
@@ -44,10 +40,6 @@
ethernet-only boxes declare no wifi (discovery/WifiLock are best-effort hedges there). -->
<uses-feature android:name="android.hardware.microphone" android:required="false" />
<uses-feature android:name="android.hardware.wifi" android:required="false" />
<!-- Steam Controller 2 capture: USB host for the wired pad / Puck dongle, Bluetooth for the
direct-BLE pad — both optional (the feature quietly disengages without them). -->
<uses-feature android:name="android.hardware.usb.host" android:required="false" />
<uses-feature android:name="android.hardware.bluetooth_le" android:required="false" />
<!-- appCategory="game": a game-streaming client IS a game as far as the SoC is concerned.
On Snapdragon devices (and other OEMs with a Game Mode / Game Dashboard) this makes the app
@@ -73,16 +65,10 @@
android:name="android.game_mode_config"
android:resource="@xml/game_mode_config" />
<!-- configChanges includes `keyboard` (not just keyboardHidden): claiming a Steam
Controller 2's USB HID interface removes its lizard-mode keyboard/mouse input
devices, which flips CONFIG_KEYBOARD (QWERTY→NOKEYS) — without `keyboard` declared,
Android RECREATES the activity, disposing StreamScreen and killing the stream the
moment the capture engages (tester-diagnosed on-glass, 2026-07-15). Releasing the
interfaces at session end brings the devices back — same flip, same need. -->
<activity
android:name=".MainActivity"
android:exported="true"
android:configChanges="orientation|screenSize|keyboard|keyboardHidden|screenLayout|density|navigation"
android:configChanges="orientation|screenSize|keyboardHidden|screenLayout|density|navigation"
android:theme="@style/Theme.PunktfunkAndroid">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
@@ -303,8 +303,7 @@ internal fun PairPinDialog(
if (fp.isNotEmpty()) {
onPaired(fp) // verified host fp — caller saves + connects
} else {
// Cause-specific: wrong PIN vs not-armed vs unreachable.
err = ConnectErrors.pairMessage(NativeBridge.nativeTakeLastError())
err = "Pairing failed — wrong PIN, or the host isn't armed."
}
}
}
@@ -1,69 +0,0 @@
package io.unom.punktfunk
import io.unom.punktfunk.kit.NativeBridge
/**
* Cause-specific user-facing messages for failed pair/connect attempts, keyed on the stable
* machine token from [NativeBridge.nativeTakeLastError]. One vocabulary for both the PIN
* ceremony and the request-access (delegated approval) path, so a dead network path is never
* reported as "wrong PIN" and an operator denial is never reported as a timeout — the exact
* collapse behind more than one support thread.
*/
object ConnectErrors {
/** Message for a failed SPAKE2 PIN ceremony ([NativeBridge.nativePair] returned `""`). */
fun pairMessage(token: String): String = when (token) {
"crypto" -> "Wrong PIN — check the PIN on the host's Pairing page and try again."
else -> shared(token) ?: transport(token)
}
/**
* Message for a failed connect / request-access ([NativeBridge.nativeConnect] returned `0`).
* [requestAccess] tunes the fallback wording for the delegated-approval path.
*/
fun connectMessage(token: String, requestAccess: Boolean): String =
shared(token) ?: when (token) {
"crypto" ->
"The host's identity doesn't match the saved fingerprint — re-pair with this host."
"timeout", "io", "" ->
if (requestAccess) {
"The request never reached the host, or nobody approved it in time — " +
"check the network path (no VPN, no guest-Wi-Fi isolation) and the " +
"host's console."
} else {
transport(token)
}
else -> "Connection failed — check host/port and logcat."
}
/** The host's typed rejection reasons — identical wording across every punktfunk client. */
private fun shared(token: String): String? = when (token) {
"not-armed" ->
"Pairing isn't armed on the host — arm it on the host's Pairing page, then try again."
"bound-other" ->
"The host's pairing window is armed for a different device — arm it for this one."
"rate-limited" -> "Too many pairing attempts — wait a couple of seconds and try again."
"identity-required" ->
"The host requires pairing — pair this device (PIN or request access) first."
"denied" -> "The host declined this device's request."
"approval-timeout" ->
"Nobody approved the request on the host in time — approve this device in the " +
"host's console or web UI, then request access again."
"superseded" ->
"A newer request from this device replaced this one — approve the latest request " +
"on the host."
"wire-version" -> "Client and host versions don't match — update both to the same release."
"busy" -> "The host is busy with another session."
else -> null
}
/** Transport-level causes (nothing typed arrived from the host). */
private fun transport(token: String): String = when (token) {
"timeout" ->
"The host didn't answer — check that this device and the host are on the same " +
"network (no VPN on this device, no guest-Wi-Fi / AP isolation)."
"io" ->
"Couldn't reach the host — check that this device and the host are on the same " +
"network (no VPN on this device, no guest-Wi-Fi / AP isolation)."
else -> "Pairing failed — the host didn't answer or closed the connection (see logcat)."
}
}
@@ -305,17 +305,13 @@ fun ConnectScreen(
onConnected(handle)
} else {
discovery.start()
val token = NativeBridge.nativeTakeLastError()
val unreachable = token == "timeout" || token == "io" || token.isEmpty()
if (onFailure != null && unreachable) {
// Unreachable — hand off to the wake-and-wait flow — clearing `attempt` above
// and setting `waker.waking` here land in one recompose, so the overlay slides
if (onFailure != null) {
// Hand off to the wake-and-wait flow — clearing `attempt` above and setting
// `waker.waking` here land in one recompose, so the overlay slides
// Connecting → Waking without a blank frame.
onFailure()
} else {
// A typed host rejection (busy / versions differ / pairing required) means the
// host is awake — waking it would be nonsense; show the stated reason instead.
status = ConnectErrors.connectMessage(token, requestAccess = false)
status = "Connection failed — check host/port, PIN, and logcat"
}
}
}
@@ -420,12 +416,7 @@ fun ConnectScreen(
}
onConnected(handle)
} else {
// Cause-specific: an operator denial, an approval timeout, and a request that
// never reached the host are different problems with different fixes.
status = ConnectErrors.connectMessage(
NativeBridge.nativeTakeLastError(),
requestAccess = true,
)
status = "Request timed out — approve this device in the host's console, then retry."
discovery.start()
}
}
@@ -1,6 +1,5 @@
package io.unom.punktfunk
import android.content.Context
import android.hardware.input.InputManager
import android.os.Build
import android.os.CombinedVibration
@@ -45,7 +44,6 @@ import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.unit.dp
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.Sc2Capture
import kotlinx.coroutines.delay
/**
@@ -149,38 +147,8 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
) {
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
// Steam Controller 2 detection: never an InputDevice (lizard mode is kb/mouse; the
// capture claims even those away), so it's enumerated on the capture side — USB device
// list + bonded BLE — and re-checked on USB hot-plug.
var sc2Generation by remember { mutableIntStateOf(0) }
DisposableEffect(Unit) {
val receiver = object : android.content.BroadcastReceiver() {
override fun onReceive(c: Context?, i: android.content.Intent?) { sc2Generation++ }
}
val filter = android.content.IntentFilter().apply {
addAction(android.hardware.usb.UsbManager.ACTION_USB_DEVICE_ATTACHED)
addAction(android.hardware.usb.UsbManager.ACTION_USB_DEVICE_DETACHED)
}
if (Build.VERSION.SDK_INT >= 33) {
context.registerReceiver(receiver, filter, Context.RECEIVER_NOT_EXPORTED)
} else {
@Suppress("UnspecifiedRegisterReceiverFlag")
context.registerReceiver(receiver, filter)
}
onDispose { runCatching { context.unregisterReceiver(receiver) } }
}
val sc2Probe = remember { Sc2Capture(context) }
val sc2Usb = remember(sc2Generation) { sc2Probe.findUsbDevice() }
val sc2Ble = remember(sc2Generation) {
if (context.checkSelfPermission(android.Manifest.permission.BLUETOOTH_CONNECT) ==
android.content.pm.PackageManager.PERMISSION_GRANTED
) sc2Probe.pairedBleAddress() else null
}
val sc2Present = sc2Usb != null || sc2Ble != null
Group("Gamepads") {
if (sc2Present) Sc2Row(sc2Usb, activity)
if (pads.isEmpty() && !sc2Present) {
if (pads.isEmpty()) {
Text(
"No controller detected. punktfunk can only forward devices Android " +
"classifies as a gamepad or joystick — a pad connected through an adapter " +
@@ -246,79 +214,6 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
}
}
/**
* The Steam Controller 2 card — capture-side state, since a (claimed or lizard-mode) SC2 never
* appears as a gamepad InputDevice. Shows the transport, whether the capture is live (driving
* these menus now; streamed as-is in a session), and a grant button when USB access is missing.
*/
@Composable
private fun Sc2Row(usbDev: android.hardware.usb.UsbDevice?, activity: MainActivity?) {
val context = LocalContext.current
val settingOn = remember { SettingsStore(context).load().sc2Capture }
val active = activity?.sc2MenuActive == true
val usbManager = context.getSystemService(Context.USB_SERVICE) as android.hardware.usb.UsbManager
val permitted = usbDev != null && usbManager.hasPermission(usbDev)
OutlinedCard(modifier = Modifier.fillMaxWidth()) {
Column(
modifier = Modifier.padding(16.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Text(
"Steam Controller 2",
style = MaterialTheme.typography.bodyLarge,
modifier = Modifier.weight(1f),
)
if (active) {
Text(
"navigating this UI",
style = MaterialTheme.typography.labelSmall,
color = MaterialTheme.colorScheme.primary,
)
}
}
Text(
when {
usbDev == null -> "Paired via Bluetooth"
usbDev.productId == io.unom.punktfunk.kit.Sc2Device.PID_WIRED -> "Wired (USB)"
else -> "Puck dongle (USB)"
},
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
when {
!settingOn -> Text(
"Passthrough is disabled in Settings — enable \"Steam Controller 2 " +
"passthrough\" to capture it.",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
active -> Text(
"Captured — streams as-is: the host presents a real Steam Controller 2 " +
"that its Steam drives directly (trackpads, gyro, haptics).",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
usbDev != null && !permitted -> {
Text(
"Needs USB access to be captured.",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
OutlinedButton(onClick = { activity?.startSc2MenuNav(forceAsk = true) }) {
Text("Grant USB access")
}
}
else -> Text(
"Detected — capture engages automatically.",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
}
}
}
/** One detected gamepad: identity, what it streams as, and a rumble test. */
@Composable
private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
@@ -494,8 +389,6 @@ private fun prefLabel(pref: Int): String = when (pref) {
Gamepad.PREF_STEAMDECK -> "Steam Deck"
Gamepad.PREF_DUALSENSEEDGE -> "DualSense Edge"
Gamepad.PREF_SWITCHPRO -> "Switch Pro"
Gamepad.PREF_STEAMCONTROLLER2 -> "Steam Controller 2"
Gamepad.PREF_STEAMCONTROLLER2_PUCK -> "Steam Controller 2 Puck"
else -> "Automatic"
}
@@ -351,12 +351,7 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
NativeBridge.nativePair(pt.host, pt.port, id.certPem, id.privateKeyPem, pin, name)
}
pairing = false
if (fp.isNotEmpty()) {
onPaired(fp)
} else {
// Cause-specific: wrong PIN vs not-armed vs unreachable.
err = ConnectErrors.pairMessage(NativeBridge.nativeTakeLastError())
}
if (fp.isNotEmpty()) onPaired(fp) else err = "Pairing failed — wrong PIN, or the host isn't armed."
}
}
@@ -49,14 +49,12 @@ import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.graphicsLayer
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.deviceBodyVibrator
// The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView:
// the couch-relevant subset of the touch settings restyled as a console page and fully navigable with
@@ -84,10 +82,7 @@ fun GamepadSettingsScreen(
var s by remember { mutableStateOf(initial) }
fun update(next: Settings) { s = next; onChange(next) }
val context = LocalContext.current
// Gates the "Rumble on this phone" row — a TV box has no body vibrator to mirror onto.
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
val rows = buildSettingsRows(s, hasBodyVibrator, ::update)
val rows = buildSettingsRows(s, ::update)
var focus by remember { mutableIntStateOf(0) }
if (focus > rows.lastIndex) focus = rows.lastIndex
// The direction the focused value last stepped (+1 forward / -1 back) — drives which way the
@@ -262,13 +257,8 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
}
}
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs). */
private fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
update: (Settings) -> Unit,
): List<GpRow> {
/** Build the console settings rows from the current [Settings], writing through [update]. */
private fun buildSettingsRows(s: Settings, update: (Settings) -> Unit): List<GpRow> {
fun <T> choice(
id: String, header: String?, label: String, detail: String,
options: List<Pair<T, String>>, current: T, write: (T) -> Unit,
@@ -364,18 +354,7 @@ private fun buildSettingsRows(
"The virtual pad the host creates — Automatic matches this controller.",
GAMEPAD_OPTIONS.mapIndexed { i, lbl -> i to lbl }, s.gamepad,
) { update(s.copy(gamepad = it)) },
) + listOfNotNull(
if (hasBodyVibrator) {
toggle(
"phoneRumble", null, "Rumble on this phone",
"Also play controller 1's rumble on this phone's own vibration motor — " +
"for clip-on pads without rumble motors.",
s.rumbleOnPhone,
) { update(s.copy(rumbleOnPhone = it)) }
} else {
null
},
) + listOf(
choice(
"hud", "Interface", "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
@@ -10,7 +10,6 @@ import android.os.Looper
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.State
import androidx.compose.runtime.derivedStateOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.ui.platform.LocalContext
@@ -47,10 +46,6 @@ fun isTvDevice(context: Context): Boolean {
@Composable
fun rememberControllerConnected(): State<Boolean> {
val context = LocalContext.current
// A menu-captured Steam Controller 2 counts as connected: it drives the console UI through
// the capture link, but never surfaces as an Android InputDevice (lizard mode is kb/mouse,
// and the claim removes even those) — the InputManager path below can't see it.
val activity = context as? MainActivity
val connected = remember { mutableStateOf(Gamepad.firstPad() != null) }
DisposableEffect(Unit) {
val im = context.getSystemService(Context.INPUT_SERVICE) as InputManager
@@ -64,7 +59,5 @@ fun rememberControllerConnected(): State<Boolean> {
connected.value = Gamepad.firstPad() != null
onDispose { im.unregisterInputDeviceListener(listener) }
}
return remember {
derivedStateOf { connected.value || activity?.sc2MenuActive == true }
}
return connected
}
@@ -1,16 +1,8 @@
package io.unom.punktfunk
import android.app.PendingIntent
import android.content.BroadcastReceiver
import android.content.Context
import android.content.Intent
import android.content.IntentFilter
import android.content.pm.PackageManager
import android.hardware.usb.UsbManager
import android.os.Build
import android.os.Bundle
import android.view.InputDevice
import android.view.KeyCharacterMap
import android.view.KeyEvent
import android.view.MotionEvent
import androidx.activity.ComponentActivity
@@ -28,9 +20,6 @@ import io.unom.punktfunk.kit.GamepadRouter
import io.unom.punktfunk.kit.Keymap
import io.unom.punktfunk.kit.NativeBridge
/** Broadcast action for the menu-time SC2 USB-permission grant (see [MainActivity.startSc2MenuNav]). */
private const val SC2_MENU_PERMISSION = "io.unom.punktfunk.SC2_MENU_USB_PERMISSION"
class MainActivity : ComponentActivity() {
/**
* The active stream session handle (0 = not streaming). Set by [StreamScreen] while it's shown.
@@ -84,30 +73,6 @@ class MainActivity : ComponentActivity() {
/** The panel's highest-refresh display mode (0 = unknown/unsupported), resolved once at startup. */
private var highRefreshModeId = 0
/**
* Menu-time Steam Controller 2 capture (UI mode — no router): a captured SC2 never produces
* ordinary gamepad events (lizard mode is kb/mouse; the claim removes even those), so this
* drives the console UI directly from the parsed reports via [sc2NavKey]. Runs while the app
* is foreground and NOT streaming; StreamScreen pauses it around its own stream-mode capture.
* [sc2MenuActive] is observed by the console-UI gate ([rememberControllerConnected]) and the
* Controllers screen.
*/
private var sc2Menu: io.unom.punktfunk.kit.Sc2Capture? = null
var sc2MenuActive by mutableStateOf(false)
private set
private var sc2Receiver: BroadcastReceiver? = null
private var sc2PermissionAsked = false
/**
* Compose focus hook for the SC2's synthetic D-pad (set by [onCreate]'s composition). A
* synthetic KeyEvent dispatched from OUTSIDE the real input pipeline never reaches
* ViewRootImpl's focus-navigation stage — the one that grants initial focus for a real
* pad's first D-pad press — so on a phone in touch mode it lands on a focus-less window
* and does nothing (first on-glass run: only B worked, since it bypasses key events
* entirely). `FocusManager.moveFocus` is the public API for exactly this.
*/
private var sc2MoveFocus: ((androidx.compose.ui.focus.FocusDirection) -> Boolean)? = null
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
lastPadIsGamepad = !isTvDevice(this)
@@ -125,166 +90,13 @@ class MainActivity : ComponentActivity() {
// UI without a physical pad — `adb shell am start -n io.unom.punktfunk/.MainActivity --ez
// pf_force_gamepad_ui true`. Never set in normal use; real activation is a connected pad / TV.
val forceGamepadUi = intent?.getBooleanExtra("pf_force_gamepad_ui", false) ?: false
// SC2 hot-plug + the menu-time USB-permission grant both (re)start the menu capture.
val receiver = object : BroadcastReceiver() {
override fun onReceive(c: Context?, intent: Intent?) {
when (intent?.action) {
UsbManager.ACTION_USB_DEVICE_ATTACHED -> {
sc2PermissionAsked = false // a fresh attach may ask once again
startSc2MenuNav()
}
SC2_MENU_PERMISSION -> {
if (intent.getBooleanExtra(UsbManager.EXTRA_PERMISSION_GRANTED, false)) {
startSc2MenuNav()
}
}
}
}
}
sc2Receiver = receiver
val filter = IntentFilter().apply {
addAction(UsbManager.ACTION_USB_DEVICE_ATTACHED)
addAction(SC2_MENU_PERMISSION)
}
if (Build.VERSION.SDK_INT >= 33) {
registerReceiver(receiver, filter, Context.RECEIVER_NOT_EXPORTED)
} else {
@Suppress("UnspecifiedRegisterReceiverFlag")
registerReceiver(receiver, filter)
}
setContent {
PunktfunkTheme {
// Focus hook for the SC2's synthetic navigation (see [sc2MoveFocus]). `Next` is
// the bootstrap: directional moves need an already-focused node, while one-
// dimensional traversal assigns initial focus when there is none.
val focusManager = androidx.compose.ui.platform.LocalFocusManager.current
androidx.compose.runtime.DisposableEffect(Unit) {
sc2MoveFocus = { dir ->
focusManager.moveFocus(dir) ||
focusManager.moveFocus(androidx.compose.ui.focus.FocusDirection.Next)
}
onDispose { sc2MoveFocus = null }
}
Surface(modifier = Modifier.fillMaxSize()) { App(forceGamepadUi = forceGamepadUi) }
}
}
}
override fun onResume() {
super.onResume()
startSc2MenuNav()
}
override fun onPause() {
// Release the claim while backgrounded so the OS (and other apps) get the pad back.
stopSc2MenuNav()
super.onPause()
}
override fun onDestroy() {
sc2Receiver?.let { runCatching { unregisterReceiver(it) } }
sc2Receiver = null
stopSc2MenuNav()
super.onDestroy()
}
/**
* Engage the menu-time SC2 capture if possible: setting on, not streaming, and a wired/Puck
* pad attached (asking for USB permission at most once per attach — [forceAsk] re-arms the
* dialog, for the Controllers screen's explicit grant button) — else an already-paired BLE
* controller when BLUETOOTH_CONNECT is granted. Safe to call repeatedly.
*/
fun startSc2MenuNav(forceAsk: Boolean = false) {
if (forceAsk) sc2PermissionAsked = false
if (streamHandle != 0L) return // StreamScreen owns the pad while streaming
if (sc2Menu?.isActive == true) return
if (!SettingsStore(this).load().sc2Capture) return
val cap = sc2Menu ?: io.unom.punktfunk.kit.Sc2Capture(this).also { c ->
c.onUiKey = { key, down -> runOnUiThread { sc2NavKey(key, down) } }
c.onActiveChanged = { on -> runOnUiThread { sc2MenuActive = on } }
sc2Menu = c
}
val usbManager = getSystemService(Context.USB_SERVICE) as UsbManager
val dev = cap.findUsbDevice()
when {
dev != null && usbManager.hasPermission(dev) -> cap.startUsb(dev)
dev != null && !sc2PermissionAsked -> {
sc2PermissionAsked = true
usbManager.requestPermission(
dev,
PendingIntent.getBroadcast(
this, 1,
Intent(SC2_MENU_PERMISSION).setPackage(packageName),
// MUTABLE: the USB stack appends the grant extras to this intent.
PendingIntent.FLAG_MUTABLE,
),
)
}
dev == null && checkSelfPermission(android.Manifest.permission.BLUETOOTH_CONNECT) ==
PackageManager.PERMISSION_GRANTED -> {
cap.pairedBleAddress()?.let { cap.startBle(it) }
}
}
}
/** Release the menu-time SC2 capture (backgrounded / stream taking over). Idempotent. */
fun stopSc2MenuNav() {
sc2Menu?.stop()
sc2MenuActive = false
}
/**
* One SC2 navigation key transition from the menu-time capture (main thread) — routed the
* same way [dispatchKeyEvent]'s not-streaming branch routes a real pad's buttons: B backs,
* A activates the focused element, everything else (D-pad, shoulders, Start/Select) goes to
* the framework's focus navigation. Also claims the console-UI glyphs for the pad.
*/
private fun sc2NavKey(keyCode: Int, down: Boolean) {
if (streamHandle != 0L) return // raced a stream start — the wire path owns input now
lastPadIsGamepad = true
lastPadStyle = Gamepad.PadStyle.XBOX // Valve pads carry A/B/X/Y in Xbox positions
val action = if (down) KeyEvent.ACTION_DOWN else KeyEvent.ACTION_UP
// The console UI navigates through padKeyProbe (GamepadNavEffect's held-state + repeat
// machinery — A/X/Y/D-pad/Select), NOT the focus system: synthesized events must be
// offered there first, exactly like real ones in dispatchKeyEvent (tester-diagnosed:
// routing everything via super.dispatchKeyEvent bypassed the probe, so only B — which
// never rides key events — did anything). The probes gate on keycode only, so a
// synthetic KeyEvent satisfies them.
padKeyProbe?.let { if (it(KeyEvent(action, keyCode))) return }
when (keyCode) {
// B → back, on release (same edge the real-pad path uses).
KeyEvent.KEYCODE_BUTTON_B -> if (!down) onBackPressedDispatcher.onBackPressed()
// A → activate the focused element (the focus system understands DPAD_CENTER; the
// Compose node focused via the moveFocus hook receives it once the ComposeView
// holds view-focus).
KeyEvent.KEYCODE_BUTTON_A ->
super.dispatchKeyEvent(KeyEvent(action, KeyEvent.KEYCODE_DPAD_CENTER))
// D-pad → Compose's own focus API (a synthetic DPAD KeyEvent can't grant initial
// focus — see [sc2MoveFocus]); one move per press edge.
KeyEvent.KEYCODE_DPAD_UP -> if (down) moveSc2Focus(androidx.compose.ui.focus.FocusDirection.Up)
KeyEvent.KEYCODE_DPAD_DOWN -> if (down) moveSc2Focus(androidx.compose.ui.focus.FocusDirection.Down)
KeyEvent.KEYCODE_DPAD_LEFT -> if (down) moveSc2Focus(androidx.compose.ui.focus.FocusDirection.Left)
KeyEvent.KEYCODE_DPAD_RIGHT -> if (down) moveSc2Focus(androidx.compose.ui.focus.FocusDirection.Right)
else -> super.dispatchKeyEvent(KeyEvent(action, keyCode))
}
}
private fun moveSc2Focus(dir: androidx.compose.ui.focus.FocusDirection) {
val hook = sc2MoveFocus
if (hook == null || !hook(dir)) {
// No composition hook (shouldn't happen) — fall back to the raw key dispatch.
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_DOWN, dirToKey(dir)))
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_UP, dirToKey(dir)))
}
}
private fun dirToKey(dir: androidx.compose.ui.focus.FocusDirection): Int = when (dir) {
androidx.compose.ui.focus.FocusDirection.Up -> KeyEvent.KEYCODE_DPAD_UP
androidx.compose.ui.focus.FocusDirection.Down -> KeyEvent.KEYCODE_DPAD_DOWN
androidx.compose.ui.focus.FocusDirection.Left -> KeyEvent.KEYCODE_DPAD_LEFT
else -> KeyEvent.KEYCODE_DPAD_RIGHT
}
/** Resolve the panel's highest-refresh mode (same resolution) once, for [setConsoleHighRefreshRate]. */
private fun resolveHighRefreshMode() {
@Suppress("DEPRECATION")
@@ -317,9 +129,9 @@ class MainActivity : ComponentActivity() {
if (bit != 0) {
// The router forwards the bit on this device's own wire pad index and tracks held
// state per pad. The emergency-exit chord (Select + Start + L1 + R1) is handled
// inside the router: holding it briefly (~1 s, with an on-screen hint) fires
// router.onExitChord (wired in StreamScreen), so a couch user with no keyboard/Back
// can still leave — but an accidental brush of the four buttons no longer quits.
// inside the router: holding it for ~1.5 s fires router.onExitChord (wired in
// StreamScreen), so a couch user with no keyboard/Back can still leave — but an
// accidental brush of the four buttons no longer quits instantly.
gamepadRouter?.onButton(event, bit)
return true // consumed
}
@@ -341,18 +153,7 @@ class MainActivity : ComponentActivity() {
// physical-keyboard layout), keycode fallback — see Keymap docs.
val vk = Keymap.toVk(event)
if (vk != 0) {
// Soft-keyboard events (the IME's virtual device — the stream's
// KeyCaptureView path) carry Shift only as META state, where a real
// keyboard sends discrete Shift transitions — so mirror the meta bit as
// a VK_LSHIFT wrap or every IME capital/symbol lands unshifted on the
// host. Never applied to hardware events: their Shift already went over
// the wire, and a synthetic release here would un-hold a physical Shift
// the user is still pressing.
val imeShift = event.deviceId == KeyCharacterMap.VIRTUAL_KEYBOARD &&
event.isShiftPressed && vk != 0xA0 && vk != 0xA1
if (down && imeShift) NativeBridge.nativeSendKey(handle, 0xA0, true, 0)
NativeBridge.nativeSendKey(handle, vk, down, 0)
if (!down && imeShift) NativeBridge.nativeSendKey(handle, 0xA0, false, 0)
return true // consumed — don't let the system also act on it
}
}
@@ -82,23 +82,6 @@ data class Settings(
* otherwise misfire and wait out its timeout despite the host already being reachable.
*/
val autoWakeEnabled: Boolean = true,
/**
* Opt-in: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
* phone's own vibration motor — for clip-on gamepads that ship without rumble motors, where
* the phone body is the only actuator in the player's hands. Off by default; read once per
* session by StreamScreen (it hands GamepadFeedback the device vibrator only when set). The
* toggle is hidden on devices without a vibrator (TVs), where this would be a silent no-op.
*/
val rumbleOnPhone: Boolean = false,
/**
* Capture a Steam Controller 2 (wired / Puck dongle over USB, or an already-paired BLE pad)
* and pass it through AS-IS: the host presents a real `28DE:1302` that its Steam drives
* directly (Linux hosts). ON by default — it engages only when such a controller is actually
* present at stream start, so it costs nothing otherwise; the toggle exists for the rare
* setup where the OS-level pad (lizard mode) is preferred.
*/
val sc2Capture: Boolean = true,
)
/** [Settings.touchMode] values; persisted by name. */
@@ -159,8 +142,6 @@ class SettingsStore(context: Context) {
libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
autoWakeEnabled = prefs.getBoolean(K_AUTO_WAKE, true),
rumbleOnPhone = prefs.getBoolean(K_RUMBLE_ON_PHONE, false),
sc2Capture = prefs.getBoolean(K_SC2_CAPTURE, true),
)
fun save(s: Settings) {
@@ -181,8 +162,6 @@ class SettingsStore(context: Context) {
.putBoolean(K_LIBRARY, s.libraryEnabled)
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
.putBoolean(K_AUTO_WAKE, s.autoWakeEnabled)
.putBoolean(K_RUMBLE_ON_PHONE, s.rumbleOnPhone)
.putBoolean(K_SC2_CAPTURE, s.sc2Capture)
.apply()
}
@@ -218,8 +197,6 @@ class SettingsStore(context: Context) {
*/
const val K_LOW_LATENCY = "low_latency_mode_v2"
const val K_AUTO_WAKE = "auto_wake_enabled"
const val K_RUMBLE_ON_PHONE = "rumble_on_phone"
const val K_SC2_CAPTURE = "sc2_capture"
/** Legacy Boolean the enum replaced — read once as the migration default, never written. */
const val K_TRACKPAD = "trackpad_mode"
@@ -69,7 +69,6 @@ import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.unit.dp
import androidx.core.content.ContextCompat
import io.unom.punktfunk.kit.VideoDecoders
import io.unom.punktfunk.kit.deviceBodyVibrator
/**
* Stream settings, organised as an iOS-Settings / Android-system-settings style list of category
@@ -415,26 +414,6 @@ private fun ControlsSettings(s: Settings, update: (Settings) -> Unit, onOpenCont
subtitle = "What the app detects, with a live input test",
onClick = onOpenControllers,
)
// Only where the device has a body vibrator to mirror onto (a TV box doesn't).
val context = LocalContext.current
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
if (hasBodyVibrator) {
ToggleRow(
title = "Rumble on this phone",
subtitle = "Also play controller 1's rumble on this phone's own vibration " +
"motor — for clip-on pads without rumble motors",
checked = s.rumbleOnPhone,
onCheckedChange = { on -> update(s.copy(rumbleOnPhone = on)) },
)
ToggleRow(
title = "Steam Controller 2 passthrough",
subtitle = "Capture a Steam Controller 2 (wired, Puck dongle, or paired " +
"Bluetooth): it navigates these menus and streams as-is — Steam on the " +
"host drives it like the physical pad (trackpads, gyro, haptics)",
checked = s.sc2Capture,
onCheckedChange = { on -> update(s.copy(sc2Capture = on)) },
)
}
}
}
@@ -1,35 +1,20 @@
package io.unom.punktfunk
import android.Manifest
import android.app.PendingIntent
import android.content.BroadcastReceiver
import android.content.Context
import android.content.Intent
import android.content.IntentFilter
import android.content.pm.ActivityInfo
import android.content.pm.PackageManager
import android.hardware.usb.UsbManager
import android.net.wifi.WifiManager
import android.os.Build
import android.text.InputType
import android.util.Log
import android.view.SurfaceHolder
import android.view.SurfaceView
import android.view.View
import android.view.WindowManager
import android.view.inputmethod.BaseInputConnection
import android.view.inputmethod.EditorInfo
import android.view.inputmethod.InputConnection
import android.view.inputmethod.InputMethodManager
import android.widget.Toast
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
@@ -39,11 +24,9 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.compose.ui.viewinterop.AndroidView
import androidx.core.content.ContextCompat
import androidx.core.view.WindowCompat
@@ -51,9 +34,7 @@ import androidx.core.view.WindowInsetsCompat
import androidx.core.view.WindowInsetsControllerCompat
import io.unom.punktfunk.kit.GamepadFeedback
import io.unom.punktfunk.kit.GamepadRouter
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.Sc2Capture
import io.unom.punktfunk.kit.VideoDecoders
import java.util.concurrent.atomic.AtomicBoolean
import kotlinx.coroutines.delay
@@ -168,10 +149,6 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
}.onEach { it.setReferenceCounted(false) }
}
// True while the gamepad exit chord (Select+Start+L1+R1) is held and counting down — drives the
// "hold to quit" hint overlay. Set from the router's onExitArmed (main thread).
var exitArming by remember { mutableStateOf(false) }
DisposableEffect(handle) {
window?.addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
wifiLocks.forEach { lock ->
@@ -189,12 +166,6 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
it.systemBarsBehavior = WindowInsetsControllerCompat.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE
it.hide(WindowInsetsCompat.Type.systemBars())
}
// The soft keyboard (three-finger swipe up → KeyCaptureView below) must OVERLAY the
// stream, never pan/resize it — the video is a fixed-mode surface, not a document.
// Scoped to the stream; the app's other screens keep the default for their text fields.
val priorSoftInput = window?.attributes?.softInputMode
?: WindowManager.LayoutParams.SOFT_INPUT_ADJUST_UNSPECIFIED
window?.setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_ADJUST_NOTHING)
// Lock to landscape while streaming — the host streams a landscape desktop, so pin the device
// there (either landscape direction is fine) and stop it rotating to portrait mid-session. The
// activity declares configChanges=orientation, so this re-lays out the surface in place without
@@ -214,88 +185,22 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
// the same way the Back gesture does.
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
router.onExitChord = { activity?.requestStreamExit?.invoke() }
// Show a "hold to quit" hint the moment the chord completes (the router debounces the actual
// exit); it clears when the buttons release early or the hold elapses. Runs on the main thread.
router.onExitArmed = { armed -> exitArming = armed }
activity?.setConsoleHighRefreshRate(false) // let the decoder's setFrameRate pick the panel rate
// Host→client feedback (rumble + DualSense lightbar/LEDs), routed to each controller by pad
// index via the router; poll threads stopped + joined before the router is released and the
// session closed. "Rumble on this phone" (opt-in) additionally mirrors controller 1's
// rumble onto the device's own vibrator — for clip-on pads without rumble motors.
val feedback = GamepadFeedback(
handle,
router,
deviceVibrator = if (initialSettings.rumbleOnPhone) deviceBodyVibrator(context) else null,
).also { it.start() }
// session closed.
val feedback = GamepadFeedback(handle, router).also { it.start() }
// Free a disconnected controller's rumble/lights bindings promptly (else the open lights
// session leaks until the session ends). The router owns hot-plug; the feedback owns the binds.
router.onSlotClosed = feedback::onDeviceRemoved
// Steam Controller 2 as-is passthrough (opt-out): capture a wired/Puck USB pad — or an
// already-paired BLE one — and forward its raw reports; the host mirrors a real
// 28DE:1302 that its Steam drives directly, and Steam's rumble/settings writes come back
// through feedback.onHidRaw onto the physical controller. Engages only when such a pad is
// actually present; the wire slot is claimed lazily on its first state report.
// The menu-time capture (UI navigation) must let go before the stream-mode capture can
// claim the interfaces; it resumes in onDispose once the stream releases them.
activity?.stopSc2MenuNav()
val sc2 = if (initialSettings.sc2Capture) Sc2Capture(context, router) else null
var sc2UsbReceiver: BroadcastReceiver? = null
if (sc2 != null) {
feedback.onHidRaw = sc2::onHidRaw
val usbManager = context.getSystemService(Context.USB_SERVICE) as UsbManager
val usbDev = sc2.findUsbDevice()
when {
usbDev != null && usbManager.hasPermission(usbDev) -> sc2.startUsb(usbDev)
usbDev != null -> {
// One-time system dialog; capture engages on grant (Android remembers the
// grant for as long as the device stays attached).
val action = "io.unom.punktfunk.SC2_USB_PERMISSION"
val receiver = object : BroadcastReceiver() {
override fun onReceive(c: Context?, intent: Intent?) {
if (intent?.action != action) return
val ok = intent.getBooleanExtra(UsbManager.EXTRA_PERMISSION_GRANTED, false)
if (ok) sc2.startUsb(usbDev) else Log.i("punktfunk", "SC2 USB permission denied")
}
}
sc2UsbReceiver = receiver
ContextCompat.registerReceiver(
context, receiver, IntentFilter(action), ContextCompat.RECEIVER_NOT_EXPORTED,
)
usbManager.requestPermission(
usbDev,
PendingIntent.getBroadcast(
context, 0,
Intent(action).setPackage(context.packageName),
// MUTABLE: the USB stack appends the grant extras to this intent.
PendingIntent.FLAG_MUTABLE,
),
)
}
ContextCompat.checkSelfPermission(context, Manifest.permission.BLUETOOTH_CONNECT) ==
PackageManager.PERMISSION_GRANTED -> {
sc2.pairedBleAddress()?.let { addr ->
Log.i("punktfunk", "SC2: no USB pad — using the paired BLE controller $addr")
sc2.startBle(addr)
}
}
}
}
onDispose {
closed.set(true) // from here the handle gets freed; surfaceDestroyed must not touch it
feedback.onHidRaw = null
feedback.stop() // stop + join the poll threads BEFORE the router is released / handle freed
sc2UsbReceiver?.let { runCatching { context.unregisterReceiver(it) } }
sc2?.stop() // release the USB/BLE link + free the wire slot (host tears the pad down)
router.onExitArmed = null // don't poke Compose state from release()'s disarm while tearing down
router.release() // flush every slot (nothing sticks host-side) + drop the hot-plug listener
activity?.gamepadRouter = null
activity?.streamHandle = 0L
activity?.requestStreamExit = null
// Back in the menus: the SC2 (if present) resumes driving the console UI.
activity?.startSc2MenuNav()
activity?.setConsoleHighRefreshRate(true) // back to the console UI's max refresh
controller?.hide(WindowInsetsCompat.Type.ime()) // drop any keyboard left showing
window?.setSoftInputMode(priorSoftInput)
controller?.show(WindowInsetsCompat.Type.systemBars())
window?.clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
if (lowLatencyMode && Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) {
@@ -316,9 +221,6 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
// Back gesture = a deliberate exit → signal the quit so the host tears down now (no linger).
BackHandler { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
// Focus anchor the three-finger keyboard swipe summons the IME onto (see KeyCaptureView).
var keyCapture by remember { mutableStateOf<KeyCaptureView?>(null) }
Box(modifier = Modifier.fillMaxSize()) {
AndroidView(
modifier = Modifier.fillMaxSize(),
@@ -369,22 +271,8 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
StatsOverlay(it, statsVerbosity, decoderLabel, Modifier.align(Alignment.TopStart).padding(12.dp))
}
}
// "Hold to quit" hint while the gamepad exit chord is armed — the exit debounces on a ~1 s
// hold, so without this cue a couch user reads the (deliberately no-longer-instant) chord as
// broken. Purely visual; it sits above the video and below the gesture layer.
if (exitArming) {
ExitChordHint(Modifier.align(Alignment.TopCenter).padding(top = 16.dp))
}
// Invisible 1-px focus anchor for the host-typing soft keyboard (three-finger swipe
// up in the mouse modes) — it never draws or takes touches, it just owns IME focus.
AndroidView(
modifier = Modifier.size(1.dp),
factory = { ctx -> KeyCaptureView(ctx).also { keyCapture = it } },
)
// Touch input per the Settings model: trackpad/direct-pointer mouse (the shared gesture
// vocabulary) or real multi-touch passthrough — see TouchInput.kt. Passthrough gets no
// keyboard gesture: its fingers belong to the host verbatim (a swipe there may BE a
// host-OS gesture), so intercepting three fingers would corrupt real multi-touch.
// vocabulary) or real multi-touch passthrough — see TouchInput.kt.
Box(
Modifier.fillMaxSize().pointerInput(handle, touchMode) {
when (touchMode) {
@@ -393,63 +281,9 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
handle,
trackpad = touchMode == TouchMode.TRACKPAD,
onCycleStats = { statsVerbosity = statsVerbosity.next() },
onKeyboard = { show -> keyCapture?.setImeVisible(show) },
)
}
},
)
}
}
/**
* The "hold to quit" cue shown while the gamepad exit chord (Select + Start + L1 + R1) is held. The
* chord no longer quits on a quick press — the router debounces it on a ~1 s hold — so this confirms
* the press registered and tells the user to keep holding. Purely visual; [GamepadRouter.onExitArmed]
* toggles its visibility.
*/
@Composable
private fun ExitChordHint(modifier: Modifier = Modifier) {
Text(
"Hold to quit…",
modifier = modifier
.background(Color.Black.copy(alpha = 0.55f), RoundedCornerShape(8.dp))
.padding(horizontal = 14.dp, vertical = 8.dp),
color = Color.White,
fontSize = 15.sp,
)
}
/**
* Invisible focus anchor for typing on the host: the three-finger swipe summons the device IME
* onto this view. `TYPE_NULL` puts the IME in "dumb keyboard" mode — it delivers raw [KeyEvent]s
* (no composing text, no autocorrect), which flow through `MainActivity.dispatchKeyEvent` →
* `Keymap.toVk` → the host, the exact path a hardware keyboard takes. Text an IME insists on
* committing instead still arrives: the non-editable [BaseInputConnection] synthesizes KeyEvents
* for it via `KeyCharacterMap` (with Shift carried as meta state — see the IME-shift wrap in
* `MainActivity.dispatchKeyEvent`).
*/
private class KeyCaptureView(context: Context) : View(context) {
init {
isFocusable = true
isFocusableInTouchMode = true
}
override fun onCheckIsTextEditor(): Boolean = true
override fun onCreateInputConnection(outAttrs: EditorInfo): InputConnection {
outAttrs.inputType = InputType.TYPE_NULL
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI or EditorInfo.IME_FLAG_NO_FULLSCREEN
return BaseInputConnection(this, false)
}
fun setImeVisible(show: Boolean) {
val imm = context.getSystemService(Context.INPUT_METHOD_SERVICE) as? InputMethodManager
?: return
if (show) {
requestFocus()
imm.showSoftInput(this, 0)
} else {
imm.hideSoftInputFromWindow(windowToken, 0)
}
}
}
@@ -19,10 +19,6 @@ private const val TAP_SLOP = 12f
private const val TAP_DRAG_MS = 250L
private const val SCROLL_DIV = 4f
// Three-finger vertical swipe: the fraction of the view height the centroid must travel to
// summon (up) / dismiss (down) the local soft keyboard.
private const val KB_SWIPE_FRACTION = 0.10f
// Trackpad-mode pointer ballistics (relative one-finger motion). POINTER_SENS: base finger-px →
// host-px gain (~1:1, never twitchy). The rest is mild acceleration so a flick crosses the screen
// while a slow drag stays precise: above ACCEL_SPEED_FLOOR px/ms the gain ramps by ACCEL_GAIN per
@@ -44,9 +40,7 @@ private const val ACCEL_MAX = 3.0f
*
* Both share the same gesture vocabulary: tap = left click; two-finger tap = right click;
* two-finger drag = scroll; tap-then-press-and-drag = left-drag (text selection / moving
* windows); three-finger tap = [onCycleStats] (cycle the stats-HUD verbosity tier);
* three-finger swipe up/down = [onKeyboard] (summon/dismiss the local soft keyboard, for
* typing on the host).
* windows); three-finger tap = [onCycleStats] (cycle the stats-HUD verbosity tier).
*/
/**
* Real multi-touch passthrough ([TouchMode.TOUCH]): every finger forwards as a host touchscreen
@@ -100,7 +94,6 @@ internal suspend fun PointerInputScope.streamTouchInput(
handle: Long,
trackpad: Boolean,
onCycleStats: () -> Unit,
onKeyboard: (show: Boolean) -> Unit,
) {
var lastTapUp = 0L
var lastTapX = 0f
@@ -135,12 +128,6 @@ internal suspend fun PointerInputScope.streamTouchInput(
var maxFingers = 1
var scrolling = false
var scrollCount = 0 // pointer count the scroll centroid is anchored at
// Keyboard-swipe state: the 3+-finger centroid anchor (per finger count, like the
// scroll anchor) and a once-per-gesture latch.
var kbCount = 0
var kbAnchorX = 0f
var kbAnchorY = 0f
var kbFired = false
var prevCx = startX
var prevCy = startY
var upTime = down.uptimeMillis
@@ -161,12 +148,9 @@ internal suspend fun PointerInputScope.streamTouchInput(
break
}
if (pressed.size > maxFingers) maxFingers = pressed.size
// Dropping below three fingers forgets the keyboard-swipe anchor, so a 3→2→3
// bounce re-anchors instead of reading the count change as swipe travel.
if (pressed.size < 3) kbCount = 0
if (pressed.size == 2) {
// Two fingers → scroll by the centroid delta; never move the cursor.
if (pressed.size >= 2) {
// Two+ fingers → scroll by the centroid delta; never move the cursor.
val cx = (pressed.sumOf { it.position.x.toDouble() } / pressed.size).toFloat()
val cy = (pressed.sumOf { it.position.y.toDouble() } / pressed.size).toFloat()
// (Re-)anchor whenever the finger COUNT changes, not just on scroll start: the
@@ -193,36 +177,6 @@ internal suspend fun PointerInputScope.streamTouchInput(
prevCx = cx
moved = true
}
} else if (pressed.size >= 3) {
// Three+ fingers → the keyboard swipe, never scroll (the documented
// vocabulary is TWO-finger scroll; 3+ only fell into the scroll path as an
// accident of its old `>= 2` bound). Anchor the centroid per finger count
// (same reasoning as the scroll anchor above) and fire once per gesture when
// the vertical travel crosses the threshold: up = show, down = hide.
val cx = (pressed.sumOf { it.position.x.toDouble() } / pressed.size).toFloat()
val cy = (pressed.sumOf { it.position.y.toDouble() } / pressed.size).toFloat()
if (pressed.size != kbCount) {
kbCount = pressed.size
kbAnchorX = cx
kbAnchorY = cy
} else {
val dy = cy - kbAnchorY
// Real centroid travel disqualifies the tap classification below (else a
// sub-threshold swipe would still fire the three-finger stats tap).
if (abs(dy) > TAP_SLOP || abs(cx - kbAnchorX) > TAP_SLOP) moved = true
if (!kbFired && abs(dy) >= size.height * KB_SWIPE_FRACTION) {
kbFired = true
onKeyboard(dy < 0) // finger up → show, finger down → hide
}
}
// Leaving the scroll state stale would read the 3→2 centroid jump as a wheel
// notch; clearing it makes a return to two fingers re-anchor fresh. Same for
// the trackpad's tracked finger: its prev position froze while 3+ fingers were
// down, so dropping straight back to one finger must re-anchor (zero delta),
// not replay the whole 3-finger phase as one cursor jump.
scrolling = false
scrollCount = 0
trackId = PointerId(Long.MIN_VALUE)
} else if (!scrolling) {
// One finger (skipped once a gesture turned into a scroll, so dropping
// back to one finger doesn't jerk the cursor).
@@ -36,16 +36,6 @@ object Gamepad {
const val BTN_X = 0x4000
const val BTN_Y = 0x8000
// Extended bits (Moonlight `buttonFlags2 << 16` namespace — `input.rs::gamepad`): the four
// back grips (Steam L4/L5/R4/R5 ≙ Elite P1P4), touchpad click, and the misc/QAM button.
// Android's standard InputDevice path never produces these; the SC2 capture link does.
const val BTN_PADDLE1 = 0x10000
const val BTN_PADDLE2 = 0x20000
const val BTN_PADDLE3 = 0x40000
const val BTN_PADDLE4 = 0x80000
const val BTN_TOUCHPAD = 0x100000
const val BTN_MISC1 = 0x200000
// Axis ids — must equal `input.rs::gamepad::AXIS_*`.
const val AXIS_LS_X = 0
const val AXIS_LS_Y = 1
@@ -64,8 +54,6 @@ object Gamepad {
const val PREF_STEAMDECK = 6
const val PREF_DUALSENSEEDGE = 7
const val PREF_SWITCHPRO = 8
const val PREF_STEAMCONTROLLER2 = 9
const val PREF_STEAMCONTROLLER2_PUCK = 10
// USB vendor ids of the controllers we can identify by VID/PID.
private const val VID_SONY = 0x054C
@@ -93,12 +81,6 @@ object Gamepad {
private val PID_STEAMDECK = setOf(0x1205)
private val PID_STEAMCONTROLLER = setOf(0x1102, 0x1142)
// Steam Controller 2: wired (0x1302), BLE (0x1303), and Puck dongles (0x1304/0x1305).
// Sc2Capture normally claims these directly; the plain InputDevice path is only a degraded
// fallback. Keep Puck distinct so even that path requests the native multi-interface identity.
private val PID_STEAMCONTROLLER2 = setOf(0x1302, 0x1303)
private val PID_STEAMCONTROLLER2_PUCK = setOf(0x1304, 0x1305)
// Microsoft Xbox One / Series product ids (wired + the common Bluetooth/dongle revisions). All
// behave like Xbox 360 on the host minus the glyph identity, so they share one pref byte.
private val PID_XBOXONE = setOf(
@@ -125,9 +107,6 @@ object Gamepad {
vid == VID_MICROSOFT && pid in PID_XBOXONE -> PREF_XBOXONE
vid == VID_VALVE && pid in PID_STEAMDECK -> PREF_STEAMDECK
vid == VID_VALVE && pid in PID_STEAMCONTROLLER -> PREF_STEAMCONTROLLER
vid == VID_VALVE && pid in PID_STEAMCONTROLLER2_PUCK ->
PREF_STEAMCONTROLLER2_PUCK
vid == VID_VALVE && pid in PID_STEAMCONTROLLER2 -> PREF_STEAMCONTROLLER2
vid == VID_NINTENDO && pid in PID_SWITCHPRO -> PREF_SWITCHPRO
else -> PREF_XBOX360
}
@@ -1,6 +1,5 @@
package io.unom.punktfunk.kit
import android.content.Context
import android.graphics.Color
import android.hardware.lights.Light
import android.hardware.lights.LightState
@@ -34,24 +33,13 @@ import java.nio.ByteBuffer
*
* With no controller connected (emulator) rumble/lights become logged no-ops — exactly the
* verification path; the `Log.i` receipt lines fire regardless of rendering hardware.
*
* [deviceVibrator] is the opt-in phone mirror ("Rumble on this phone", off by default): when
* non-null, rumble the host addresses to wire pad 0 (controller 1) is ALSO played on this
* device's own vibration motor — for clip-on gamepads that ship without rumble motors, where the
* phone body is the only actuator in the player's hands. StreamScreen passes it only when the
* setting is on (see [deviceBodyVibrator]).
*/
class GamepadFeedback(
private val handle: Long,
private val router: GamepadRouter?,
private val deviceVibrator: Vibrator? = null,
) {
class GamepadFeedback(private val handle: Long, private val router: GamepadRouter?) {
private companion object {
const val TAG = "pf.feedback"
const val TAG_LED: Byte = 0x01
const val TAG_PLAYER_LEDS: Byte = 0x02
const val TAG_TRIGGER: Byte = 0x03
const val TAG_HID_RAW: Byte = 0x05
// Fallback one-shot duration against a legacy host (no v2 TTL lease): the prior fixed value.
// A new host renews far below this, so it never actually holds this long there.
const val LEGACY_RUMBLE_MS = 60_000L
@@ -113,8 +101,7 @@ class GamepadFeedback(
}, "pf-rumble").apply { isDaemon = true; start() }
hidoutThread = Thread({
// 128: the raw as-is passthrough events are [pad][kind tag][report kind][≤64 bytes].
val buf = ByteBuffer.allocateDirect(128)
val buf = ByteBuffer.allocateDirect(64)
while (running) {
val n = NativeBridge.nativeNextHidout(handle, buf)
if (n < 0) continue // timeout / closed
@@ -140,9 +127,7 @@ class GamepadFeedback(
runCatching { hidoutThread?.join() }
rumbleThread = null
hidoutThread = null
// Threads are dead — drop any held rumble (incl. the phone mirror's) and close every
// lights session.
runCatching { deviceVibrator?.cancel() }
// Threads are dead — drop any held rumble and close every lights session.
synchronized(bindsLock) {
for (b in rumbleBinds.values) b?.let {
runCatching { it.vm?.cancel() }
@@ -218,11 +203,6 @@ class GamepadFeedback(
*/
private fun renderRumble(pad: Int, low: Int, high: Int, durationMs: Long) {
Log.i(TAG, "rumble pad=$pad low=$low high=$high ttlMs=$durationMs") // verification line — BEFORE any no-op return
// Opt-in phone mirror, BEFORE the controller-bind early-return: the exact pads this
// serves have no vibrator of their own, so their bind below is null. It follows
// controller 1 unconditionally rather than only motor-less pads — capability probing
// already decided the bind, and the user opted in.
if (pad == 0) renderDeviceRumble(low, high, durationMs)
val bind = rumbleBindFor(pad) ?: return
val lo = toAmplitude(low)
val hi = toAmplitude(high)
@@ -266,29 +246,6 @@ class GamepadFeedback(
}
}
/**
* The opt-in phone mirror: play a wire-pad-0 rumble on this device's own vibration motor —
* one physical actuator, so both wire motors blend into one effect (the same blend as the
* single-motor controller path). Same envelope semantics too: a one-shot held for the host's
* TTL, cancel on (0,0).
*/
private fun renderDeviceRumble(low: Int, high: Int, durationMs: Long) {
val v = deviceVibrator ?: return
val lo = toAmplitude(low)
val hi = toAmplitude(high)
if (lo == 0 && hi == 0) {
runCatching { v.cancel() } // (0,0) = stop
return
}
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
runCatching {
v.vibrate(
if (v.hasAmplitudeControl()) oneShot(a, durationMs)
else oneShot(VibrationEffect.DEFAULT_AMPLITUDE, durationMs)
)
}
}
// 0..0xFFFF → 1..255 (high byte); a nonzero motor never collapses to 0.
private fun toAmplitude(v16: Int): Int {
val a = (v16 ushr 8) and 0xFF
@@ -333,32 +290,10 @@ class GamepadFeedback(
"hidout pad=$pad Trigger which=$which effLen=$effLen mode=0x%02x (adaptive triggers unsupported on Android)".format(mode),
)
}
TAG_HID_RAW -> {
// As-is SC2 passthrough: a raw report the host's Steam wrote to the virtual pad —
// [kind: 0=output, 1=feature][report bytes, id first]. Handed to the capture link
// for verbatim replay on the physical controller; dropped when no link owns the pad.
val kind = buf.get().toInt() and 0xFF
val len = n - 3
if (len > 0) {
val data = ByteArray(len)
buf.get(data)
onHidRaw?.invoke(pad, kind, data)
}
}
else -> Log.d(TAG, "hidout: unknown kind, dropped")
}
}
/**
* Raw HID-report replay hook for the as-is Steam Controller 2 passthrough: invoked (on the
* hidout poll thread) with the wire pad index, the report kind (0 = output report, 1 =
* feature report), and the full report bytes (id first) the host's hidraw consumer wrote.
* `StreamScreen` wires this to the SC2 capture so Steam's rumble/settings land on the
* physical controller.
*/
@Volatile
var onHidRaw: ((pad: Int, kind: Int, data: ByteArray) -> Unit)? = null
/** hid-playstation 5-LED pattern → player index 1..4 (0 = off); falls back to a bit count. */
private fun playerIndexForBits(bits: Int): Int = when (bits and 0x1F) {
0b00000 -> 0
@@ -414,18 +349,3 @@ class GamepadFeedback(
}
}
}
/**
* This device's own body vibrator (the phone, not a controller), or null where there is none
* (TVs) — gates the "Rumble on this phone" setting's visibility and feeds
* [GamepadFeedback.deviceVibrator] when it's on.
*/
fun deviceBodyVibrator(context: Context): Vibrator? {
val v = if (Build.VERSION.SDK_INT >= 31) {
context.getSystemService(VibratorManager::class.java)?.defaultVibrator
} else {
@Suppress("DEPRECATION")
context.getSystemService(Context.VIBRATOR_SERVICE) as? Vibrator
}
return v?.takeIf { it.hasVibrator() }
}
@@ -57,14 +57,6 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
*/
var onExitChord: (() -> Unit)? = null
/**
* Invoked (main thread) with `true` the moment the exit chord completes and the hold countdown
* starts, and `false` when it's cancelled (a button lifted early) or the timer elapses. `StreamScreen`
* wires this to a "hold to quit" hint so the hold is discoverable — the chord no longer quits on a
* quick press, and without an on-screen cue that reads as the shortcut being broken.
*/
var onExitArmed: ((armed: Boolean) -> Unit)? = null
private val mainHandler = Handler(Looper.getMainLooper())
/** The pending exit-chord hold timer, or null when the chord isn't currently armed. */
private var pendingExit: Runnable? = null
@@ -92,37 +84,28 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
* One gamepad button transition for the device that produced [event] (already resolved to BTN_*
* bit [bit]). Opens the device's slot (declaring its type) if unseen, forwards the bit on the
* slot's pad index, and tracks held state. Completing the emergency stream-exit chord (Select +
* Start + L1 + R1) on any one pad ARMS a [EXIT_HOLD_MS] hold timer rather than leaving instantly
* ([onExitArmed] fires so the UI can show a "hold to quit" hint); [onExitChord] fires only if the
* chord is still held at expiry (a brief accidental brush is ignored), matching `DISCONNECT_HOLD`
* on the SDL/Apple clients. Any controller can leave.
* Start + L1 + R1) on any one pad ARMS a [EXIT_HOLD_MS] hold timer rather than leaving instantly;
* [onExitChord] fires only if the chord is still held at expiry (a brief accidental brush is
* ignored), matching `DISCONNECT_HOLD` on the SDL/Apple clients. Any controller can leave.
*/
fun onButton(event: KeyEvent, bit: Int) {
val slot = slotFor(event.device) ?: return
when (event.action) {
// repeatCount guard: don't re-send a held button as auto-repeat.
KeyEvent.ACTION_DOWN -> slotButton(slot, bit, down = true, send = event.repeatCount == 0)
KeyEvent.ACTION_UP -> slotButton(slot, bit, down = false, send = true)
}
}
/**
* One button transition on [slot] — the shared body behind [onButton] and an [ExternalPad]'s
* transitions: forward the wire event, track held state, and arm/disarm the exit chord.
*/
private fun slotButton(slot: Slot, bit: Int, down: Boolean, send: Boolean) {
if (down) {
if (send) NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index)
slot.held = slot.held or bit
// Full chord now held on this pad → start the hold countdown (idempotent while held).
if (slot.held and EXIT_CHORD == EXIT_CHORD) armExit()
} else {
if (send) NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
slot.held = slot.held and bit.inv()
// A chord button lifted before the hold elapsed → cancel, unless another pad still
// holds the full chord.
if (bit and EXIT_CHORD != 0 && slots.values.none { it.held and EXIT_CHORD == EXIT_CHORD }) {
disarmExit()
KeyEvent.ACTION_DOWN -> {
// repeatCount guard: don't re-send a held button as auto-repeat.
if (event.repeatCount == 0) NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index)
slot.held = slot.held or bit
// Full chord now held on this pad → start the hold countdown (idempotent while held).
if (slot.held and EXIT_CHORD == EXIT_CHORD) armExit()
}
KeyEvent.ACTION_UP -> {
NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
slot.held = slot.held and bit.inv()
// A chord button lifted before the hold elapsed → cancel, unless another pad still
// holds the full chord.
if (bit and EXIT_CHORD != 0 && slots.values.none { it.held and EXIT_CHORD == EXIT_CHORD }) {
disarmExit()
}
}
}
}
@@ -132,7 +115,6 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
if (pendingExit != null) return // already counting down
val r = Runnable {
pendingExit = null
onExitArmed?.invoke(false) // countdown over — drop the hint whether or not we leave
// Fire only if the chord survived the full hold on some pad.
val held = slots.values.filter { it.held and EXIT_CHORD == EXIT_CHORD }
if (held.isNotEmpty()) {
@@ -144,15 +126,12 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
}
pendingExit = r
mainHandler.postDelayed(r, EXIT_HOLD_MS)
onExitArmed?.invoke(true) // chord complete → show the "hold to quit" hint
}
/** Cancel a pending exit-chord hold timer. */
private fun disarmExit() {
val wasArmed = pendingExit != null
pendingExit?.let { mainHandler.removeCallbacks(it) }
pendingExit = null
if (wasArmed) onExitArmed?.invoke(false) // released early — drop the hint
}
/**
@@ -173,9 +152,8 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
/**
* The controller currently mapped to wire pad [pad], for feedback routing; null if that index
* holds no live slot (a pad that just unplugged — the update is then dropped) OR the slot is
* an [ExternalPad] (its synthetic id resolves to no InputDevice, so rumble binds naturally
* fall through to the capture link's own feedback path). Read from the feedback poll threads.
* holds no live slot (a pad that just unplugged — the update is then dropped). Read from the
* feedback poll threads.
*/
fun deviceForPad(pad: Int): InputDevice? {
for ((deviceId, slot) in slots) {
@@ -184,50 +162,6 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
return null
}
/**
* A capture-link pad occupying a wire slot without an Android [InputDevice] — the as-is Steam
* Controller 2 passthrough (USB/BLE claimed directly, invisible to the input stack). Shares
* the real slots' lifecycle: a stable lowest-free index, Arrival-before-input, held-state
* flush + Remove on [close], and full participation in the emergency exit chord.
*/
inner class ExternalPad internal constructor(private val syntheticId: Int, val index: Int) {
// Live lookup instead of a captured reference: after [close] (or a router release) the
// slot is gone from the table and every entry point below degrades to a safe no-op.
private val slot get() = slots[syntheticId]
/** One button transition (a wire [Gamepad].BTN_* bit). On-change only — the caller diffs. */
fun button(bit: Int, down: Boolean) {
slot?.let { slotButton(it, bit, down, send = true) }
}
/** One axis update ([Gamepad].AXIS_*: stick i16 +y=up / trigger 0..255). On-change only. */
fun axis(id: Int, value: Int) {
if (slot != null) NativeBridge.nativeSendGamepadAxis(handle, id, value, index)
}
/** One raw HID report, forwarded verbatim for the host's as-is virtual pad. */
fun hidReport(buf: java.nio.ByteBuffer, len: Int) {
if (slot != null) NativeBridge.nativeSendPadHidReport(handle, index, buf, len)
}
/** Flush held state, signal the removal, and free the wire index. Idempotent. */
fun close() = closeSlot(syntheticId)
}
/**
* Open a slot for a capture-link pad, declaring [pref] as its kind; null when all 16 wire
* indices are taken. Main thread (like the hot-plug callbacks).
*/
fun openExternal(pref: Int): ExternalPad? {
val index = lowestFreeIndex() ?: return null
// Synthetic ids live below any real InputDevice id (those are positive), so they can't
// collide and InputDevice.getDevice(id) resolves them to null for the feedback path.
val syntheticId = EXTERNAL_ID_BASE - index
NativeBridge.nativeSendGamepadArrival(handle, pref, index)
slots[syntheticId] = Slot(index, Gamepad.AxisMapper(handle, index))
return ExternalPad(syntheticId, index)
}
/**
* Flush + drop every slot and unregister the hot-plug listener. Call on session teardown, AFTER
* the feedback poll threads are joined (they read [deviceForPad]).
@@ -316,14 +250,7 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
/** Emergency stream-exit chord: Select + Start + L1 + R1 held together (matches the legacy single-pad chord). */
const val EXIT_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_START or Gamepad.BTN_LB or Gamepad.BTN_RB
/**
* How long the exit chord must be held before the stream leaves — long enough that an
* accidental brush of the four buttons doesn't quit, short enough to feel responsive (the
* on-screen hint covers the gap). Roughly matches SDL/Apple `DISCONNECT_HOLD`.
*/
const val EXIT_HOLD_MS = 1000L
/** Synthetic slot-key base for [ExternalPad]s — below every real (positive) InputDevice id. */
const val EXTERNAL_ID_BASE = -1000
/** How long the exit chord must be held before the stream leaves — matches SDL/Apple `DISCONNECT_HOLD`. */
const val EXIT_HOLD_MS = 1500L
}
}
@@ -85,16 +85,6 @@ object NativeBridge {
name: String,
): String
/**
* The machine token of the most recent failed [nativeConnect]/[nativePair], cleared on read
* (`""` when none) — call right after a `0` handle / `""` fingerprint. A typed host rejection
* yields its wire token ("not-armed", "denied", "approval-timeout", "superseded", "busy",
* "rate-limited", "bound-other", "identity-required", "wire-version"); transport-level causes
* yield "crypto" (wrong PIN / identity mismatch), "timeout", "io", or "error". Lets the UI say
* WHY instead of the old catch-all that blamed the PIN for dead network paths.
*/
external fun nativeTakeLastError(): String
/**
* Signal a **deliberate** user disconnect on [handle] before [nativeClose]: the session closes
* with `QUIT_CLOSE_CODE` so the host tears it down immediately instead of holding the keep-alive
@@ -301,14 +291,6 @@ object NativeBridge {
/** Signal wire pad [pad] (0..15) was unplugged so the host tears its virtual device down. The core stamps the seq + re-sends. */
external fun nativeSendGamepadRemove(handle: Long, pad: Int)
/**
* One raw HID input report from a client-captured controller (the as-is Steam Controller 2
* passthrough), forwarded verbatim on the rich-input plane. [buf] is a DIRECT ByteBuffer whose
* first [len] bytes are the report, id byte first (0x42/0x45/0x47 state, 0x43 battery, …);
* len is clamped to 64. Called from the capture thread at the controller's own report rate.
*/
external fun nativeSendPadHidReport(handle: Long, pad: Int, buf: java.nio.ByteBuffer, len: Int)
// ---- Host→client gamepad feedback: Rust pulls block ~100ms, Kotlin renders (see GamepadFeedback) ----
/**
@@ -320,11 +302,10 @@ object NativeBridge {
external fun nativeNextRumble(handle: Long): Long
/**
* Block up to ~100 ms for the next HID-output event, written into [buf] (a direct ByteBuffer,
* capacity >= 128) as `[pad][kind][fields…]` (leading pad = the wire pad index to route to):
* Led=pad 01 r g b, PlayerLeds=pad 02 bits, Trigger=pad 03 which effect…, raw as-is
* passthrough report=pad 05 kind report-bytes (kind 0 = output report, 1 = feature report).
* Returns the byte count, or -1 on timeout / session closed.
* Block up to ~100 ms for the next DualSense HID-output event, written into [buf] (a direct
* ByteBuffer, capacity >= 64) as `[pad][kind][fields…]` (leading pad = the wire pad index to
* route to): Led=pad 01 r g b, PlayerLeds=pad 02 bits, Trigger=pad 03 which effect…. Returns the
* byte count, or -1 on timeout / session closed.
*/
external fun nativeNextHidout(handle: Long, buf: java.nio.ByteBuffer): Int
}
@@ -1,241 +0,0 @@
package io.unom.punktfunk.kit
import android.annotation.SuppressLint
import android.bluetooth.BluetoothDevice
import android.bluetooth.BluetoothGatt
import android.bluetooth.BluetoothGattCallback
import android.bluetooth.BluetoothGattCharacteristic
import android.bluetooth.BluetoothGattDescriptor
import android.bluetooth.BluetoothManager
import android.bluetooth.BluetoothProfile
import android.content.Context
import android.util.Log
import java.util.UUID
import java.util.concurrent.atomic.AtomicBoolean
/**
* BLE transport for a Steam Controller 2 paired directly with the device (no Puck). The standard
* HID service (0x1812) is claimed by the OS (and would feed the pad through the ordinary input
* stack in lizard-crippled form), so this talks Valve's vendor GATT service instead — the same
* approach Steam itself uses on hosts without a dongle.
*
* GATT operations are serialized by a small state machine (connect → MTU → discover → subscribe
* each notify char → lizard-off → ready); duplicate callbacks (the Android stack sometimes fires
* `onMtuChanged` twice) are ignored. Notified state reports arrive with the report-id byte
* stripped by the transport, so `0x45` (`ID_STATE_BLE`) is re-prepended for ≥40-byte payloads —
* the wire then carries the same id-first framing as USB.
*
* Requires BLUETOOTH_CONNECT (the caller gates on it); connection priority is bumped to HIGH to
* pull the connection interval from ~50 ms down to ~11 ms.
*/
@SuppressLint("MissingPermission")
class Sc2BleLink(
private val context: Context,
private val onReport: (report: ByteArray, len: Int) -> Unit,
private val onClosed: () -> Unit,
) {
private enum class State { IDLE, CONNECTING, MTU_REQUESTED, DISCOVERING, SUBSCRIBING, READY }
private val manager = context.getSystemService(Context.BLUETOOTH_SERVICE) as BluetoothManager
private var gatt: BluetoothGatt? = null
private var writeChar: BluetoothGattCharacteristic? = null
private val pendingSubs = mutableListOf<BluetoothGattCharacteristic>()
private var subsIndex = 0
private val writeBusy = AtomicBoolean(false)
private var lizardTicker: Thread? = null
@Volatile private var state = State.IDLE
/** Bonded devices that look like a Steam Controller (name heuristic — BLE exposes no PID here). */
fun pairedControllers(): List<BluetoothDevice> = runCatching {
manager.adapter?.bondedDevices.orEmpty().filter { dev ->
val n = runCatching { dev.name }.getOrNull() ?: return@filter false
NAME_HINTS.any { n.contains(it, ignoreCase = true) }
}
}.getOrDefault(emptyList())
/** Connect to the bonded controller at [address]. Reports start flowing once READY. */
fun start(address: String): Boolean {
val adapter = manager.adapter ?: return false
if (!adapter.isEnabled) return false
val device = runCatching { adapter.getRemoteDevice(address) }.getOrNull() ?: return false
state = State.CONNECTING
gatt = device.connectGatt(context, false, callback, BluetoothDevice.TRANSPORT_LE)
return true
}
/**
* Replay one raw report from the host: output reports (rumble) ride WRITE_NO_RESPONSE so they
* can't queue behind acks at the 25 Hz resend rate; feature reports (settings) use an acked
* write. The report-id byte stays in the payload (the firmware's vendor-channel framing).
*/
fun writeRaw(kind: Int, data: ByteArray) {
if (state != State.READY || data.isEmpty()) return
val g = gatt ?: return
val ch = writeChar ?: return
runCatching {
ch.value = data
ch.writeType = if (kind == 0) {
BluetoothGattCharacteristic.WRITE_TYPE_NO_RESPONSE
} else {
BluetoothGattCharacteristic.WRITE_TYPE_DEFAULT
}
g.writeCharacteristic(ch)
}
}
private fun sendLizardOff() {
if (state != State.READY) return
val g = gatt ?: return
val ch = writeChar ?: return
if (!writeBusy.compareAndSet(false, true)) return // previous acked write still in flight
runCatching {
ch.value = Sc2Device.DISABLE_LIZARD
ch.writeType = BluetoothGattCharacteristic.WRITE_TYPE_DEFAULT
if (!g.writeCharacteristic(ch)) writeBusy.set(false)
}.onFailure { writeBusy.set(false) }
}
/** Disconnect and stop the lizard ticker. Idempotent; does not fire [onClosed]. */
fun stop() {
lizardTicker?.interrupt()
lizardTicker = null
runCatching { gatt?.disconnect() }
runCatching { gatt?.close() }
gatt = null
writeChar = null
pendingSubs.clear()
subsIndex = 0
state = State.IDLE
}
private val callback = object : BluetoothGattCallback() {
override fun onConnectionStateChange(g: BluetoothGatt, status: Int, newState: Int) {
when (newState) {
BluetoothProfile.STATE_CONNECTED -> {
// ~11 ms connection interval instead of the ~50 ms default — input latency.
g.requestConnectionPriority(BluetoothGatt.CONNECTION_PRIORITY_HIGH)
if (state == State.CONNECTING) {
state = State.MTU_REQUESTED
if (!g.requestMtu(DESIRED_MTU)) {
state = State.DISCOVERING
g.discoverServices()
}
}
}
BluetoothProfile.STATE_DISCONNECTED -> {
val wasLive = state != State.IDLE
runCatching { g.close() }
gatt = null
writeChar = null
pendingSubs.clear()
subsIndex = 0
state = State.IDLE
if (wasLive) onClosed()
}
}
}
override fun onMtuChanged(g: BluetoothGatt, mtu: Int, status: Int) {
if (state != State.MTU_REQUESTED) return // fired twice on some stacks — act once
state = State.DISCOVERING
g.discoverServices()
}
override fun onServicesDiscovered(g: BluetoothGatt, status: Int) {
if (state != State.DISCOVERING || status != BluetoothGatt.GATT_SUCCESS) return
val valve = g.getService(VALVE_SERVICE) ?: run {
Log.e(TAG, "Valve vendor service missing — not an SC2?")
return
}
pendingSubs.clear()
writeChar = null
for (ch in valve.characteristics) {
val short = shortUuid(ch.uuid) ?: continue
val canNotify = ch.properties and BluetoothGattCharacteristic.PROPERTY_NOTIFY != 0
val canWrite = ch.properties and (
BluetoothGattCharacteristic.PROPERTY_WRITE or
BluetoothGattCharacteristic.PROPERTY_WRITE_NO_RESPONSE
) != 0
if (canNotify && short in NOTIFY_LOW..NOTIFY_HIGH) pendingSubs.add(ch)
if (canWrite && short in WRITE_LOW..WRITE_HIGH && writeChar == null) writeChar = ch
}
subsIndex = 0
state = State.SUBSCRIBING
subscribeNext(g)
}
override fun onDescriptorWrite(g: BluetoothGatt, d: BluetoothGattDescriptor, status: Int) {
if (state == State.SUBSCRIBING) subscribeNext(g)
}
override fun onCharacteristicWrite(g: BluetoothGatt, ch: BluetoothGattCharacteristic, status: Int) {
writeBusy.set(false)
}
override fun onCharacteristicChanged(g: BluetoothGatt, ch: BluetoothGattCharacteristic) {
val data = ch.value ?: return
// BLE strips the report-id prefix; restore 0x45 on state-sized payloads so the raw
// wire framing matches USB. Short payloads (battery/status) pass through as-is.
if (data.size >= 40) {
val framed = ByteArray(data.size + 1)
framed[0] = Sc2Device.ID_STATE_BLE.toByte()
System.arraycopy(data, 0, framed, 1, data.size)
onReport(framed, framed.size)
} else {
onReport(data, data.size)
}
}
}
private fun subscribeNext(g: BluetoothGatt) {
if (subsIndex >= pendingSubs.size) {
state = State.READY
Log.i(TAG, "SC2 BLE link up (${pendingSubs.size} notify chars)")
sendLizardOff()
// The firmware watchdog re-enables lizard mode; refresh on SDL's cadence until the
// host's Steam takes over via the raw plane (its writes land through writeRaw too).
lizardTicker = Thread({
while (state == State.READY) {
try {
Thread.sleep(Sc2Device.LIZARD_REFRESH_MS)
} catch (_: InterruptedException) {
return@Thread
}
sendLizardOff()
}
}, "pf-sc2-lizard").apply { isDaemon = true; start() }
return
}
val ch = pendingSubs[subsIndex++]
g.setCharacteristicNotification(ch, true)
val cccd = ch.getDescriptor(CCCD) ?: return subscribeNext(g)
cccd.value = BluetoothGattDescriptor.ENABLE_NOTIFICATION_VALUE
if (!g.writeDescriptor(cccd)) subscribeNext(g) // lose this one, try the rest
}
/** The 32-bit short id of a Valve vendor UUID, or null for foreign UUIDs. */
private fun shortUuid(uuid: UUID): Long? {
val s = uuid.toString()
if (!s.endsWith(VALVE_UUID_TAIL)) return null
return s.substring(0, 8).toLongOrNull(16)
}
private companion object {
const val TAG = "Sc2BleLink"
val VALVE_SERVICE: UUID = UUID.fromString("100f6c32-1735-4313-b402-38567131e5f3")
const val VALVE_UUID_TAIL = "-1735-4313-b402-38567131e5f3"
const val NOTIFY_LOW = 0x100f6c75L
const val NOTIFY_HIGH = 0x100f6c7aL
const val WRITE_LOW = 0x100f6cb5L
const val WRITE_HIGH = 0x100f6cbeL
val CCCD: UUID = UUID.fromString("00002902-0000-1000-8000-00805f9b34fb")
val NAME_HINTS = listOf("Steam Ctrl", "Steam Controller", "SteamController", "Valve")
/** Enough for a state payload (45 B) + ATT header with margin. */
const val DESIRED_MTU = 100
}
}
@@ -1,316 +0,0 @@
package io.unom.punktfunk.kit
import android.content.Context
import android.hardware.usb.UsbDevice
import android.util.Log
import java.nio.ByteBuffer
/**
* One captured Steam Controller 2 — the glue between a transport link ([Sc2UsbLink] /
* [Sc2BleLink]) and one of two consumers:
*
* **Stream mode** (`router != null`, owned by StreamScreen):
* - **Raw plane (the point):** every input report is forwarded verbatim
* ([GamepadRouter.ExternalPad.hidReport]) for the host's as-is virtual `28DE:1302` pad, which
* Steam Input drives like the physical controller.
* - **Typed mirror:** buttons/sticks/triggers are ALSO diffed onto the ordinary per-transition
* plane, so the emergency exit chord works, and a host that degraded the kind (no UHID → the
* Xbox 360 pad) still gets a playable controller.
* - **Raw return:** the host's hidraw writes (Steam's `0x80` rumble output reports, lizard/IMU
* feature settings) arrive via [GamepadFeedback.onHidRaw] → [onHidRaw] → the link, landing on
* the real controller's motors/firmware.
*
* **UI mode** (`router == null`, owned by MainActivity while NOT streaming): the lizard-mode
* kb/mouse never produces gamepad events, so an uncaptured SC2 can't drive the console UI at
* all. Here the parsed state is edge-detected into [onUiKey] navigation transitions instead
* (D-pad + face buttons + Start/Select; the left stick synthesizes one D-pad step per push,
* mirroring MainActivity's stick-to-focus behavior for ordinary pads).
*
* The wire slot is claimed lazily on the FIRST state report — a Puck with no controller powered
* on stays invisible to the host — and released (with a wireless-disconnect event or on [stop])
* so pad indices never leak. Report callbacks arrive on the link's own thread; the router's slot
* table and chord timer are thread-safe for this (same contract as the feedback poll threads),
* and UI-mode consumers hop to the main thread themselves.
*/
class Sc2Capture(
context: Context,
private val router: GamepadRouter? = null,
) {
private val usb = Sc2UsbLink(context, ::onReport, ::onLinkClosed)
private val ble = Sc2BleLink(context, ::onReport, ::onLinkClosed)
private var activeLink: Int = LINK_NONE
/** True when the USB link is a Puck dongle — the only transport whose wireless-status
* reports are authoritative. A WIRED pad also emits them, truthfully reporting "no radio
* link" — acting on that tore the slot down 255 ms after creation (first on-glass run). */
private var dongleLink = false
private var pad: GamepadRouter.ExternalPad? = null
private val rawBuf: ByteBuffer = ByteBuffer.allocateDirect(64)
/** Puck connect arrives before its first state report (and therefore before a wire pad exists).
* Preserve it so the native virtual Puck slot sees the same connect edge before state. */
private val pendingWireless = ByteArray(2)
private var pendingWirelessLen = 0
// Typed-mirror diff state (wire units).
private val state = Sc2Device.State()
private var wireButtons = 0
private val lastAxis = IntArray(6) { Int.MIN_VALUE }
/** Report ids seen so far — each logged once, for remote diagnosis of what the pad emits. */
private val seenIds = HashSet<Int>()
// UI-mode state (router == null): held navigation keys + the stick's current synth direction.
private var uiHeld = HashSet<Int>()
private var uiStickDir = 0
/**
* UI-mode sink: one navigation key transition (an Android `KeyEvent.KEYCODE_*`), invoked on
* the LINK thread — the consumer hops to the main thread. Set before [startUsb]/[startBle].
*/
@Volatile
var onUiKey: ((keyCode: Int, down: Boolean) -> Unit)? = null
/**
* Fired (link thread) when the capture engages or drops — lets the app surface "SC2
* connected" in the console-UI gate and the Controllers screen.
*/
@Volatile
var onActiveChanged: ((active: Boolean) -> Unit)? = null
val isActive: Boolean get() = activeLink != LINK_NONE
/** First attached SC2/Puck USB device, for the permission flow. */
fun findUsbDevice(): UsbDevice? = usb.findDevice()
/**
* The first already-bonded BLE Steam Controller's address, or null. The caller checks
* BLUETOOTH_CONNECT first (without it the bonded list reads as empty anyway).
*/
fun pairedBleAddress(): String? = ble.pairedControllers().firstOrNull()?.address
/** Start capturing [dev] over USB (permission already granted). */
fun startUsb(dev: UsbDevice): Boolean {
if (activeLink != LINK_NONE) return false
val ok = usb.start(dev)
if (ok) {
activeLink = LINK_USB
dongleLink = dev.productId != Sc2Device.PID_WIRED
onActiveChanged?.invoke(true)
}
return ok
}
/** Start capturing the bonded BLE controller at [address]. */
fun startBle(address: String): Boolean {
if (activeLink != LINK_NONE) return false
val ok = ble.start(address)
if (ok) {
activeLink = LINK_BLE
onActiveChanged?.invoke(true)
}
return ok
}
/** Replay a host raw write on the physical pad — wire to [GamepadFeedback.onHidRaw]. */
fun onHidRaw(padIndex: Int, kind: Int, data: ByteArray) {
if (padIndex != pad?.index) return // addressed to some other controller
when (activeLink) {
LINK_USB -> usb.writeRaw(kind, data)
LINK_BLE -> ble.writeRaw(kind, data)
}
}
/** Stop the link and free the wire slot (host tears the virtual pad down). Idempotent. */
fun stop() {
val wasActive = activeLink != LINK_NONE
when (activeLink) {
LINK_USB -> usb.stop()
LINK_BLE -> ble.stop()
}
activeLink = LINK_NONE
dongleLink = false
releaseSlot()
releaseUiKeys()
if (wasActive) onActiveChanged?.invoke(false)
}
// ---- link callbacks (link thread) ----
private fun onReport(report: ByteArray, len: Int) {
val id = report[0].toInt() and 0xFF
if (seenIds.add(id)) Log.i(TAG, "SC2 report id=0x%02x seen (len=%d)".format(id, len))
// Wireless status: authoritative ONLY through a Puck dongle (powering the pad off frees
// its wire index + the host's virtual device). A wired/BLE pad emits it too — truthfully
// saying "no radio link" — and must NOT tear the slot down (SDL's wired path likewise
// marks the controller connected unconditionally and reconnects on any state report).
if ((id == Sc2Device.ID_WIRELESS || id == Sc2Device.ID_WIRELESS_X) && len >= 2) {
if (dongleLink) {
when (report[1].toInt() and 0xFF) {
Sc2Device.WIRELESS_CONNECT -> {
pendingWireless[0] = report[0]
pendingWireless[1] = report[1]
pendingWirelessLen = 2
}
Sc2Device.WIRELESS_DISCONNECT -> {
pendingWirelessLen = 0
Log.i(TAG, "Puck reports controller powered off — releasing wire slot")
releaseSlot()
releaseUiKeys()
}
}
}
return
}
if (!Sc2Device.parseState(report, len, state)) {
// Battery/status and future report types still belong to the as-is stream.
forwardRaw(report, len)
return
}
if (router == null) {
mirrorUi()
return
}
val pref = if (dongleLink) {
Gamepad.PREF_STEAMCONTROLLER2_PUCK
} else {
Gamepad.PREF_STEAMCONTROLLER2
}
val p = pad ?: router.openExternal(pref)?.also {
pad = it
Log.i(
TAG,
"SC2 captured → wire pad ${it.index} (${if (dongleLink) "Puck" else "direct"} passthrough)",
)
if (pendingWirelessLen > 0) {
forwardRaw(pendingWireless, pendingWirelessLen)
pendingWirelessLen = 0
}
} ?: return // all 16 wire indices taken — drop until one frees
forwardRaw(report, len)
mirrorTyped(p)
}
private fun forwardRaw(report: ByteArray, len: Int) {
val p = pad ?: return
val n = len.coerceAtMost(rawBuf.capacity())
rawBuf.clear()
rawBuf.put(report, 0, n)
p.hidReport(rawBuf, n)
}
/** Diff the parsed state onto the per-transition plane (buttons + axes, on change only). */
private fun mirrorTyped(p: GamepadRouter.ExternalPad) {
val wired = Sc2Device.wireButtons(state.buttons)
var changed = wired xor wireButtons
while (changed != 0) {
val bit = changed and -changed // lowest changed bit
p.button(bit, wired and bit != 0)
changed = changed and bit.inv()
}
wireButtons = wired
axis(p, Gamepad.AXIS_LS_X, state.lsX)
axis(p, Gamepad.AXIS_LS_Y, state.lsY)
axis(p, Gamepad.AXIS_RS_X, state.rsX)
axis(p, Gamepad.AXIS_RS_Y, state.rsY)
axis(p, Gamepad.AXIS_LT, state.lt)
axis(p, Gamepad.AXIS_RT, state.rt)
}
private fun axis(p: GamepadRouter.ExternalPad, id: Int, v: Int) {
if (lastAxis[id] == v) return
lastAxis[id] = v
p.axis(id, v)
}
/**
* UI mode: edge-detect the parsed state into navigation key transitions. Buttons map to
* their Android keycodes (press AND release, so the focus system sees real holds); the left
* stick synthesizes ONE D-pad step per push past half deflection — the same single-move
* behavior MainActivity gives ordinary pads' sticks.
*/
private fun mirrorUi() {
val sink = onUiKey ?: return
val held = HashSet<Int>(8)
var i = 0
while (i < UI_KEY_MAP.size) {
if (state.buttons and UI_KEY_MAP[i] != 0) held.add(UI_KEY_MAP[i + 1])
i += 2
}
for (key in held) if (key !in uiHeld) sink(key, true)
for (key in uiHeld) if (key !in held) sink(key, false)
uiHeld = held
// Left stick → a HELD D-pad direction (device convention: +y = up): pressed while
// deflected, released on centre/direction change. The console UI's probe machinery
// turns a held direction into its own auto-repeat, exactly like a physical D-pad; the
// focus-hook path moves once per press edge either way.
val dir = when {
state.lsX <= -STICK_NAV -> android.view.KeyEvent.KEYCODE_DPAD_LEFT
state.lsX >= STICK_NAV -> android.view.KeyEvent.KEYCODE_DPAD_RIGHT
state.lsY >= STICK_NAV -> android.view.KeyEvent.KEYCODE_DPAD_UP
state.lsY <= -STICK_NAV -> android.view.KeyEvent.KEYCODE_DPAD_DOWN
else -> 0
}
if (dir != uiStickDir) {
// The D-pad bits share these keycodes; don't release a direction the physical
// D-pad itself still holds (uiHeld tracks the button-sourced state).
if (uiStickDir != 0 && uiStickDir !in uiHeld) sink(uiStickDir, false)
if (dir != 0 && dir !in uiHeld) sink(dir, true)
uiStickDir = dir
}
}
/** Release every held UI-mode key (link drop / stop) so nothing sticks in the focus system. */
private fun releaseUiKeys() {
val sink = onUiKey
if (sink != null) {
for (key in uiHeld) sink(key, false)
if (uiStickDir != 0 && uiStickDir !in uiHeld) sink(uiStickDir, false)
}
uiHeld = HashSet()
uiStickDir = 0
}
private fun onLinkClosed() {
Log.i(TAG, "SC2 link closed (unplug / power-off)")
activeLink = LINK_NONE
dongleLink = false
releaseSlot()
releaseUiKeys()
onActiveChanged?.invoke(false)
}
private fun releaseSlot() {
pad?.close()
pad = null
wireButtons = 0
lastAxis.fill(Int.MIN_VALUE)
pendingWirelessLen = 0
}
private companion object {
const val TAG = "Sc2Capture"
const val LINK_NONE = 0
const val LINK_USB = 1
const val LINK_BLE = 2
/** Half deflection (device i16 range) — the stick-to-focus threshold. */
const val STICK_NAV = 16384
/** UI-mode mapping: SC2 button bit → Android keycode, as (bit, key) pairs. */
val UI_KEY_MAP = intArrayOf(
Sc2Device.DPAD_UP, android.view.KeyEvent.KEYCODE_DPAD_UP,
Sc2Device.DPAD_DOWN, android.view.KeyEvent.KEYCODE_DPAD_DOWN,
Sc2Device.DPAD_LEFT, android.view.KeyEvent.KEYCODE_DPAD_LEFT,
Sc2Device.DPAD_RIGHT, android.view.KeyEvent.KEYCODE_DPAD_RIGHT,
Sc2Device.A, android.view.KeyEvent.KEYCODE_BUTTON_A,
Sc2Device.B, android.view.KeyEvent.KEYCODE_BUTTON_B,
Sc2Device.X, android.view.KeyEvent.KEYCODE_BUTTON_X,
Sc2Device.Y, android.view.KeyEvent.KEYCODE_BUTTON_Y,
Sc2Device.LB, android.view.KeyEvent.KEYCODE_BUTTON_L1,
Sc2Device.RB, android.view.KeyEvent.KEYCODE_BUTTON_R1,
Sc2Device.MENU, android.view.KeyEvent.KEYCODE_BUTTON_START,
Sc2Device.VIEW, android.view.KeyEvent.KEYCODE_BUTTON_SELECT,
)
}
}
@@ -1,165 +0,0 @@
package io.unom.punktfunk.kit
/**
* Steam Controller 2 (2026, Valve "Ibex" / SDL "Triton") protocol constants + the light state
* parser the CLIENT needs. The full report rides the wire verbatim (`nativeSendPadHidReport` →
* the host's as-is virtual pad); this parser only extracts what the client itself consumes: the
* button word for the typed mirror + exit chord, and sticks/triggers for the degrade path.
*
* Protocol ground truth: SDL's `SDL_hidapi_steam_triton.c` + `steam/controller_structs.h`
* (Valve-maintained), mirrored host-side in `punktfunk-host`'s `triton_proto.rs`.
*/
object Sc2Device {
const val VID_VALVE = 0x28DE
/** Wired controller. */
const val PID_WIRED = 0x1302
/** Direct BLE identity (transport handled by [Sc2BleLink], not USB). */
const val PID_BLE = 0x1303
/** The wireless Puck dongles (Proteus / Nereid) — controller on USB interfaces 2..5. */
const val PID_DONGLE_PROTEUS = 0x1304
const val PID_DONGLE_NEREID = 0x1305
val USB_PIDS = setOf(PID_WIRED, PID_DONGLE_PROTEUS, PID_DONGLE_NEREID)
/** Dongle interface range that carries controllers (SDL: "interfaces 2..5, currently"). */
val DONGLE_IFACES = 2..5
// Input report ids (`ETritonReportIDTypes`). State layouts share every offset the client
// reads (seq/buttons/triggers/sticks); 0x47 only diverges from byte 18 (trackpad timestamp).
const val ID_STATE = 0x42
const val ID_BATTERY = 0x43
const val ID_STATE_BLE = 0x45
const val ID_WIRELESS_X = 0x46
const val ID_STATE_TIMESTAMP = 0x47
const val ID_WIRELESS = 0x79
/** Wireless status payload byte: controller connected/disconnected through the Puck. */
const val WIRELESS_DISCONNECT = 1
const val WIRELESS_CONNECT = 2
// Button bits in the state report's u32 (SDL `TritonButtons`).
const val A = 0x00000001
const val B = 0x00000002
const val X = 0x00000004
const val Y = 0x00000008
const val QAM = 0x00000010
const val R3 = 0x00000020
const val VIEW = 0x00000040
const val R4 = 0x00000080
const val R5 = 0x00000100
const val RB = 0x00000200
const val DPAD_DOWN = 0x00000400
const val DPAD_RIGHT = 0x00000800
const val DPAD_LEFT = 0x00001000
const val DPAD_UP = 0x00002000
const val MENU = 0x00004000
const val L3 = 0x00008000
const val STEAM = 0x00010000
const val L4 = 0x00020000
const val L5 = 0x00040000
const val LB = 0x00080000
const val RPAD_CLICK = 0x00400000
/**
* The feature report that turns lizard mode (built-in keyboard/mouse emulation) off:
* `[report id 1][ID_SET_SETTINGS_VALUES 0x87][length 3][SETTING_LIZARD_MODE 9]
* [LIZARD_MODE_OFF u16]`, zero-padded to the 64-byte feature size. The firmware watchdog
* re-enables lizard mode after a few seconds of silence, so this is re-sent every
* [LIZARD_REFRESH_MS] (SDL's cadence) — and the host's Steam sends its own through the raw
* plane once it grabs the virtual pad, which lands here too.
*/
val DISABLE_LIZARD: ByteArray = ByteArray(64).also {
it[0] = 0x01 // feature report id
it[1] = 0x87.toByte() // ID_SET_SETTINGS_VALUES
it[2] = 3 // one ControllerSetting {u8 num, u16 value}
it[3] = 9 // SETTING_LIZARD_MODE
// [4..6] = LIZARD_MODE_OFF (0) — already zero
}
/**
* Force firmware-calibrated signed i16 stick coordinates. Steam sends this during physical
* controller initialization (`SETTING_ENABLE_RAW_JOYSTICK` = 0x2e, value 0); without it a
* controller previously opened in raw mode reports ADC coordinates around 0..3200, which a
* Triton consumer interprets as only a few percent of full travel.
*/
val NORMALIZE_JOYSTICKS: ByteArray = ByteArray(64).also {
it[0] = 0x01 // feature report id
it[1] = 0x87.toByte() // ID_SET_SETTINGS_VALUES
it[2] = 3 // one ControllerSetting {u8 num, u16 value}
it[3] = 0x2E // SETTING_ENABLE_RAW_JOYSTICK
// [4..6] = disabled (0) — firmware emits calibrated signed i16 values
}
const val LIZARD_REFRESH_MS = 3000L
/** Wire mapping: SC2 button bit → punktfunk `Gamepad.BTN_*`, the inverse of the host's
* typed-fallback mapping (`triton_proto::from_gamepad`): paddles R4/L4/R5/L5 =
* PADDLE1/2/3/4, QAM = MISC1, right-pad click = the touchpad wire bit. */
private val WIRE_MAP = intArrayOf(
A, Gamepad.BTN_A,
B, Gamepad.BTN_B,
X, Gamepad.BTN_X,
Y, Gamepad.BTN_Y,
LB, Gamepad.BTN_LB,
RB, Gamepad.BTN_RB,
VIEW, Gamepad.BTN_BACK,
MENU, Gamepad.BTN_START,
STEAM, Gamepad.BTN_GUIDE,
L3, Gamepad.BTN_LS_CLICK,
R3, Gamepad.BTN_RS_CLICK,
DPAD_UP, Gamepad.BTN_DPAD_UP,
DPAD_DOWN, Gamepad.BTN_DPAD_DOWN,
DPAD_LEFT, Gamepad.BTN_DPAD_LEFT,
DPAD_RIGHT, Gamepad.BTN_DPAD_RIGHT,
QAM, Gamepad.BTN_MISC1,
R4, Gamepad.BTN_PADDLE1,
L4, Gamepad.BTN_PADDLE2,
R5, Gamepad.BTN_PADDLE3,
L5, Gamepad.BTN_PADDLE4,
RPAD_CLICK, Gamepad.BTN_TOUCHPAD,
)
/** Translate an SC2 button word into the wire `Gamepad.BTN_*` bitmask. */
fun wireButtons(sc2: Int): Int {
var out = 0
var i = 0
while (i < WIRE_MAP.size) {
if (sc2 and WIRE_MAP[i] != 0) out = out or WIRE_MAP[i + 1]
i += 2
}
return out
}
/** The typed-mirror fields of one state report (buttons/sticks/triggers only). */
class State {
var buttons = 0 // SC2 bit layout
var lsX = 0; var lsY = 0 // i16, +y = up (device convention = wire convention)
var rsX = 0; var rsY = 0
var lt = 0; var rt = 0 // 0..255 (device 0..32767 scaled down)
}
/**
* Parse the client-consumed fields out of a state report (`0x42`/`0x45`/`0x47` — identical
* offsets for everything read here) into [out]. Returns false for non-state / short reports.
*/
fun parseState(report: ByteArray, len: Int, out: State): Boolean {
if (len < 18) return false
when (report[0].toInt() and 0xFF) {
ID_STATE, ID_STATE_BLE, ID_STATE_TIMESTAMP -> {}
else -> return false
}
fun i16(o: Int) = ((report[o + 1].toInt() shl 8) or (report[o].toInt() and 0xFF)).toShort().toInt()
out.buttons = (report[2].toInt() and 0xFF) or
((report[3].toInt() and 0xFF) shl 8) or
((report[4].toInt() and 0xFF) shl 16) or
((report[5].toInt() and 0xFF) shl 24)
out.lt = (i16(6).coerceIn(0, 32767)) shr 7
out.rt = (i16(8).coerceIn(0, 32767)) shr 7
out.lsX = i16(10); out.lsY = i16(12)
out.rsX = i16(14); out.rsY = i16(16)
return true
}
}
@@ -1,379 +0,0 @@
package io.unom.punktfunk.kit
import android.content.BroadcastReceiver
import android.content.Context
import android.content.Intent
import android.content.IntentFilter
import android.hardware.usb.UsbConstants
import android.hardware.usb.UsbDevice
import android.hardware.usb.UsbDeviceConnection
import android.hardware.usb.UsbEndpoint
import android.hardware.usb.UsbInterface
import android.hardware.usb.UsbManager
import android.hardware.usb.UsbRequest
import android.os.Build
import android.util.Log
import java.nio.ByteBuffer
import java.util.concurrent.ConcurrentLinkedQueue
import java.util.concurrent.TimeoutException
/**
* USB transport for a Steam Controller 2 — wired (`28DE:1302`) or through the wireless Puck
* dongle (`1304`/`1305`). Claims the controller interface(s) — detaching the OS input stack, so
* the pad can't double-drive the ordinary InputDevice path — runs a multiplexed [UsbRequest]
* read loop, keeps lizard mode off on the firmware watchdog cadence, and replays the host's raw
* writes (Steam's rumble output reports / settings feature reports) back to the device.
*
* **The Puck claims ALL controller interfaces (2..5):** the dongle hosts up to four pads, one
* HID interface each, and there is no way to know which slot a controller bonded to — claiming
* only interface 2 read silence while Android's input stack kept the others (the round-2
* on-glass symptom: the pad surfaced as a generic InputDevice → Xbox360). Whichever interface
* streams state becomes the write target for rumble/settings.
*
* **Unplug is signalled, never inferred from silence:** a quiet controller is not a missing one
* (round 2's wired disconnect was the 5 s silence heuristic firing on an idle pad). The real
* signals are [UsbManager.ACTION_USB_DEVICE_DETACHED] for this device, or `requestWait`
* returning sustained hard errors (every transfer fails instantly once the fd is dead).
*/
class Sc2UsbLink(
private val context: Context,
private val onReport: (report: ByteArray, len: Int) -> Unit,
private val onClosed: () -> Unit,
) {
private val usb = context.getSystemService(Context.USB_SERVICE) as UsbManager
/** One claimed interface: its endpoints + the read state the reader thread owns. */
private class Claim(
val iface: UsbInterface,
val epIn: UsbEndpoint,
val epOut: UsbEndpoint?,
) {
val inBuf: ByteBuffer = ByteBuffer.allocate(64)
var inReq: UsbRequest? = null
var outReq: UsbRequest? = null
var outBusy = false
var reports = 0L
}
private var connection: UsbDeviceConnection? = null
private var device: UsbDevice? = null
private var claims: List<Claim> = emptyList()
/** The claim whose IN endpoint last produced data — where rumble/settings writes go.
* Written by the reader thread, read by the feedback thread (feature control transfers). */
@Volatile private var activeClaim: Claim? = null
/** Pending OUT reports (Steam's forwarded haptics), submitted by the reader thread — only
* one thread may drive a connection's [UsbRequest]s ([UsbDeviceConnection.requestWait]
* returns ANY completed request; a second waiter would steal the reader's completions). */
private val outQueue = ConcurrentLinkedQueue<ByteArray>()
private var reader: Thread? = null
private var detachReceiver: BroadcastReceiver? = null
@Volatile private var running = false
/** First attached SC2 (wired or Puck), or null. Does not need USB permission to enumerate. */
fun findDevice(): UsbDevice? = usb.deviceList.values.firstOrNull {
it.vendorId == Sc2Device.VID_VALVE && it.productId in Sc2Device.USB_PIDS
}
/**
* Claim [dev]'s controller interface(s) and start the read loop. The caller has already
* obtained USB permission. Returns false when nothing could be claimed.
*/
fun start(dev: UsbDevice): Boolean {
if (!usb.hasPermission(dev)) {
Log.e(TAG, "no USB permission for ${dev.deviceName}")
return false
}
val conn = usb.openDevice(dev) ?: run {
Log.e(TAG, "openDevice failed for ${dev.deviceName}")
return false
}
val claimed = claimControllerInterfaces(dev, conn)
if (claimed.isEmpty()) {
Log.e(TAG, "no claimable SC2 interface on ${dev.deviceName} (PID=0x%04x)".format(dev.productId))
conn.close()
return false
}
connection = conn
device = dev
claims = claimed
running = true
Log.i(
TAG,
"SC2 USB link up: PID=0x%04x ifaces=%s".format(
dev.productId,
claimed.joinToString {
"%d(in=0x%02x out=%s)".format(
it.iface.id, it.epIn.address,
it.epOut?.let { e -> "0x%02x".format(e.address) } ?: "-",
)
},
),
)
// The REAL unplug signal — silence never is (an idle pad may simply stop streaming).
val receiver = object : BroadcastReceiver() {
override fun onReceive(c: Context?, intent: Intent?) {
if (intent?.action != UsbManager.ACTION_USB_DEVICE_DETACHED) return
val gone: UsbDevice? = intent.getParcelableExtra(UsbManager.EXTRA_DEVICE)
if (gone?.deviceName == dev.deviceName) {
Log.i(TAG, "SC2 USB detached (${dev.deviceName})")
if (running) {
running = false
onClosed()
}
}
}
}
detachReceiver = receiver
val filter = IntentFilter(UsbManager.ACTION_USB_DEVICE_DETACHED)
if (Build.VERSION.SDK_INT >= 33) {
context.registerReceiver(receiver, filter, Context.RECEIVER_NOT_EXPORTED)
} else {
@Suppress("UnspecifiedRegisterReceiverFlag")
context.registerReceiver(receiver, filter)
}
claimed.forEach { configureInputMode(conn, it.iface.id) }
reader = Thread({ readLoop(conn, claimed) }, "pf-sc2-usb").apply {
isDaemon = true
start()
}
return true
}
/**
* Claim every candidate controller interface: the wired pad's single HID interface, or ALL
* of a Puck's controller slots (interfaces 2..5 — the controller may be bonded to any of
* them). `force = true` detaches the kernel/OS driver, so the pad also vanishes from
* Android's own input stack while captured.
*/
private fun claimControllerInterfaces(dev: UsbDevice, conn: UsbDeviceConnection): List<Claim> {
val dongle = dev.productId != Sc2Device.PID_WIRED
val out = mutableListOf<Claim>()
for (i in 0 until dev.interfaceCount) {
val iface = dev.getInterface(i)
if (dongle && iface.id !in Sc2Device.DONGLE_IFACES) continue
val hidOrVendor = iface.interfaceClass == UsbConstants.USB_CLASS_HID ||
iface.interfaceClass == 0xFF
if (!hidOrVendor) continue
var inEp: UsbEndpoint? = null
var outEp: UsbEndpoint? = null
for (e in 0 until iface.endpointCount) {
val ep = iface.getEndpoint(e)
val usable = ep.type == UsbConstants.USB_ENDPOINT_XFER_INT ||
ep.type == UsbConstants.USB_ENDPOINT_XFER_BULK
if (!usable) continue
if (ep.direction == UsbConstants.USB_DIR_IN && inEp == null) inEp = ep
if (ep.direction == UsbConstants.USB_DIR_OUT && outEp == null) outEp = ep
}
if (inEp == null) continue
if (conn.claimInterface(iface, true)) {
out.add(Claim(iface, inEp, outEp))
} else {
Log.w(TAG, "could not claim iface ${iface.id}")
}
}
return out
}
/**
* The multiplexed read loop: one IN request queued per claimed interface at all times, OUT
* writes submitted from [outQueue], completions routed via [UsbRequest.getClientData].
*/
private fun readLoop(conn: UsbDeviceConnection, claims: List<Claim>) {
val live = claims.filter { c ->
val req = UsbRequest()
if (!req.initialize(conn, c.epIn)) {
Log.w(TAG, "UsbRequest.initialize(IN, iface ${c.iface.id}) failed")
return@filter false
}
req.clientData = c
c.inReq = req
c.epOut?.let { ep ->
val o = UsbRequest()
if (o.initialize(conn, ep)) {
o.clientData = c
c.outReq = o
} else {
Log.w(TAG, "UsbRequest.initialize(OUT, iface ${c.iface.id}) failed — output reports via EP0")
}
}
c.inBuf.clear()
req.queue(c.inBuf)
}
if (live.isEmpty()) {
Log.e(TAG, "no IN request could be queued")
finishReader(claims)
return
}
val scratch = ByteArray(64)
var lastLizard = android.os.SystemClock.elapsedRealtime()
var errorsSince = 0L // elapsedRealtime of the first hard error in the current streak
try {
while (running) {
val now = android.os.SystemClock.elapsedRealtime()
if (now - lastLizard >= Sc2Device.LIZARD_REFRESH_MS) {
// Refresh both required firmware modes. The raw-joystick setting is normally
// persistent, but replaying it also repairs a host/driver that enabled ADC
// coordinates after capture started.
val target = activeClaim
if (target != null) configureInputMode(conn, target.iface.id)
else live.forEach { configureInputMode(conn, it.iface.id) }
lastLizard = now
}
// Submit the next pending OUT report on the active (else first) interface.
val outTarget = (activeClaim ?: live.first()).takeIf { it.outReq != null && !it.outBusy }
if (outTarget != null) {
outQueue.poll()?.let { data ->
if (outTarget.outReq!!.queue(ByteBuffer.wrap(data))) outTarget.outBusy = true
}
}
val done = try {
conn.requestWait(READ_TIMEOUT_MS)
} catch (_: TimeoutException) {
// A quiet controller is NOT an unplug — keep listening indefinitely; the
// detach broadcast is the real signal.
errorsSince = 0L
continue
}
if (done == null) {
// Hard error. On a real unplug these storm continuously (the detach
// broadcast usually beats us to it); tolerate transient ones.
if (errorsSince == 0L) errorsSince = now
if (now - errorsSince >= ERROR_UNPLUG_MS) {
Log.i(TAG, "SC2 USB request errors persisting ${now - errorsSince} ms — treating as unplug")
break
}
continue
}
errorsSince = 0L
val claim = done.clientData as? Claim ?: continue
if (done === claim.inReq) {
val n = claim.inBuf.position()
if (n > 0) {
claim.inBuf.flip()
claim.inBuf.get(scratch, 0, n)
if (claim.reports++ == 0L) {
Log.i(
TAG,
"SC2 first report on iface %d: id=0x%02x len=%d".format(
claim.iface.id, scratch[0].toInt() and 0xFF, n,
),
)
}
activeClaim = claim
onReport(scratch, n)
}
claim.inBuf.clear()
if (!claim.inReq!!.queue(claim.inBuf)) {
Log.i(TAG, "re-queue(IN, iface ${claim.iface.id}) failed — treating as unplug")
break
}
} else if (done === claim.outReq) {
claim.outBusy = false
}
}
} finally {
finishReader(claims)
}
if (running) {
running = false
onClosed()
}
}
private fun finishReader(claims: List<Claim>) {
for (c in claims) {
runCatching { c.inReq?.cancel(); c.inReq?.close() }
runCatching { c.outReq?.cancel(); c.outReq?.close() }
c.inReq = null
c.outReq = null
}
}
/**
* Replay one raw report from the host on the device: kind 0 = output report (Steam's `0x80`
* rumble & friends — the active interface's interrupt-OUT, else a `SET_REPORT(Output)`
* control transfer), kind 1 = feature report (`SET_REPORT(Feature)`). [data] is the full
* report, id byte first, exactly as hidapi framed it host-side.
*/
fun writeRaw(kind: Int, data: ByteArray) {
if (data.isEmpty()) return
when (kind) {
0 -> {
if ((activeClaim ?: claims.firstOrNull())?.outReq != null) {
// Interrupt-OUT rides UsbRequests submitted by the reader thread. Bounded,
// newest-wins: these are level-styled commands the host re-sends anyway.
while (outQueue.size >= 32) outQueue.poll()
outQueue.offer(data)
} else {
setReport(REPORT_TYPE_OUTPUT, data)
}
}
1 -> setReport(REPORT_TYPE_FEATURE, data)
}
}
private fun setReport(type: Int, data: ByteArray) {
val conn = connection ?: return
val ifId = (activeClaim ?: claims.firstOrNull())?.iface?.id ?: return
sendReport(conn, ifId, type, data)
}
private fun configureInputMode(conn: UsbDeviceConnection, ifaceId: Int) {
sendFeature(conn, ifaceId, Sc2Device.DISABLE_LIZARD)
sendFeature(conn, ifaceId, Sc2Device.NORMALIZE_JOYSTICKS)
}
private fun sendFeature(conn: UsbDeviceConnection, ifaceId: Int, data: ByteArray) {
sendReport(conn, ifaceId, REPORT_TYPE_FEATURE, data)
}
/**
* HID `SET_REPORT` control transfer with hidapi's report-id framing: a non-zero leading byte
* is the report id (sent in wValue AND kept in the payload); a zero leading byte means
* "unnumbered" (id 0 in wValue, id byte stripped from the payload). EP0 is independent of
* the interrupt endpoints, so this is safe alongside the reader thread's requestWait.
*/
private fun sendReport(conn: UsbDeviceConnection, ifaceId: Int, type: Int, data: ByteArray) {
val id = data[0].toInt() and 0xFF
val payload = if (id == 0) data.copyOfRange(1, data.size) else data
conn.controlTransfer(
0x21, // host→device, class, interface
0x09, // SET_REPORT
(type shl 8) or id,
ifaceId,
payload,
payload.size,
WRITE_TIMEOUT_MS,
)
}
/** Stop the read loop and release the interfaces. Idempotent; does not fire [onClosed]. */
fun stop() {
running = false
detachReceiver?.let { runCatching { context.unregisterReceiver(it) } }
detachReceiver = null
runCatching { reader?.join(1000) }
reader = null
outQueue.clear()
activeClaim = null
for (c in claims) runCatching { connection?.releaseInterface(c.iface) }
claims = emptyList()
runCatching { connection?.close() }
connection = null
device = null
}
private companion object {
const val TAG = "Sc2UsbLink"
const val READ_TIMEOUT_MS = 100L
const val WRITE_TIMEOUT_MS = 250
/** Hard `requestWait` ERRORS (not timeouts) persisting this long = the fd is dead. */
const val ERROR_UNPLUG_MS = 2000L
const val REPORT_TYPE_OUTPUT = 0x02
const val REPORT_TYPE_FEATURE = 0x03
}
}
+60 -127
View File
@@ -229,11 +229,9 @@ fn run_sync(
// reclaimed after the codec is dropped below.
let tracker = DisplayTracker::new(stats.clone(), clock_offset.clone());
let render_cb = install_render_callback(&codec, &tracker);
// Receipt timestamps keyed by the pts we queue into the codec, so the decoded point (output-
// buffer dequeue — MediaCodec round-trips presentationTimeUs) can be paired back to its receipt
// for the `decode` stage. Fed while the HUD is visible OR the adaptive-bitrate controller wants
// the decode signal (`measure_decode`) — the decoder-backlog bottleneck the network can't see.
let measure_decode = client.wants_decode_latency();
// HUD stage split: receipt timestamps keyed by the pts we queue into the codec, so the decoded
// point (output-buffer dequeue — MediaCodec round-trips presentationTimeUs) can be paired back
// to its receipt for the `decode` stage. Only fed while the HUD is visible.
let mut in_flight: VecDeque<(u64, i128)> = VecDeque::new();
// Phase-2 host/network split (design/stats-unification.md): received AUs awaiting their 0xCF
// host timing, as (pts_ns, capture→received µs). The timings are drained non-blockingly right
@@ -274,45 +272,40 @@ fn run_sync(
&p[..p.len().min(6)]
);
}
// Receipt stamp for the `decode` stage pairing, parked in `in_flight` (keyed by
// the pts the codec echoes on its output buffer) whenever it's needed: the HUD
// being visible, or the ABR decode signal (`measure_decode`). The HUD-only
// samplers (`received` point, host/network split) stay gated on the overlay so
// the hidden steady state adds only a wall-clock read + the receipt push.
if stats.enabled() || measure_decode {
// HUD stat, `received` point: host+network = client_now + (hostclient)
// capture_pts. Gated on the HUD being visible — `enabled` first so the hidden
// steady state skips the wall-clock read and the lock entirely. The receipt
// stamp is also parked in `in_flight` (keyed by the pts the codec will echo on
// the output buffer) for the decoded-point pairing in `drain`.
if stats.enabled() {
let received_ns = now_realtime_ns();
let clock_offset = clock_offset.load(Ordering::Relaxed);
let lat_ns = received_ns + clock_offset as i128 - frame.pts_ns as i128;
let lat_us = (lat_ns > 0 && lat_ns < 10_000_000_000)
.then_some((lat_ns / 1000) as u64);
stats.note_received(frame.data.len(), lat_us, clock_offset != 0);
in_flight.push_back((frame.pts_ns / 1000, received_ns));
if in_flight.len() > IN_FLIGHT_CAP {
in_flight.pop_front(); // stale — codec never echoed it back
}
// HUD stat, `received` point: host+network = client_now + (hostclient)
// capture_pts.
if stats.enabled() {
let clock_offset = clock_offset.load(Ordering::Relaxed);
let lat_ns = received_ns + clock_offset as i128 - frame.pts_ns as i128;
let lat_us = (lat_ns > 0 && lat_ns < 10_000_000_000)
.then_some((lat_ns / 1000) as u64);
stats.note_received(frame.data.len(), lat_us, clock_offset != 0);
// Phase-2 split: park this AU's capture→received sample, then match any
// 0xCF host timings that have arrived — host = the host's own
// capture→sent, network = our capture→received minus it (per-frame
// tiling; saturating in case of clock jitter).
if let Some(hostnet_us) = lat_us {
pending_split.push_back((frame.pts_ns, hostnet_us));
if pending_split.len() > PENDING_SPLIT_CAP {
pending_split.pop_front(); // 0xCF lost / old host — evict
}
// Phase-2 split: park this AU's capture→received sample, then match any
// 0xCF host timings that have arrived — host = the host's own
// capture→sent, network = our capture→received minus it (per-frame
// tiling; saturating in case of clock jitter).
if let Some(hostnet_us) = lat_us {
pending_split.push_back((frame.pts_ns, hostnet_us));
if pending_split.len() > PENDING_SPLIT_CAP {
pending_split.pop_front(); // 0xCF lost / old host — evict
}
while let Ok(t) = client.next_host_timing(Duration::ZERO) {
if let Some(i) =
pending_split.iter().position(|&(p, _)| p == t.pts_ns)
{
let (_, hostnet_us) = pending_split.remove(i).unwrap();
stats.note_host_split(
t.host_us as u64,
hostnet_us.saturating_sub(t.host_us as u64),
);
}
}
while let Ok(t) = client.next_host_timing(Duration::ZERO) {
if let Some(i) = pending_split.iter().position(|&(p, _)| p == t.pts_ns)
{
let (_, hostnet_us) = pending_split.remove(i).unwrap();
stats.note_host_split(
t.host_us as u64,
hostnet_us.saturating_sub(t.host_us as u64),
);
}
}
}
@@ -352,8 +345,6 @@ fn run_sync(
};
let (r, d) = drain(
&codec,
&client,
measure_decode,
&window,
&mut applied_ds,
wait,
@@ -875,9 +866,6 @@ fn run_async(
// output back to them. Behind a `Mutex` since two threads touch it — only ever locked while the
// HUD is visible.
let clock_offset = client.clock_offset_shared();
// Whether the adaptive-bitrate controller wants the `decode` stage as its decoder-backlog
// signal (Automatic, non-PyroWave): then `in_flight` is fed regardless of the HUD.
let measure_decode = client.wants_decode_latency();
let in_flight = Arc::new(Mutex::new(VecDeque::<(u64, i128)>::new()));
// Display stage (spec `display` + the capture→displayed headline): the rendered frame is
// parked in the tracker at release; the OnFrameRendered callback pairs it with
@@ -898,15 +886,7 @@ fn run_async(
std::thread::Builder::new()
.name("pf-decode-feed".into())
.spawn(move || {
feeder_loop(
client,
stats,
measure_decode,
in_flight,
clock_offset,
shutdown,
ev_tx,
);
feeder_loop(client, stats, in_flight, clock_offset, shutdown, ev_tx);
})
.ok()
};
@@ -996,8 +976,6 @@ fn run_async(
let had_output = !ready.is_empty();
present_ready(
&codec,
&client,
measure_decode,
&mut ready,
&stats,
&in_flight,
@@ -1074,7 +1052,6 @@ fn run_async(
fn feeder_loop(
client: Arc<NativeClient>,
stats: Arc<crate::stats::VideoStats>,
measure_decode: bool,
in_flight: Arc<Mutex<VecDeque<(u64, i128)>>>,
clock_offset: Arc<AtomicI64>,
shutdown: Arc<AtomicBool>,
@@ -1090,11 +1067,13 @@ fn feeder_loop(
// instead of a full IDR (the frames_dropped keyframe path is the backstop). The gap
// verdict rides the Au event so the decode loop arms its freeze gate on the same signal.
let gap = client.note_frame_index(frame.frame_index);
// Park the receipt stamp (keyed by the pts the codec echoes) whenever the `decode`
// stage is consumed: the HUD, or the ABR decode signal (`measure_decode`). The
// HUD-only `received` point + host/network split stay gated on the overlay.
if stats.enabled() || measure_decode {
if stats.enabled() {
let received_ns = now_realtime_ns();
let clock_offset = clock_offset.load(Ordering::Relaxed) as i128;
let lat_ns = received_ns + clock_offset - frame.pts_ns as i128;
let lat_us =
(lat_ns > 0 && lat_ns < 10_000_000_000).then_some((lat_ns / 1000) as u64);
stats.note_received(frame.data.len(), lat_us, clock_offset != 0);
{
let mut g = in_flight
.lock()
@@ -1104,27 +1083,19 @@ fn feeder_loop(
g.pop_front(); // stale — codec never echoed it back
}
}
if stats.enabled() {
let clock_offset = clock_offset.load(Ordering::Relaxed) as i128;
let lat_ns = received_ns + clock_offset - frame.pts_ns as i128;
let lat_us = (lat_ns > 0 && lat_ns < 10_000_000_000)
.then_some((lat_ns / 1000) as u64);
stats.note_received(frame.data.len(), lat_us, clock_offset != 0);
if let Some(hostnet_us) = lat_us {
pending_split.push_back((frame.pts_ns, hostnet_us));
if pending_split.len() > PENDING_SPLIT_CAP {
pending_split.pop_front();
}
if let Some(hostnet_us) = lat_us {
pending_split.push_back((frame.pts_ns, hostnet_us));
if pending_split.len() > PENDING_SPLIT_CAP {
pending_split.pop_front();
}
while let Ok(t) = client.next_host_timing(Duration::ZERO) {
if let Some(i) = pending_split.iter().position(|&(p, _)| p == t.pts_ns)
{
let (_, hostnet_us) = pending_split.remove(i).unwrap();
stats.note_host_split(
t.host_us as u64,
hostnet_us.saturating_sub(t.host_us as u64),
);
}
}
while let Ok(t) = client.next_host_timing(Duration::ZERO) {
if let Some(i) = pending_split.iter().position(|&(p, _)| p == t.pts_ns) {
let (_, hostnet_us) = pending_split.remove(i).unwrap();
stats.note_host_split(
t.host_us as u64,
hostnet_us.saturating_sub(t.host_us as u64),
);
}
}
}
@@ -1250,8 +1221,6 @@ fn feed_ready(
#[allow(clippy::too_many_arguments)] // one call site; mirrors the sync loop's drain
fn present_ready(
codec: &MediaCodec,
client: &NativeClient,
measure_decode: bool,
ready: &mut Vec<OutputReady>,
stats: &crate::stats::VideoStats,
in_flight: &Mutex<VecDeque<(u64, i128)>>,
@@ -1265,22 +1234,12 @@ fn present_ready(
if ready.is_empty() {
return;
}
// Pair each output's decode stage (feeds the ABR decode signal always; the HUD histogram only
// while visible) — both consume the receipt map, so enter for either.
if stats.enabled() || measure_decode {
if stats.enabled() {
let mut g = in_flight
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
for o in ready.iter() {
note_decoded_pts(
client,
measure_decode,
stats,
&mut g,
clock_offset,
o.pts_us,
o.decoded_ns,
);
note_decoded_pts(stats, &mut g, clock_offset, o.pts_us, o.decoded_ns);
}
}
// Fold EVERY output through the gate in pts (== decode) order — even the ones newest-wins discards —
@@ -1501,8 +1460,6 @@ fn feed(
#[allow(clippy::too_many_arguments)] // one call site; mirrors the async loop's present_ready
fn drain(
codec: &MediaCodec,
client: &NativeClient,
measure_decode: bool,
window: &NativeWindow,
applied_ds: &mut Option<DataSpace>,
first_wait: Duration,
@@ -1532,20 +1489,11 @@ fn drain(
let flags = take_flags(recovery_flags, pts_us);
held_present =
gate.on_decoded(flags, false, Instant::now()) == GateVerdict::Present;
let meta = if stats.enabled() || measure_decode {
let meta = if stats.enabled() {
// The dequeue IS the sync loop's decoded-availability instant.
let decoded_ns = now_realtime_ns();
note_decoded_pts(
client,
measure_decode,
stats,
in_flight,
clock_offset,
pts_us,
decoded_ns,
);
// The tracker's `display` stage is a HUD concern — park only when visible.
stats.enabled().then_some((pts_us, decoded_ns))
note_decoded_pts(stats, in_flight, clock_offset, pts_us, decoded_ns);
Some((pts_us, decoded_ns))
} else {
None
};
@@ -1616,8 +1564,6 @@ fn drain(
/// `decoded_ns` is the availability instant: the dequeue (sync loop) or the output callback's
/// stamp (async loop).
fn note_decoded_pts(
client: &NativeClient,
measure_decode: bool,
stats: &crate::stats::VideoStats,
in_flight: &mut VecDeque<(u64, i128)>,
clock_offset: i64,
@@ -1636,25 +1582,12 @@ fn note_decoded_pts(
break;
}
}
// pts_us is the truncated frame.pts_ns/1000 we queued, so ×1000 re-approximates capture time
// to < 1 µs — negligible against the ms-scale figures shown.
let e2e_ns = decoded_ns + clock_offset as i128 - pts_us as i128 * 1000;
let e2e_us = (e2e_ns > 0 && e2e_ns < 10_000_000_000).then_some((e2e_ns / 1000) as u64);
let decode_us = received_ns.map(|r| ((decoded_ns - r).max(0) / 1000) as u64);
// Adaptive bitrate: the `decode` stage (received→decoded, single-clock local) IS the decoder-
// backlog signal — the only bottleneck the host-side network signals can't see (a fast LAN
// feeding a slower mobile decoder). Report it whenever the controller is armed, regardless of
// the HUD; `report_decode_us` is a cheap accumulate the pump windows.
if measure_decode {
if let Some(us) = decode_us {
client.report_decode_us(us.min(u32::MAX as u64) as u32);
}
}
// HUD histogram: only while the overlay is visible (a measure-only caller enters here for the
// ABR report alone). `end-to-end` = capture→decoded (skew-corrected) tiles the `decode` stage.
// pts_us is the truncated frame.pts_ns/1000 we queued, so ×1000 re-approximates capture time to
// < 1 µs — negligible against the ms-scale figures shown.
if stats.enabled() {
let e2e_ns = decoded_ns + clock_offset as i128 - pts_us as i128 * 1000;
let e2e_us = (e2e_ns > 0 && e2e_ns < 10_000_000_000).then_some((e2e_ns / 1000) as u64);
stats.note_decoded(e2e_us, decode_us);
}
stats.note_decoded(e2e_us, decode_us);
}
/// The AU `user_flags` for a decoded output, keyed by the echoed `presentationTimeUs`. Recovery
-15
View File
@@ -22,7 +22,6 @@ const PULL_TIMEOUT: Duration = Duration::from_millis(100);
const TAG_LED: u8 = 0x01;
const TAG_PLAYER_LEDS: u8 = 0x02;
const TAG_TRIGGER: u8 = 0x03;
const TAG_HID_RAW: u8 = 0x05;
/// `NativeBridge.nativeNextRumble(handle): Long` — block up to ~100 ms for the next rumble update.
/// Returns a packed positive long: bits 49..52 = wire `pad` index (0..15), bit 48 = "has a v2 lease",
@@ -144,20 +143,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
// rumble already rides the universal 0xCA plane).
return -1;
}
HidOutput::HidRaw { pad, kind, data } => {
// As-is SC2 passthrough: the host's hidraw consumer (Steam) wrote this report to
// the virtual pad; Kotlin replays it verbatim on the physical controller.
// `[pad][0x05][kind][report…]` — kind 0 = output report, 1 = feature report.
let n = 3 + data.len();
if cap < n {
return -1; // reports are ≤ 64 bytes; Kotlin allocates 128
}
out[0] = pad;
out[1] = TAG_HID_RAW;
out[2] = kind;
out[3..n].copy_from_slice(&data);
n
}
};
n as jint
})
@@ -11,43 +11,6 @@ use std::time::Duration;
use super::{hex32, jni_guard, parse_hex32, SessionHandle};
/// Machine token of the most recent `nativeConnect`/`nativePair` failure, taken (and cleared)
/// by `nativeTakeLastError` so Kotlin can render a cause-specific message instead of the old
/// catch-all "wrong PIN, or the host isn't armed" (which blamed the PIN for dead network paths
/// — the moko0878-class support threads). The app runs one attempt at a time, so one slot
/// suffices; a stale token is harmless (it is taken immediately after the failed call).
static LAST_ERROR: Mutex<String> = Mutex::new(String::new());
/// Stable token for a failed pair/connect cause, matched by Kotlin (`ConnectErrors.kt`):
/// a typed host rejection yields its `RejectReason::as_str()` token ("not-armed", "denied",
/// "approval-timeout", …); transport-level causes map to "crypto" / "timeout" / "io" / "error".
fn note_error(e: &punktfunk_core::error::PunktfunkError) {
use punktfunk_core::error::PunktfunkError as E;
let token = match e {
E::Rejected(r) => r.as_str(),
E::Crypto => "crypto",
E::Timeout => "timeout",
E::Io(_) => "io",
_ => "error",
};
*LAST_ERROR.lock().unwrap() = token.to_string();
}
/// `NativeBridge.nativeTakeLastError(): String` — the machine token of the most recent failed
/// `nativeConnect`/`nativePair`, cleared on read (`""` when none). Call right after a `0`
/// handle / `""` fingerprint.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeTakeLastError<'local>(
env: JNIEnv<'local>,
_this: JObject<'local>,
) -> jni::sys::jstring {
let token = std::mem::take(&mut *LAST_ERROR.lock().unwrap());
match env.new_string(token) {
Ok(s) => s.into_raw(),
Err(_) => JObject::null().into_raw(),
}
}
/// `NativeBridge.nativeGenerateIdentity(): String` — mint a fresh persistent self-signed identity.
/// Returns `"<certPem>\n-----PUNKTFUNK-KEY-----\n<keyPem>"`, or `""` on failure (logged). Kotlin
/// persists it (Keystore-wrapped) and only calls this again when the store is genuinely empty.
@@ -222,7 +185,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
}
Err(e) => {
log::error!("nativeConnect to {host}:{port} failed: {e}");
note_error(&e);
0
}
}
@@ -356,9 +318,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativePair<'local
Ok(host_fp) => hex32(&host_fp),
Err(e) => {
// Crypto error == wrong PIN / MITM; anything else == transport/host reject.
// The token lets Kotlin say WHICH (`nativeTakeLastError`).
log::error!("nativePair to {host}:{port} failed: {e}");
note_error(&e);
String::new()
}
}
+1 -42
View File
@@ -6,11 +6,10 @@
//! conventions: buttons 1=left/2=middle/3=right/4=X1/5=X2; scroll axis 0=vertical/1=horizontal,
//! signed 120-unit delta, +=up/right; keys are Windows VK (mapped from KEYCODE_* on the Kotlin side).
use jni::objects::{JByteBuffer, JObject};
use jni::objects::JObject;
use jni::sys::{jboolean, jint, jlong};
use jni::JNIEnv;
use punktfunk_core::input::{InputEvent, InputKind};
use punktfunk_core::quic::{RichInput, HID_REPORT_MAX};
use super::SessionHandle;
@@ -237,43 +236,3 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepad
) {
send_event(handle, InputKind::GamepadRemove, 0, 0, 0, pad as u32);
}
/// `NativeBridge.nativeSendPadHidReport(handle, pad, buf, len)` — one raw HID input report from a
/// client-captured controller (the as-is Steam Controller 2 passthrough), forwarded verbatim on
/// the rich-input plane (`RichInput::HidReport`, 0xCC). `buf` is a DIRECT ByteBuffer whose first
/// `len` bytes are the report, id byte first (`0x42`/`0x45`/`0x47` state, `0x43` battery, …);
/// `len` is clamped to the 64-byte wire body. Called from the capture thread at the controller's
/// own report rate (~250500 Hz) — the direct-buffer read avoids a JNI array copy per report.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPadHidReport(
env: JNIEnv,
_this: JObject,
handle: jlong,
pad: jint,
buf: JByteBuffer,
len: jint,
) {
if handle == 0 || len <= 0 {
return;
}
let cap = match env.get_direct_buffer_capacity(&buf) {
Ok(c) => c,
Err(_) => return,
};
let ptr = match env.get_direct_buffer_address(&buf) {
Ok(p) if !p.is_null() => p,
_ => return,
};
let n = (len as usize).min(cap).min(HID_REPORT_MAX);
let mut data = [0u8; HID_REPORT_MAX];
// SAFETY: `ptr`/`cap` describe the direct ByteBuffer's backing store, valid for this call;
// `n` is bounded by both the buffer capacity and the fixed wire body.
data[..n].copy_from_slice(unsafe { std::slice::from_raw_parts(ptr, n) });
// SAFETY: live handle per the nativeConnect/nativeClose contract; send_rich_input is &self.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_rich_input(RichInput::HidReport {
pad: (pad as u32 & 0xF) as u8,
len: n as u8,
data,
});
}
+1 -8
View File
@@ -42,13 +42,6 @@ let package = Package(
.executableTarget(name: "PunktfunkClient", dependencies: ["PunktfunkKit"]),
// PunktfunkCore is a direct dep too so the wire tests can name the C ABI's
// `PunktfunkInputEvent` / `PUNKTFUNK_INPUT_KIND_*` when asserting the gamepad byte layout.
.testTarget(
name: "PunktfunkKitTests", dependencies: ["PunktfunkKit", "PunktfunkCore"],
resources: [
// PyroWave golden fixtures: host-encoded AUs + upstream-decoded reference
// planes (regenerate with punktfunk-host's `pyrowave_dump_golden` on a
// Vulkan box see PyroWaveDecoderTests.swift).
.copy("PyroWaveFixtures")
]),
.testTarget(name: "PunktfunkKitTests", dependencies: ["PunktfunkKit", "PunktfunkCore"]),
]
)
@@ -436,6 +436,7 @@
INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_GCSupportsControllerUserInteraction = YES;
INFOPLIST_KEY_GCSupportsGameMode = YES;
INFOPLIST_KEY_ITSAppUsesNonExemptEncryption = NO;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.games";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone.";
@@ -477,6 +478,7 @@
INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_GCSupportsControllerUserInteraction = YES;
INFOPLIST_KEY_GCSupportsGameMode = YES;
INFOPLIST_KEY_ITSAppUsesNonExemptEncryption = NO;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.games";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone.";
@@ -46,7 +46,6 @@ struct ContentView: View {
case "h264": return PunktfunkConnection.codecH264
case "hevc": return PunktfunkConnection.codecHEVC
case "av1": return PunktfunkConnection.codecAV1
case "pyrowave": return PunktfunkConnection.codecPyroWave
default: return 0
}
}
@@ -239,18 +239,6 @@ final class SessionModel: ObservableObject {
// from these + the soft `preferredCodec`; `resolvedCodec` reflects what it chose.
var videoCodecs = PunktfunkConnection.codecH264 | PunktfunkConnection.codecHEVC
if AV1.hardwareDecodeSupported { videoCodecs |= PunktfunkConnection.codecAV1 }
// PyroWave (wired LAN) is a pure opt-in: picking it in the codec setting both
// advertises the bit and prefers it the host never auto-selects it, and the
// picker only offers it when the Metal decode probe passed (simdgroup floor A13;
// every M-series Mac and the ATV 4K gen 3 pass). The codec is 8-bit 4:2:0 SDR
// BT.709 by contract, so the opt-in also drops the HDR/10-bit/4:4:4 caps for this
// session HDR sessions stay HEVC/AV1 (plan §4.7).
if preferredCodec == PunktfunkConnection.codecPyroWave, MetalWaveletDecoder.supported {
videoCodecs |= PunktfunkConnection.codecPyroWave
videoCaps &= ~(PunktfunkConnection.videoCap10Bit
| PunktfunkConnection.videoCapHDR
| PunktfunkConnection.videoCap444)
}
let result = Result { try PunktfunkConnection(
host: host.address, port: host.port,
width: width, height: height, refreshHz: hz,
@@ -296,15 +284,10 @@ final class SessionModel: ObservableObject {
self.errorMessage = "\(host.displayName) is not paired yet. "
+ "Pair with its PIN before streaming."
}
case .failure(let error):
case .failure:
self.phase = .idle
self.activeHost = nil
if case PunktfunkClientError.rejected(let rejection) = error {
// The host answered and stated its reason (declined / approval timed
// out / busy / versions differ) show that, and never wake-retry a
// host that is demonstrably awake.
self.errorMessage = "\(host.displayName): \(rejection.userMessage)"
} else if let onUnreachable, !requestAccess {
if let onUnreachable, !requestAccess {
// The caller owns recovery (wake-and-retry) no error alert here; its
// own overlay explains what's happening.
onUnreachable()
@@ -15,9 +15,6 @@ import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
#if os(iOS)
import CoreHaptics
#endif
struct GamepadSettingsView: View {
@Environment(\.dismiss) private var dismiss
@@ -41,9 +38,6 @@ struct GamepadSettingsView: View {
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
@AppStorage(DefaultsKey.presenter) private var presenter = SettingsOptions.presenterDefault
#if os(iOS)
@AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false
#endif
@ObservedObject private var gamepads = GamepadManager.shared
#if os(iOS)
@@ -236,7 +230,7 @@ struct GamepadSettingsView: View {
.map { (label: "\($0) Hz", tag: $0) }
let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
let controllers = SettingsOptions.controllerOptions(gamepads)
var list: [Row] = [
return [
choiceRow(
id: "resolution", header: "Stream", icon: "aspectratio",
label: "Resolution",
@@ -335,23 +329,6 @@ struct GamepadSettingsView: View {
detail: "Turn off to use the touch interface even with a controller connected.",
value: $gamepadUIEnabled),
]
#if os(iOS)
// The device-rumble mirror slots in after "Controller type" (staying inside the
// Controller group the next row carries the "Interface" header). iPhone only in
// practice: hidden where the device itself can't play haptics (iPad).
if CHHapticEngine.capabilitiesForHardware().supportsHaptics,
let at = list.firstIndex(where: { $0.id == "padType" }) {
list.insert(
toggleRow(
id: "deviceRumble", icon: "iphone.radiowaves.left.and.right",
label: "Rumble on this iPhone",
detail: "Also play player 1's rumble on the phone's own Taptic Engine — "
+ "for clip-on pads without rumble motors.",
value: $rumbleOnDevice),
at: at + 1)
}
#endif
return list
}
/// Resolution choices as "WxH" tags the current size is inserted when it's a custom mode
@@ -79,13 +79,6 @@ enum SettingsOptions {
if AV1.hardwareDecodeSupported {
options.insert(("AV1", "av1"), at: 2)
}
// PyroWave is the opt-in wired-LAN low-latency codec (100400 Mbps all-intra wavelet,
// 8-bit SDR): selecting it advertises + prefers it for the session. Offered only when
// the Metal decode probe passes (same gate SessionModel advertises by) elsewhere the
// host could never emit it.
if MetalWaveletDecoder.supported {
options.append(("PyroWave (wired LAN)", "pyrowave"))
}
return options
}()
@@ -1,9 +1,6 @@
// SettingsView's shared sections each setting's Section is defined exactly once here and
// composed by the per-platform bodies in SettingsView.swift.
#if os(iOS)
import CoreHaptics
#endif
import PunktfunkKit
import SwiftUI
@@ -474,12 +471,6 @@ extension SettingsView {
Text(option.label).tag(option.tag)
}
}
#if os(iOS)
// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
Toggle("Rumble on this iPhone", isOn: $rumbleOnDevice)
}
#endif
#if !os(tvOS)
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
#endif
@@ -496,11 +487,6 @@ extension SettingsView {
// for its own footer and has no such toggle to describe.
VStack(alignment: .leading, spacing: 6) {
Text(Self.controllersFooter)
#if os(iOS)
if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
Text(Self.deviceRumbleFooter)
}
#endif
#if !os(tvOS)
Text(Self.gamepadUIFooter)
#endif
@@ -88,13 +88,6 @@ extension SettingsView {
+ "controller (a DualSense keeps adaptive triggers, lightbar, touchpad and motion). "
+ "Applies from the next session."
#if os(iOS)
static let deviceRumbleFooter =
"Rumble on this iPhone plays player 1's rumble on the phone's own Taptic Engine as "
+ "well — for clip-on controllers that have no rumble motors of their own. Applies "
+ "from the next session."
#endif
#if !os(tvOS)
static let gamepadUIFooter =
"When a controller connects, the host list and library switch to a controller-"
@@ -55,7 +55,6 @@ struct SettingsView: View {
#if os(iOS)
@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
@AppStorage(DefaultsKey.touchMode) var touchMode = TouchInputMode.trackpad.rawValue
@AppStorage(DefaultsKey.rumbleOnDevice) var rumbleOnDevice = false
// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
// Width class decides the initial value: nil on iPhone (show the category list first),
// General on iPad (a two-column layout should never open with an empty detail).
@@ -212,18 +212,14 @@ struct PairSheet: View {
case .failure(PunktfunkClientError.wrongPIN):
errorText = "Wrong PIN — check the host's web console (port 3000) "
+ "and try again."
case .failure(PunktfunkClientError.rejected(let rejection)):
// The host answered and said why (not armed / rate-limited / armed for
// another device) show that instead of the guessing-game fallback.
errorText = rejection.userMessage
case .failure(is ClientIdentityStore.IdentityError):
errorText = "Can't store this Mac's identity in the Keychain, so the "
+ "pairing would not survive a relaunch. Unlock the login "
+ "keychain and try again."
case .failure:
errorText = "Pairing failed the host didn't answer. Is it running, "
+ "and is this device on the same network (no VPN, no guest-Wi-Fi "
+ "isolation)?"
errorText = "Pairing failed. Is the host reachable, pairing armed "
+ "(web console → Pairing), and not mid-session? Retries are "
+ "rate-limited to one per 2 seconds."
}
}
}
@@ -54,12 +54,6 @@ public func pair(
switch rc {
case PUNKTFUNK_STATUS_OK.rawValue: return Data(observed)
case PUNKTFUNK_STATUS_CRYPTO.rawValue: throw PunktfunkClientError.wrongPIN
default:
// A typed host rejection (pairing not armed / rate-limited / armed for another
// device) carries its own reason never report it as a bad PIN or dead network.
if let rejection = HostRejection(status: rc) {
throw PunktfunkClientError.rejected(rejection)
}
throw PunktfunkClientError.status(rc)
default: throw PunktfunkClientError.status(rc)
}
}
@@ -59,68 +59,6 @@ public enum PunktfunkClientError: Error {
case wrongPIN
case closed
case status(Int32)
/// The host deliberately turned the attempt away and said why (its typed QUIC
/// application close) distinct from `.connectFailed` (unreachable/timeout) so the UI
/// can show the stated reason instead of blaming the network.
case rejected(HostRejection)
}
/// Why a host turned a connect/pair attempt away decoded from the
/// `PUNKTFUNK_STATUS_REJECTED_*` block. Lets the UI say "approve the request on the host"
/// or "pairing isn't armed" instead of a generic "could not connect".
public enum HostRejection: Sendable {
case pairingNotArmed
case pairingBoundToOtherDevice
case pairingRateLimited
case identityRequired
case denied
case approvalTimeout
case superseded
case wireVersionMismatch
case busy
init?(status: Int32) {
switch status {
case PUNKTFUNK_STATUS_REJECTED_NOT_ARMED.rawValue: self = .pairingNotArmed
case PUNKTFUNK_STATUS_REJECTED_BOUND_OTHER.rawValue: self = .pairingBoundToOtherDevice
case PUNKTFUNK_STATUS_REJECTED_RATE_LIMITED.rawValue: self = .pairingRateLimited
case PUNKTFUNK_STATUS_REJECTED_IDENTITY_REQUIRED.rawValue: self = .identityRequired
case PUNKTFUNK_STATUS_REJECTED_DENIED.rawValue: self = .denied
case PUNKTFUNK_STATUS_REJECTED_APPROVAL_TIMEOUT.rawValue: self = .approvalTimeout
case PUNKTFUNK_STATUS_REJECTED_SUPERSEDED.rawValue: self = .superseded
case PUNKTFUNK_STATUS_REJECTED_WIRE_VERSION.rawValue: self = .wireVersionMismatch
case PUNKTFUNK_STATUS_REJECTED_BUSY.rawValue: self = .busy
default: return nil
}
}
/// User-facing sentence wording shared with the desktop clients.
public var userMessage: String {
switch self {
case .pairingNotArmed:
return "Pairing isn't armed on the host — arm it on the host's Pairing page, "
+ "then try again."
case .pairingBoundToOtherDevice:
return "The host's pairing window is armed for a different device — arm it "
+ "for this one."
case .pairingRateLimited:
return "Too many pairing attempts — wait a couple of seconds and try again."
case .identityRequired:
return "The host requires pairing — pair this device (PIN or request access) first."
case .denied:
return "The host declined this device's request."
case .approvalTimeout:
return "Nobody approved the request on the host in time — approve this device "
+ "in the host's console or web UI, then request access again."
case .superseded:
return "A newer request from this device replaced this one — approve the "
+ "latest request on the host."
case .wireVersionMismatch:
return "Client and host versions don't match — update both to the same release."
case .busy:
return "The host is busy with another session."
}
}
}
/// `withCString` over an optional nil maps to a NULL C pointer.
@@ -258,11 +196,6 @@ public final class PunktfunkConnection {
/// Nintendo Switch Pro Controller (Linux UHID hid-nintendo hosts): correct Nintendo
/// glyphs + positional layout on the host side.
case switchPro = 8
/// New Steam Controller (2026, `28DE:1302`), passed through as-is on Linux hosts (raw
/// report mirroring; Steam Input is the consumer). Parity only on Apple GameController
/// never surfaces the raw Valve device, so the client can't capture one; exists so the
/// resolved type round-trips and name parsing matches the host.
case steamController2 = 9
/// Loose name parsing for env/dev hooks, mirroring the host's
/// `GamepadPref::from_name`.
@@ -275,8 +208,6 @@ public final class PunktfunkConnection {
case "dualshock4", "dualshock", "ds4", "ps4": self = .dualShock4
case "steamdeck", "steam-deck", "deck": self = .steamDeck
case "steamcontroller", "steam-controller", "steamcon": self = .steamController
case "steamcontroller2", "steam-controller-2", "steamcon2", "sc2", "ibex":
self = .steamController2
case "dualsenseedge", "dualsense-edge", "edge", "dsedge": self = .dualSenseEdge
case "switchpro", "switch-pro", "switch", "procontroller", "pro-controller":
self = .switchPro
@@ -337,15 +268,9 @@ public final class PunktfunkConnection {
public private(set) var resolvedAudioChannels: UInt8 = 2
/// The video codec the host resolved for this session (`Welcome.codec`, `PUNKTFUNK_CODEC_*`):
/// `2` = HEVC (default / older host), `1` = H.264, `4` = AV1, `8` = PyroWave (only when this
/// client opted in). Build the decoder from THIS. The resolved value honors the client's
/// `preferredCodec` when the host could emit it.
/// `2` = HEVC (default / older host), `1` = H.264, `4` = AV1. Build the decoder from THIS. The
/// resolved value honors the client's `preferredCodec` when the host could emit it.
public private(set) var resolvedCodec: UInt8 = 2 // PUNKTFUNK_CODEC_HEVC
/// The session's negotiated wire shard payload (`Welcome.shard_payload`, bytes) the
/// parse-window size for `USER_FLAG_CHUNK_ALIGNED` PyroWave AUs (plan §4.4). Other codecs
/// never need it.
public private(set) var shardPayload: UInt32 = 1408
/// The resolved codec as a `VideoCodec` (H.264 / HEVC / AV1) drives the bitstream framing
/// (Annex-B NAL parsing vs the AV1 OBU repack).
public var videoCodec: VideoCodec { VideoCodec(wire: resolvedCodec) }
@@ -387,10 +312,6 @@ public final class PunktfunkConnection {
) throws {
if let pin = pinSHA256, pin.count != 32 { throw PunktfunkClientError.invalidPin }
var observed = [UInt8](repeating: 0, count: 32)
// Why a failed connect failed (PunktfunkStatus): lets a typed host rejection
// ("denied in the console", "approval timed out", "host busy") surface as
// `.rejected` instead of the undifferentiated `.connectFailed`.
var connectStatus: Int32 = 0
// `videoCaps` advertises decode/present capability (PUNKTFUNK_VIDEO_CAP_10BIT | _HDR): the
// host upgrades to a 10-bit / BT.2020 PQ stream only when set. 0 = 8-bit BT.709 SDR.
// `launchID` (a host library id like "steam:570") asks the host to launch that title in
@@ -401,29 +322,24 @@ public final class PunktfunkConnection {
withOptionalCString(launchID) { launch in
if let pin = pinSHA256 {
return pin.withUnsafeBytes { p in
punktfunk_connect_ex8(
punktfunk_connect_ex7(
cs, port, width, height, refreshHz, compositor.rawValue,
gamepad.rawValue, bitrateKbps, videoCaps, audioChannels,
videoCodecs, preferredCodec, launch,
p.bindMemory(to: UInt8.self).baseAddress, &observed,
cert, key, timeoutMs, &connectStatus)
cert, key, timeoutMs)
}
}
return punktfunk_connect_ex8(
return punktfunk_connect_ex7(
cs, port, width, height, refreshHz, compositor.rawValue,
gamepad.rawValue, bitrateKbps, videoCaps, audioChannels,
videoCodecs, preferredCodec, launch,
nil, &observed, cert, key, timeoutMs, &connectStatus)
nil, &observed, cert, key, timeoutMs)
}
}
}
}
guard handle != nil else {
if let rejection = HostRejection(status: connectStatus) {
throw PunktfunkClientError.rejected(rejection)
}
throw PunktfunkClientError.connectFailed
}
guard handle != nil else { throw PunktfunkClientError.connectFailed }
hostFingerprint = Data(observed)
var w: UInt32 = 0, h: UInt32 = 0, hz: UInt32 = 0
_ = punktfunk_connection_mode(handle, &w, &h, &hz)
@@ -458,9 +374,6 @@ public final class PunktfunkConnection {
var codec: UInt8 = 2 // PUNKTFUNK_CODEC_HEVC
_ = punktfunk_connection_codec(handle, &codec)
resolvedCodec = codec
var shard: UInt32 = 1408
_ = punktfunk_connection_shard_payload(handle, &shard)
shardPayload = shard
}
/// A bandwidth speed-test measurement (see `startSpeedTest`). Partial until `done`.
@@ -578,30 +491,6 @@ public final class PunktfunkConnection {
return out
}
/// Report one decoded frame's decode-stage latency, in microseconds (the AU leaving `nextAU`
/// through its VideoToolbox output). This feeds the Automatic bitrate controller's decode
/// signal the only one that sees this device's decoder so the rate is capped at the real
/// decode limit instead of climbing to the network link ceiling and choking the decoder. Cheap;
/// silently dropped after close. Only worth calling when `wantsDecodeLatency()` is true.
public func reportDecodeUs(_ us: UInt32) {
abiLock.lock()
defer { abiLock.unlock() }
guard let h = handle, !closeRequested else { return }
_ = punktfunk_connection_report_decode_us(h, us)
}
/// Whether `reportDecodeUs` is worth calling this session: true only when the adaptive-bitrate
/// controller is armed (Automatic bitrate, non-PyroWave). Query once constant for the session
/// and skip the per-frame decode measurement entirely when it's false. False after close.
public func wantsDecodeLatency() -> Bool {
abiLock.lock()
defer { abiLock.unlock() }
guard let h = handle, !closeRequested else { return false }
var out = false
_ = punktfunk_connection_wants_decode_latency(h, &out)
return out
}
/// The currently active session mode (updated by accepted `requestMode` switches).
public func currentMode() -> (width: UInt32, height: UInt32, refreshHz: UInt32) {
abiLock.lock()
@@ -823,15 +712,6 @@ public final class PunktfunkConnection {
public static let codecH264: UInt8 = UInt8(PUNKTFUNK_CODEC_H264)
public static let codecHEVC: UInt8 = UInt8(PUNKTFUNK_CODEC_HEVC)
public static let codecAV1: UInt8 = UInt8(PUNKTFUNK_CODEC_AV1)
/// PyroWave (opt-in wired-LAN wavelet codec, 8-bit SDR): the host only ever resolves it
/// when the client both advertises the bit AND names it `preferredCodec` never
/// auto-selected. Decoded by the Metal wavelet decoder, not VideoToolbox.
public static let codecPyroWave: UInt8 = UInt8(PUNKTFUNK_CODEC_PYROWAVE)
/// `AccessUnit.flags` bit: the AU is shard-aligned self-delimiting chunks (the wire's
/// `USER_FLAG_CHUNK_ALIGNED`, PyroWave datagram-aligned mode §4.4) walk it
/// window-by-window at `shardPayload`. (The C `#define` doesn't import into Swift.)
public static let userFlagChunkAligned: UInt32 = 64
/// Static HDR mastering metadata (SMPTE ST.2086 + content light level) the host sent for an HDR
/// session. Mirrors the wire/ABI `PunktfunkHdrMeta`; primaries are in ST.2086 **G, B, R** order,
@@ -20,7 +20,6 @@
// (triggers off, player index unset) and its renderer silenced.
import Combine
import CoreHaptics
import Foundation
import GameController
@@ -51,26 +50,9 @@ public final class GamepadFeedback {
private let routingLock = NSLock()
private var rumbleByPad: [UInt8: RumbleRenderer] = [:]
/// Opt-in device mirror (`DefaultsKey.rumbleOnDevice`, iPhone only): rumble the host
/// addresses to controller 1 (wire pad 0) is ALSO rendered on this device's own Taptic
/// Engine for phone-clip pads that ship without rumble motors, where the phone body is the
/// only actuator in the player's hands. Session-scoped (the setting is read once here); nil
/// when off or where the device has no haptic actuator.
private let deviceRumble: RumbleRenderer?
public init(connection: PunktfunkConnection, manager: GamepadManager) {
self.connection = connection
self.manager = manager
#if os(iOS)
if UserDefaults.standard.bool(forKey: DefaultsKey.rumbleOnDevice),
CHHapticEngine.capabilitiesForHardware().supportsHaptics {
deviceRumble = RumbleRenderer(policy: .session, actuator: .device)
} else {
deviceRumble = nil
}
#else
deviceRumble = nil
#endif
// Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing
// an implicit strong one and the subscription (stored on self) never retain-cycles.
Task { @MainActor [weak self] in
@@ -207,7 +189,6 @@ public final class GamepadFeedback {
return r
}
for r in renderers { r.stop() }
deviceRumble?.stop()
// Drop the subscription and every dead pad's cached feedback a controller change after
// teardown must not replay this session's triggers/LEDs.
Task { @MainActor in
@@ -222,10 +203,6 @@ public final class GamepadFeedback {
private func routeRumble(pad: UInt8, low: UInt16, high: UInt16, ttlMs: UInt32) {
let renderer = withRouting { rumbleByPad[pad] }
renderer?.apply(low: low, high: high, ttlMs: ttlMs)
// The opt-in device mirror follows controller 1 unconditionally the pads it exists for
// have no motors (their renderer above no-ops), and mirroring deliberately isn't gated on
// that: capability probing can't see a motor-less MFi pad, and the user opted in.
if pad == 0 { deviceRumble?.apply(low: low, high: high, ttlMs: ttlMs) }
}
private func withRouting<R>(_ body: () -> R) -> R {
@@ -119,19 +119,8 @@ final class RumbleRenderer: @unchecked Sendable {
static let manual = Policy(staleAfter: nil)
}
/// Which physical actuator this renderer drives: the forwarded controller's haptics engine
/// (the default), or THIS device's own Taptic Engine (`CHHapticEngine()`) the opt-in
/// "rumble on this device" mirror for phone-clip pads that ship without rumble motors.
/// Device mode ignores `retarget`'s controller and always renders one combined motor
/// (a phone body has a single actuator).
enum Actuator {
case controller
case device
}
private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
private let policy: Policy
private let actuator: Actuator
/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
/// A PLAIN pattern player on purpose: the controller haptics server (gamecontrollerd)
@@ -209,9 +198,8 @@ final class RumbleRenderer: @unchecked Sendable {
((0, 0), DispatchTime(uptimeNanoseconds: 0))
#endif
init(policy: Policy = .session, actuator: Actuator = .controller) {
init(policy: Policy = .session) {
self.policy = policy
self.actuator = actuator
}
/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
@@ -480,10 +468,6 @@ final class RumbleRenderer: @unchecked Sendable {
/// high = right/light the Xbox/XInput convention the wire carries); one combined
/// engine otherwise, driven by whichever amplitude is stronger.
private func setup() {
if actuator == .device {
setupDevice()
return
}
guard let haptics = controller?.haptics else {
// No haptics engine at all an Xbox controller on an OS/firmware that doesn't expose
// rumble through GameController (works on Android via the standard Vibrator path, but
@@ -533,41 +517,10 @@ final class RumbleRenderer: @unchecked Sendable {
}
}
/// Device-actuator mode: one combined motor on this device's own Taptic Engine. Only an
/// iPhone has one everything else (iPad, Mac, TV) reports no haptic hardware and latches
/// off (nothing to retry; the settings toggle is hidden there anyway, this is the backstop).
private func setupDevice() {
#if os(iOS)
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
log.info("rumble: this device has no haptic actuator — device rumble unavailable")
broken = true
reportHealth("This device has no haptic actuator.")
return
}
do {
low = startMotor(try CHHapticEngine(), sharpness: RumbleTuning.sharpnessCombined)
} catch {
log.warning("rumble: device haptic engine creation failed: \(error, privacy: .public)")
}
if low == nil {
// Same shape as the controller path: haptics exist but the engine couldn't be built
// right now back off and retry, don't latch off.
scheduleRetryBackoff()
}
#else
broken = true
#endif
}
private func makeMotor(
_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality, sharpness: Float
) -> Motor? {
guard let engine = haptics.createEngine(withLocality: locality) else { return nil }
return startMotor(engine, sharpness: sharpness)
}
/// Configure + start an engine (controller-locality or the device's own) into a [`Motor`].
private func startMotor(_ engine: CHHapticEngine, sharpness: Float) -> Motor? {
// A controller's motors carry no audio, so keep this engine OUT of the app's audio session
// (the default is to join it). Streaming keeps an AVAudioSession active the whole time;
// letting a haptics-only engine join it is a needless coupling that can get its
@@ -593,7 +546,7 @@ final class RumbleRenderer: @unchecked Sendable {
try engine.start()
return Motor(engine: engine, sharpness: sharpness)
} catch {
log.warning("haptic engine setup failed: \(error, privacy: .public)")
log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)")
return nil
}
}
@@ -118,44 +118,3 @@ extension InputCapture {
]
#endif
}
#if os(iOS)
/// US-layout character Windows VK for the on-screen keyboard (`StreamLayerUIView`'s
/// UIKeyInput). Unlike every other key source, `insertText` delivers CHARACTERS, not key
/// positions, so this is the inverse of a US layout: `shift` means "wrap in VK_LSHIFT so the
/// host types the shifted symbol". Same contract as `hidToVK`: emit only VKs the host's
/// vk_to_evdev knows; anything unmapped is dropped by the caller.
enum SoftKeyMap {
static func vk(for ch: Character) -> (vk: UInt32, shift: Bool)? {
guard let ascii = ch.asciiValue else { return nil }
switch ascii {
case UInt8(ascii: "a")...UInt8(ascii: "z"): return (UInt32(ascii) - 0x20, false)
case UInt8(ascii: "A")...UInt8(ascii: "Z"): return (UInt32(ascii), true)
case UInt8(ascii: "0")...UInt8(ascii: "9"): return (UInt32(ascii), false)
case 0x0A, 0x0D: return (0x0D, false) // return
case 0x09: return (0x09, false) // tab
case 0x20: return (0x20, false) // space
default: return symbols[ch]
}
}
/// US punctuation, plain and shifted, on the OEM VKs (mirrors `hidToVK`'s OEM block) plus
/// the shifted digit row.
private static let symbols: [Character: (vk: UInt32, shift: Bool)] = [
"-": (0xBD, false), "_": (0xBD, true),
"=": (0xBB, false), "+": (0xBB, true),
"[": (0xDB, false), "{": (0xDB, true),
"]": (0xDD, false), "}": (0xDD, true),
"\\": (0xDC, false), "|": (0xDC, true),
";": (0xBA, false), ":": (0xBA, true),
"'": (0xDE, false), "\"": (0xDE, true),
"`": (0xC0, false), "~": (0xC0, true),
",": (0xBC, false), "<": (0xBC, true),
".": (0xBE, false), ">": (0xBE, true),
"/": (0xBF, false), "?": (0xBF, true),
"!": (0x31, true), "@": (0x32, true), "#": (0x33, true), "$": (0x34, true),
"%": (0x35, true), "^": (0x36, true), "&": (0x37, true), "*": (0x38, true),
"(": (0x39, true), ")": (0x30, true),
]
}
#endif
@@ -3,8 +3,7 @@
// identical. Two mouse modes share one gesture vocabulary tap = left click · two-finger
// tap = right click · two-finger drag = scroll · tap-then-press-and-drag = held left drag
// (text selection / window moves) · three-finger tap = cycles the stats overlay tiers
// (off compact normal detailed, matching Android) · three-finger swipe up/down =
// summon/dismiss the local soft keyboard for typing on the host (`onKeyboardGesture`):
// (off compact normal detailed, matching Android):
//
// * trackpad (default): the cursor STAYS PUT on touch-down and moves by the finger's
// relative delta with mild acceleration swipe to nudge, lift and re-swipe to walk it
@@ -62,9 +61,6 @@ final class TouchMouse {
static let accelGain: CGFloat = 0.6
static let accelSpeedFloor: CGFloat = 0.3
static let accelMax: CGFloat = 3.0
/// Three-finger vertical swipe: the fraction of the view height the centroid must
/// travel to summon (up) / dismiss (down) the local soft keyboard.
static let keyboardSwipeFraction: CGFloat = 0.10
/// Acceleration multiplier for a finger speed in physical px per ms.
static func accel(forSpeed speed: CGFloat) -> CGFloat {
@@ -76,9 +72,6 @@ final class TouchMouse {
var send: ((PunktfunkInputEvent) -> Void)?
/// View-space point host-mode pixels through the letterbox (pointer mode's moves).
var hostPoint: ((CGPoint) -> StreamLayerUIView.HostPoint?)?
/// Three-finger vertical swipe crossed the threshold: `true` = show the local soft
/// keyboard (swipe up), `false` = dismiss it (swipe down). Fires at most once per gesture.
var onKeyboardGesture: ((Bool) -> Void)?
/// No gesture in flight (all fingers up) the view uses this to release its mode latch.
var isIdle: Bool { !sessionActive && lastPos.isEmpty }
@@ -102,11 +95,6 @@ final class TouchMouse {
private var carryY: CGFloat = 0
/// Scroll anchor (centroid) re-anchored every time a notch fires.
private var scrollAnchor = CGPoint.zero
// Keyboard-swipe state: the 3+-finger centroid anchor (per finger count, like the scroll
// anchor) and a once-per-gesture latch.
private var kbCount = 0
private var kbAnchor = CGPoint.zero
private var kbFired = false
// Tap-drag arming: a quick tap leaves a window in which the next nearby touch drags.
private var lastTapUp: TimeInterval = 0
private var lastTapPoint = CGPoint.zero
@@ -126,8 +114,6 @@ final class TouchMouse {
maxFingers = 0
moved = false
scrolling = false
kbCount = 0
kbFired = false
// A touch landing just after a quick tap nearby = tap-and-drag: hold the left
// button for this whole gesture (laptop-trackpad convention).
dragHeld = first.timestamp - lastTapUp < Tuning.tapDragWindow
@@ -154,13 +140,8 @@ final class TouchMouse {
for touch in touches where lastPos[ObjectIdentifier(touch)] != nil {
lastPos[ObjectIdentifier(touch)] = touch.location(in: view)
}
// Dropping below three fingers forgets the keyboard-swipe anchor, so a 323 bounce
// re-anchors instead of reading the count change as swipe travel.
if lastPos.count < 3 { kbCount = 0 }
if lastPos.count == 2 {
if lastPos.count >= 2 {
scrollByCentroid()
} else if lastPos.count >= 3 {
keyboardSwipe(in: view)
} else if !scrolling, let touch = touches.first(where: {
lastPos[ObjectIdentifier($0)] != nil
}) {
@@ -227,9 +208,9 @@ final class TouchMouse {
// MARK: - Per-event work
/// Two fingers scroll by the centroid delta; never move the cursor. Fires a notch per
/// `scrollNotchPt` of pan and re-anchors on fire; finger up scrolls up, finger right
/// scrolls right (the host WHEEL(120) convention).
/// Two fingers (or more) scroll by the centroid delta; never move the cursor. Fires a
/// notch per `scrollNotchPt` of pan and re-anchors on fire; finger up scrolls up, finger
/// right scrolls right (the host WHEEL(120) convention).
private func scrollByCentroid() {
let n = CGFloat(lastPos.count)
let cx = lastPos.values.reduce(0) { $0 + $1.x } / n
@@ -252,38 +233,6 @@ final class TouchMouse {
}
}
/// Three+ fingers the keyboard swipe, never scroll (the documented vocabulary is
/// TWO-finger scroll; 3+ only fell into the scroll path as an accident of its old `>= 2`
/// bound). The centroid is anchored per finger count real fingers never land or lift in
/// the same event, so a count change must re-anchor rather than read as travel and the
/// gesture fires at most once, when the vertical travel crosses the threshold: up = show
/// the local soft keyboard, down = dismiss it.
private func keyboardSwipe(in view: UIView) {
let n = CGFloat(lastPos.count)
let cx = lastPos.values.reduce(0) { $0 + $1.x } / n
let cy = lastPos.values.reduce(0) { $0 + $1.y } / n
if lastPos.count != kbCount {
kbCount = lastPos.count
kbAnchor = CGPoint(x: cx, y: cy)
} else {
let dy = cy - kbAnchor.y
// Real centroid travel disqualifies the tap classification in `ended` (else a
// sub-threshold swipe would still fire the three-finger stats tap).
if abs(dy) > Tuning.tapSlop || abs(cx - kbAnchor.x) > Tuning.tapSlop { moved = true }
if !kbFired, abs(dy) >= view.bounds.height * Tuning.keyboardSwipeFraction {
kbFired = true
onKeyboardGesture?(dy < 0) // finger up show, finger down dismiss
}
}
// Leaving the scroll state stale would read the 32 centroid jump as a wheel notch;
// clearing it makes a return to two fingers re-anchor fresh. Same for the trackpad's
// tracked finger: its prev position froze while 3+ fingers were down, so dropping
// straight back to one finger must re-anchor (zero delta), not replay the whole
// 3-finger phase as one cursor jump.
scrolling = false
trackKey = nil
}
/// One finger (and the gesture never became a scroll dropping back from two fingers to
/// one must not jerk the cursor).
private func singleFinger(_ touch: UITouch, in view: UIView) {
@@ -27,10 +27,8 @@ public enum DefaultsKey {
/// Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it
/// can capture; the resolved count drives the in-core decode + AVAudioEngine layout.
public static let audioChannels = "punktfunk.audioChannels"
/// Preferred video codec: `"auto"` (host decides), `"hevc"`, `"h264"`, `"av1"`, or
/// `"pyrowave"` (the opt-in wired-LAN wavelet codec picking it advertises AND prefers it,
/// and forces the session SDR). A soft preference the host emits it when it can, else
/// falls back. Drives the decoder via `Welcome.codec`.
/// Preferred video codec: `"auto"` (host decides), `"hevc"`, or `"h264"`. A soft preference
/// the host emits it when it can, else falls back. Drives the decoder via `Welcome.codec`.
public static let codec = "punktfunk.codec"
public static let micEnabled = "punktfunk.micEnabled"
public static let speakerUID = "punktfunk.speakerUID"
@@ -99,12 +97,6 @@ public enum DefaultsKey {
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
/// device's own Taptic Engine for phone-clip pads that ship without rumble motors, where
/// the phone body is the only actuator in the player's hands. Off by default (opt-in); read
/// once per session by `GamepadFeedback`. The toggle is shown only where the device actually
/// has a haptic actuator (no iPad/Mac/TV).
public static let rumbleOnDevice = "punktfunk.rumbleOnDevice"
/// Auto-wake on connect: when connecting to a saved host that isn't advertising on mDNS, fire
/// Wake-on-LAN and, if the dial fails, wait for it to come back before retrying (the "Waking"
/// overlay). On by default. Turn off if a host that's already on just isn't seen on mDNS (a
@@ -543,24 +543,19 @@ public enum AV1 {
extension VideoCodec {
/// Codec-dispatching format-description refresh: the AV1 path keys on an in-band sequence
/// header, the NAL codecs on in-band parameter sets one call site in each pump. PyroWave
/// has no CoreMedia representation at all (its pump feeds the Metal wavelet decoder raw).
/// header, the NAL codecs on in-band parameter sets one call site in each pump.
public func formatDescription(fromKeyframe au: Data) -> CMVideoFormatDescription? {
switch self {
case .av1: return AV1.formatDescription(fromKeyframe: au)
case .pyrowave: return nil
default: return AnnexB.formatDescription(fromIDR: au, codec: self)
}
self == .av1
? AV1.formatDescription(fromKeyframe: au)
: AnnexB.formatDescription(fromIDR: au, codec: self)
}
/// Codec-dispatching sample wrap (see `formatDescription(fromKeyframe:)`).
public func sampleBuffer(
au: AccessUnit, format: CMVideoFormatDescription
) -> CMSampleBuffer? {
switch self {
case .av1: return AV1.sampleBuffer(au: au, format: format)
case .pyrowave: return nil
default: return AnnexB.sampleBuffer(au: au, format: format, codec: self)
}
self == .av1
? AV1.sampleBuffer(au: au, format: format)
: AnnexB.sampleBuffer(au: au, format: format, codec: self)
}
}
@@ -26,18 +26,12 @@ public enum VideoCodec: Equatable {
case h264
case hevc
case av1
/// PyroWave wavelet (opt-in wired-LAN low-latency codec): not a NAL/OBU codec and not
/// VideoToolbox-decoded at all the Metal wavelet decoder consumes the raw AUs
/// (Stage2Pipeline's PyroWave pump). Only ever resolved when this client both advertised
/// and preferred it.
case pyrowave
/// Resolve from the wire `Welcome.codec` byte (`PUNKTFUNK_CODEC_*`; unknown HEVC).
public init(wire: UInt8) {
switch wire {
case 0x01: self = .h264 // PUNKTFUNK_CODEC_H264
case 0x04: self = .av1 // PUNKTFUNK_CODEC_AV1
case 0x08: self = .pyrowave // PUNKTFUNK_CODEC_PYROWAVE
default: self = .hevc // PUNKTFUNK_CODEC_HEVC the default / older-host codec
}
}
@@ -153,8 +147,8 @@ public enum AnnexB {
sets = [vps, sps, pps]
case .h264:
sets = [sps, pps]
case .av1, .pyrowave:
return nil // no parameter-set NALs dispatched in AV1.swift, never reaches here
case .av1:
return nil // OBU stream, no parameter-set NALs handled in AV1.swift, never here
}
var format: CMVideoFormatDescription?
@@ -190,8 +184,8 @@ public enum AnnexB {
parameterSetSizes: sizes,
nalUnitHeaderLength: 4,
formatDescriptionOut: &format)
case .av1, .pyrowave:
break // unreachable the arm above already returned
case .av1:
break // unreachable the .av1 arm above already returned
}
}
return status == noErr ? format : nil
@@ -149,28 +149,6 @@ fragment float4 pf_frag(VOut in [[stage_in]],
return float4(sampleRgb(lumaTex, chromaTex, in.uv, csc), 1.0);
}
// PyroWave planar SDR: three separate R8 planes (Y full-res, Cb/Cr half-res 4:2:0) from the
// Metal wavelet decoder the Metal twin of pf-presenter's planar_csc.frag. Same bicubic luma
// and left-cosited chroma correction as the biplanar path (chromaUV self-disables at 4:4:4).
fragment float4 pf_frag_planar(VOut in [[stage_in]],
texture2d<float> lumaTex [[texture(0)]],
texture2d<float> cbTex [[texture(1)]],
texture2d<float> crTex [[texture(2)]],
constant CscUniform& csc [[buffer(0)]]) {
constexpr sampler s(filter::linear, address::clamp_to_edge);
#ifdef PF_BILINEAR_LUMA
float lumaY = lumaTex.sample(s, in.uv).r;
#else
float lumaY = catmullRomLuma(lumaTex, s, in.uv);
#endif
float2 cuv = chromaUV(lumaTex, cbTex, in.uv);
float3 yuv = float3(lumaY, cbTex.sample(s, cuv).r, crTex.sample(s, cuv).r);
float3 rgb = saturate(float3(dot(csc.r0.xyz, yuv) + csc.r0.w,
dot(csc.r1.xyz, yuv) + csc.r1.w,
dot(csc.r2.xyz, yuv) + csc.r2.w));
return float4(rgb, 1.0);
}
// HDR: 10-bit P010 / 4:4:4 (BT.2020, PQ-encoded YCbCr) full-range PQ RGB, output as-is
// the CAMetalLayer's itur_2100_PQ colour space + edrMetadata tell the compositor the samples are
// PQ, so it does the PQdisplay tone-map. No EOTF here. The rows fold in the exact 10-bit
@@ -237,16 +215,8 @@ public final class MetalVideoPresenter {
/// tvOS only: the in-shader PQSDR tone-map fallback (pf_frag_hdr_tv bgra8), used whenever
/// the display is composited without HDR headroom see `setDisplayHeadroom`. nil elsewhere.
private let pipelineHDRToneMap: MTLRenderPipelineState?
/// PyroWave's 3-plane SDR path (pf_frag_planar bgra8) see `renderPlanar`.
private let pipelinePlanar: MTLRenderPipelineState
private var textureCache: CVMetalTextureCache?
/// The PyroWave Metal decoder records on the presenter's device + queue: one device means
/// decode, CSC and present share textures with zero interop, and one queue means Metal's
/// hazard tracking orders a ring-slot rewrite after the render still sampling it.
var metalDevice: MTLDevice { device }
var metalQueue: MTLCommandQueue { queue }
/// Current layer configuration switched in `configure(hdr:)` when a frame's HDR-ness differs.
/// Render-thread confined once the pipeline runs (Stage2Pipeline.start's one pre-thread
/// `configure` call is ordered before the thread starts, so it doesn't race).
@@ -288,7 +258,6 @@ public final class MetalVideoPresenter {
let pipelineSDR: MTLRenderPipelineState
let pipelineHDR: MTLRenderPipelineState
let pipelineHDRToneMap: MTLRenderPipelineState?
let pipelinePlanar: MTLRenderPipelineState
do {
// DEBUG A/B lever: PUNKTFUNK_BILINEAR_LUMA=1 compiles the shader with Catmull-Rom OFF
// (plain bilinear luma) by prepending a #define ahead of the source. Default (unset) is
@@ -323,11 +292,6 @@ public final class MetalVideoPresenter {
#else
pipelineHDRToneMap = nil
#endif
let planar = MTLRenderPipelineDescriptor()
planar.vertexFunction = vtx
planar.fragmentFunction = library.makeFunction(name: "pf_frag_planar")
planar.colorAttachments[0].pixelFormat = .bgra8Unorm // PyroWave is 8-bit SDR
pipelinePlanar = try device.makeRenderPipelineState(descriptor: planar)
} catch {
return nil
}
@@ -367,14 +331,12 @@ public final class MetalVideoPresenter {
return MetalVideoPresenter(
device: device, queue: queue, pipelineSDR: pipelineSDR, pipelineHDR: pipelineHDR,
pipelineHDRToneMap: pipelineHDRToneMap, pipelinePlanar: pipelinePlanar,
textureCache: textureCache, layer: layer)
pipelineHDRToneMap: pipelineHDRToneMap, textureCache: textureCache, layer: layer)
}
private init(
device: MTLDevice, queue: MTLCommandQueue, pipelineSDR: MTLRenderPipelineState,
pipelineHDR: MTLRenderPipelineState, pipelineHDRToneMap: MTLRenderPipelineState?,
pipelinePlanar: MTLRenderPipelineState,
textureCache: CVMetalTextureCache, layer: CAMetalLayer
) {
self.device = device
@@ -382,7 +344,6 @@ public final class MetalVideoPresenter {
self.pipelineSDR = pipelineSDR
self.pipelineHDR = pipelineHDR
self.pipelineHDRToneMap = pipelineHDRToneMap
self.pipelinePlanar = pipelinePlanar
self.textureCache = textureCache
self.layer = layer
}
@@ -553,67 +514,6 @@ public final class MetalVideoPresenter {
pixelBuffer, plane: 1, format: tenBit ? .rg16Unorm : .rg8Unorm, cache: textureCache)
else { return false }
#if os(tvOS)
// HDR splits by the display's headroom (kept in step with the layer by `configure` above):
// PQ passthrough into an HDR-composited display, the tone-map shader otherwise.
let hdrPipeline = hdrPassthroughActive ? pipelineHDR : (pipelineHDRToneMap ?? pipelineHDR)
let pipeline = hdrActive ? hdrPipeline : pipelineSDR
#else
let pipeline = hdrActive ? pipelineHDR : pipelineSDR
#endif
let decodedSize = CGSize(
width: CVPixelBufferGetWidth(pixelBuffer), height: CVPixelBufferGetHeight(pixelBuffer))
return encodePresent(
decodedSize: decodedSize, targetFromLayout: targetFromLayout, pipeline: pipeline,
presentAtMediaTime: presentAtMediaTime, onPresented: onPresented,
// Hold the CVMetalTextures + source pixel buffer (its IOSurface) alive until the GPU
// finishes sampling releasing them at scope exit could free the backing mid-read.
keepAlive: [luma, chroma, pixelBuffer]
) { encoder in
encoder.setFragmentTexture(CVMetalTextureGetTexture(luma), index: 0)
encoder.setFragmentTexture(CVMetalTextureGetTexture(chroma), index: 1)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
}
}
/// Draw one PyroWave planar frame (three R8 planes off the Metal wavelet decoder) and
/// present it. RENDER THREAD, same contract as `render` PyroWave is 8-bit SDR, so the
/// layer always takes the plain SDR config, and the CSC rows arrive precomputed from the
/// stream's own sequence-header signaling (no CVPixelBuffer to inspect).
@discardableResult
func renderPlanar(
_ planes: WaveletPlanes,
presentAtMediaTime: CFTimeInterval? = nil,
onPresented: ((Int64?) -> Void)? = nil
) -> Bool {
stagingLock.lock()
let targetFromLayout = drawableTarget
stagingLock.unlock()
configure(hdr: false)
var csc = planes.csc
return encodePresent(
decodedSize: CGSize(width: planes.width, height: planes.height),
targetFromLayout: targetFromLayout, pipeline: pipelinePlanar,
presentAtMediaTime: presentAtMediaTime, onPresented: onPresented,
// The ring textures stay valid by ring depth; retaining them here also pins the
// slot's set until the sample completes (mirrors the biplanar keep-alive).
keepAlive: [planes.y, planes.cb, planes.cr]
) { encoder in
encoder.setFragmentTexture(planes.y, index: 0)
encoder.setFragmentTexture(planes.cb, index: 1)
encoder.setFragmentTexture(planes.cr, index: 2)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
}
}
/// The shared present tail of `render`/`renderPlanar`: size the drawable, encode one
/// fullscreen triangle with `pipeline` (`bind` supplies the fragment resources), schedule
/// the present and the on-glass callback.
private func encodePresent(
decodedSize: CGSize, targetFromLayout: CGSize, pipeline: MTLRenderPipelineState,
presentAtMediaTime: CFTimeInterval?, onPresented: ((Int64?) -> Void)?,
keepAlive: [Any], bind: (MTLRenderCommandEncoder) -> Void
) -> Bool {
// Size the drawable to the LAYER's pixels (its laid-out frame × contentsScale, pushed here by
// SessionPresenter.layout via `setDrawableTarget` not read off the layer, whose geometry the
// main thread owns) so the Catmull-Rom shader performs the decodedon-screen scale in one pass:
@@ -622,6 +522,8 @@ public final class MetalVideoPresenter {
// Before the first layout (zero target) fall back to the decoded size. drawableSize does NOT
// track bounds (defaults to 0), so set it BEFORE nextDrawable; re-set only on a change
// (layout / Reconfigure / HDR flip and every frame of a live resize, which is fine).
let decodedSize = CGSize(
width: CVPixelBufferGetWidth(pixelBuffer), height: CVPixelBufferGetHeight(pixelBuffer))
let targetSize = (targetFromLayout.width > 0 && targetFromLayout.height > 0)
? targetFromLayout : decodedSize
if layer.drawableSize != targetSize { layer.drawableSize = targetSize }
@@ -640,8 +542,17 @@ public final class MetalVideoPresenter {
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: pass) else {
return false
}
encoder.setRenderPipelineState(pipeline)
bind(encoder)
#if os(tvOS)
// HDR splits by the display's headroom (kept in step with the layer by `configure` above):
// PQ passthrough into an HDR-composited display, the tone-map shader otherwise.
let hdrPipeline = hdrPassthroughActive ? pipelineHDR : (pipelineHDRToneMap ?? pipelineHDR)
encoder.setRenderPipelineState(hdrActive ? hdrPipeline : pipelineSDR)
#else
encoder.setRenderPipelineState(hdrActive ? pipelineHDR : pipelineSDR)
#endif
encoder.setFragmentTexture(CVMetalTextureGetTexture(luma), index: 0)
encoder.setFragmentTexture(CVMetalTextureGetTexture(chroma), index: 1)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
encoder.endEncoding()
if let onPresented {
@@ -669,8 +580,9 @@ public final class MetalVideoPresenter {
} else {
commandBuffer.present(drawable)
}
// Keep the bound sources alive until the GPU finishes sampling (see the callers).
commandBuffer.addCompletedHandler { _ in _ = keepAlive }
// Hold the CVMetalTextures + source pixel buffer (its IOSurface) alive until the GPU finishes
// sampling releasing them at scope exit could free the backing mid-read.
commandBuffer.addCompletedHandler { _ in _ = (luma, chroma, pixelBuffer) }
commandBuffer.commit()
return true
}
@@ -1,604 +0,0 @@
// PyroWave native Metal decoder the Apple twin of pf-client-core's Vulkan decoder
// (crates/pf-client-core/src/video_pyrowave.rs), reimplemented on the presenter's own MTLDevice
// so decode + CSC + present share one device with zero interop (design/pyrowave-codec-plan.md
// §4.7). No upstream C/C++ ships in the app: the bitstream parse below reimplements
// pyrowave_decoder.cpp's push_packet/decode_packet walk, and the two compute kernels
// (MetalWaveletShaders.swift) are hand-ported from the vendored GLSL. The §4.2 upstream pin
// covers this hand-port: a vendored bump means re-diffing two decode shaders and the two 8-byte
// header structs, and it is already a protocol-version event.
//
// Wire shape (all fixed by the host encoder, punktfunk-host encode/linux/pyrowave.rs):
// One AU = one frame = a self-delimiting stream of packets. Each packet is one 32x32
// coefficient block for one (component, level, band), self-sized by its 8-byte
// BitstreamHeader; a per-frame START_OF_FRAME sequence header carries dims + total block
// count + the VUI bits (chroma 4:2:0, BT.709/BT.2020, limited/full).
// With `USER_FLAG_CHUNK_ALIGNED` (Phase 4) the AU is a whole number of `shard_payload`-sized
// windows, each 4-byte-prefixed (used-len u16 LE + kind u16 LE): kind 0 = whole packets,
// 1/2/3 = FRAG chain for a packet bigger than one window. A missing shard of a partial frame
// arrives as an all-zero window (used = 0) skipped, its blocks reconstruct as zeros
// (localized blur, the Phase-4 design intent). The reassembler enables partial delivery
// core-side automatically for PyroWave sessions.
// Decode acceptance mirrors upstream decode_is_ready(allow_partial=true): a frame with no
// SOF or with no more than half its blocks is dropped rather than decoded to garbage.
//
// GPU structure per frame (mirroring pyrowave_decoder.cpp's barriers): one concurrent compute
// encoder with all ~42 dequant dispatches (each writes a distinct band layer no intra-stage
// hazards), then one concurrent encoder per iDWT level (5) encoder boundaries provide the
// writesampled-read synchronization the Vulkan version expresses as pipeline barriers. The
// output is a ring of 4 plane sets (Y full-res + Cb/Cr half-res R8Unorm); ring depth plus
// same-queue hazard tracking keeps a set alive while the presenter still samples it (the same
// scheme as the Vulkan client's ring).
#if canImport(Metal)
import Foundation
import Metal
import os
private let waveletLog = Logger(subsystem: "io.unom.punktfunk", category: "pyrowave")
/// The per-(component, level, band) 32x32-block table the exact Swift port of
/// `WaveletBuffers::init_block_meta` (pyrowave_common.cpp): the walk order (level 40,
/// component 02 skipping level-0 chroma in 4:2:0, band (level==4 ? 0 : 1)3) DEFINES the
/// global `block_index` space the wire packets address, so it must match the encoder exactly.
struct WaveletLayout {
static let decompositionLevels = 5
static let alignment = 32
static let minimumImageSize = 128
let width: Int
let height: Int
let alignedWidth: Int
let alignedHeight: Int
/// blockMeta[component][level][band] = (blockOffset32x32, blockStride32x32); -1 offset =
/// band not coded (level-0 chroma in 4:2:0).
let blockMeta: [[[(offset: Int, stride: Int)]]]
let blockCount32: Int
/// Band-image extent at `level` mip `level` of the (aligned/2)-sized coefficient image.
/// Exact halving: the aligned dims are 32-aligned, so /2 is 16-aligned and survives 4 shifts.
func levelWidth(_ level: Int) -> Int { (alignedWidth / 2) >> level }
func levelHeight(_ level: Int) -> Int { (alignedHeight / 2) >> level }
init(width: Int, height: Int) {
self.width = width
self.height = height
let align = { (v: Int) in
max((v + Self.alignment - 1) & ~(Self.alignment - 1), Self.minimumImageSize)
}
alignedWidth = align(width)
alignedHeight = align(height)
var meta = [[[(offset: Int, stride: Int)]]](
repeating: [[(offset: Int, stride: Int)]](
repeating: [(offset: Int, stride: Int)](repeating: (-1, 0), count: 4),
count: Self.decompositionLevels),
count: 3)
var count32 = 0
let aw = alignedWidth
let ah = alignedHeight
for level in stride(from: Self.decompositionLevels - 1, through: 0, by: -1) {
for component in 0..<3 {
if level == 0 && component != 0 { continue } // 4:2:0: no top-level chroma
for band in (level == Self.decompositionLevels - 1 ? 0 : 1)..<4 {
let levelW = (aw / 2) >> level
let levelH = (ah / 2) >> level
let blocksX8 = (levelW + 7) / 8
let blocksY8 = (levelH + 7) / 8
let blocksX32 = (levelW + 31) / 32
meta[component][level][band] = (count32, blocksX32)
// accumulate_block_mapping's 32x32 count.
count32 += ((blocksX8 + 3) / 4) * ((blocksY8 + 3) / 4)
}
}
}
blockMeta = meta
blockCount32 = count32
}
}
/// One parsed frame, CPU side: the per-block payload offset table + the flat payload words the
/// dequant kernel consumes (packet words INCLUDING each 8-byte header, as upstream uploads
/// them), plus the sequence header's facts.
struct ParsedWaveletFrame {
var layout: WaveletLayout
/// Per 32x32 block: u32 word offset into `payload`, or UInt32.max = block missing.
var offsets: [UInt32]
var payload: [UInt32]
var totalBlocks: Int
var decodedBlocks: Int
/// VUI bits from the sequence header (BitstreamSequenceHeader).
var bt2020: Bool
var fullRange: Bool
/// The frame's YCbCrRGB signal for the presenter's planar CSC. PyroWave today is always
/// BT.709 limited (the host's fixed contract), but the sequence header signals it, so honor
/// what it says.
var cscSignal: CscRows.Signal {
CscRows.Signal(matrix: bt2020 ? 9 : 1, fullRange: fullRange)
}
}
enum WaveletBitstream {
/// Window kinds of the chunk-aligned framing (host WIN_* constants).
private static let winPacked: UInt16 = 0
private static let winFragFirst: UInt16 = 1
private static let winFragCont: UInt16 = 2
private static let winFragLast: UInt16 = 3
/// Parse one AU into the dequant kernel's inputs. `windowSize` > 0 with `chunkAligned`
/// walks the Phase-4 shard-window framing first; otherwise the AU is one packet stream.
/// nil = drop the frame (malformed, no SOF, or not enough blocks survived loss to be worth
/// decoding upstream's `decoded_blocks > total/2` partial rule).
static func parse(au: Data, chunkAligned: Bool, windowSize: Int) -> ParsedWaveletFrame? {
var state = ParseState()
let ok = au.withUnsafeBytes { (raw: UnsafeRawBufferPointer) -> Bool in
guard let base = raw.baseAddress?.assumingMemoryBound(to: UInt8.self) else {
return false
}
let count = raw.count
if chunkAligned, windowSize >= 8 {
// Whole windows only; a trailing partial window would be a framing bug.
guard count % windowSize == 0 else { return false }
var frag: [UInt8] = []
var fragLive = false
var pos = 0
while pos < count {
let win = UnsafeBufferPointer(start: base + pos, count: windowSize)
pos += windowSize
let used = Int(win[0]) | (Int(win[1]) << 8)
let kind = UInt16(win[2]) | (UInt16(win[3]) << 8)
// A zeroed (missing) shard or an overrun drops the window AND breaks any
// fragment chain riding across it (mirrors video_pyrowave.rs push_window).
guard used > 0, 4 + used <= windowSize else {
frag.removeAll(keepingCapacity: true)
fragLive = false
continue
}
let body = UnsafeBufferPointer(start: win.baseAddress! + 4, count: used)
switch kind {
case winPacked:
frag.removeAll(keepingCapacity: true)
fragLive = false
guard state.pushPackets(body) else { return false }
case winFragFirst:
frag.removeAll(keepingCapacity: true)
frag.append(contentsOf: body)
fragLive = true
case winFragCont:
if fragLive { frag.append(contentsOf: body) }
case winFragLast:
if fragLive {
frag.append(contentsOf: body)
let ok = frag.withUnsafeBufferPointer { state.pushPackets($0) }
guard ok else { return false }
}
frag.removeAll(keepingCapacity: true)
fragLive = false
default:
frag.removeAll(keepingCapacity: true)
fragLive = false
}
}
return true
}
return state.pushPackets(UnsafeBufferPointer(start: base, count: count))
}
guard ok, let frame = state.finish() else { return nil }
// Upstream decode_is_ready(allow_partial=true): with no SOF the frame is undecodable;
// at half the blocks or fewer it is presumed garbage.
guard frame.totalBlocks > 0, frame.decodedBlocks > frame.totalBlocks / 2 else {
return nil
}
return frame
}
/// Streaming packet-walk state (pyrowave_decoder.cpp push_packet + decode_packet). The
/// SOF sequence header arrives first in every host AU, which fixes the dims layout
/// offset-table size before any coefficient packet lands; a coefficient packet before the
/// SOF (its window was lost) is skipped its block just stays missing.
private struct ParseState {
var layout: WaveletLayout?
var offsets: [UInt32] = []
var payload: [UInt32] = []
var totalBlocks = 0
var decodedBlocks = 0
var bt2020 = false
var fullRange = false
var sawSOF = false
mutating func pushPackets(_ buf: UnsafeBufferPointer<UInt8>) -> Bool {
guard let base = buf.baseAddress else { return true }
var pos = 0
let count = buf.count
while count - pos >= 8 {
let word0 = loadWord(base, pos)
let word1 = loadWord(base, pos + 4)
let extended = (word0 >> 31) & 1
if extended != 0 {
// BitstreamSequenceHeader: w-1[0:14] h-1[14:28] seq[28:31] ext[31];
// total[0:24] code[24:26] chroma[26] prim[27] trc[28] mtx[29] range[30]
// siting[31].
let code = (word1 >> 24) & 0x3
guard code == 0 else { return false } // only START_OF_FRAME is defined
let chromaRes = (word1 >> 26) & 1
guard chromaRes == 0 else { return false } // host contract: 4:2:0
let w = Int(word0 & 0x3fff) + 1
let h = Int((word0 >> 14) & 0x3fff) + 1
guard w >= 2, h >= 2, w % 2 == 0, h % 2 == 0 else { return false }
if sawSOF {
// One frame, one geometry a second SOF must agree.
guard layout?.width == w, layout?.height == h else { return false }
} else {
sawSOF = true
let l = WaveletLayout(width: w, height: h)
layout = l
offsets = [UInt32](repeating: .max, count: l.blockCount32)
payload.reserveCapacity(64 * 1024 / 4)
totalBlocks = Int(word1 & 0xff_ffff)
bt2020 = (word1 >> 29) & 1 != 0
fullRange = (word1 >> 30) & 1 == 0 // YCBCR_RANGE_FULL = 0
}
pos += 8
continue
}
// BitstreamHeader: ballot[0:16] payload_words[16:28] seq[28:31] ext[31];
// quant_code[0:8] block_index[8:32]. payload_words counts u32s INCLUDING the
// 8-byte header.
let payloadWords = Int((word0 >> 16) & 0xfff)
guard payloadWords >= 2, pos + payloadWords * 4 <= count else { return false }
let blockIndex = Int(word1 >> 8)
if let layout, blockIndex < layout.blockCount32 {
// First write wins (duplicate packets are ignored, like upstream).
if offsets[blockIndex] == .max {
offsets[blockIndex] = UInt32(payload.count)
decodedBlocks += 1
payload.reserveCapacity(payload.count + payloadWords)
for w in 0..<payloadWords {
payload.append(loadWord(base, pos + w * 4))
}
}
} else if layout != nil {
return false // out-of-bounds block index corrupt stream
}
// No layout yet (SOF lost): skip the packet, the block stays missing.
pos += payloadWords * 4
}
// In the windowed framing, `used` delimits exactly; dense AUs must also consume
// fully (upstream errors on trailing bytes).
return pos == count
}
private func loadWord(_ base: UnsafePointer<UInt8>, _ offset: Int) -> UInt32 {
UInt32(base[offset])
| (UInt32(base[offset + 1]) << 8)
| (UInt32(base[offset + 2]) << 16)
| (UInt32(base[offset + 3]) << 24)
}
func finish() -> ParsedWaveletFrame? {
guard let layout else { return nil }
return ParsedWaveletFrame(
layout: layout, offsets: offsets, payload: payload,
totalBlocks: totalBlocks, decodedBlocks: decodedBlocks,
bt2020: bt2020, fullRange: fullRange)
}
}
}
/// One decoded frame's output planes, handed to the presenter's planar render path. The
/// textures belong to the decoder's ring ring depth (4) plus same-queue hazard tracking keep
/// them valid while referenced. Public because it rides inside `ReadyImage`.
public struct WaveletPlanes: @unchecked Sendable {
public let y: MTLTexture
public let cb: MTLTexture
public let cr: MTLTexture
public let csc: CscUniform
public var width: Int { y.width }
public var height: Int { y.height }
}
public final class MetalWaveletDecoder {
/// Matches the Vulkan client's ring: deep enough that a slot is never rewritten while the
/// presenter still samples it in practice; same-queue hazard tracking is the hard backstop.
private static let ringDepth = 4
/// Device-capability gate for advertisement (SessionModel) and the settings picker: the
/// dequant kernel needs simdgroup prefix sums with its 16 header lanes inside one
/// simdgroup, so compile the real kernels once and check the pipeline facts. Apple6 (A13)
/// and every Mac2 device pass the family check; the compile probe is authoritative.
public static let supported: Bool = {
guard let device = MTLCreateSystemDefaultDevice() else { return false }
guard device.supportsFamily(.apple6) || device.supportsFamily(.mac2) else { return false }
do {
let lib = try device.makeLibrary(source: waveletShaderSource, options: nil)
guard let dequant = lib.makeFunction(name: "wavelet_dequant") else { return false }
let p = try device.makeComputePipelineState(function: dequant)
var shift = false
let fc = MTLFunctionConstantValues()
fc.setConstantValue(&shift, type: .bool, index: 0)
_ = try lib.makeFunction(name: "idwt", constantValues: fc)
return p.threadExecutionWidth >= 16 && p.maxTotalThreadsPerThreadgroup >= 128
} catch {
waveletLog.info("pyrowave probe: kernels rejected (\(error, privacy: .public))")
return false
}
}()
private let device: MTLDevice
private let queue: MTLCommandQueue
private let dequantPipeline: MTLComputePipelineState
private let idwtPipeline: MTLComputePipelineState
private let idwtShiftPipeline: MTLComputePipelineState
private let mirrorSampler: MTLSamplerState
// Size-dependent state, rebuilt when the SOF dims change (this is also the mid-stream
// Reconfigure/resize path the wavelet decoder is fixed-size per geometry).
private var layout: WaveletLayout?
/// coefficients[component][level]: 4-slice R16Float (levels 01) / R32Float (levels 24)
/// texture2d_array the band images (precision-1 split, see MetalWaveletShaders).
private var coefficients: [[MTLTexture]] = []
/// llViews[component][level]: slice-0 (LL band) 2D write view of `coefficients` the iDWT
/// output target chaining level L+1 into level L.
private var llViews: [[MTLTexture]] = []
private struct Slot {
var y: MTLTexture
var cb: MTLTexture
var cr: MTLTexture
var offsets: MTLBuffer
var payload: MTLBuffer
}
private var slots: [Slot] = []
private var nextSlot = 0
/// The current geometry (from the last SOF that built the resources) the pump reports
/// decoded-size changes to the resize overlay from this. PUMP THREAD.
var decodedSize: (width: Int, height: Int)? {
layout.map { ($0.width, $0.height) }
}
/// The pump thread owns `decode`; everything mutable is confined to it.
init?(device: MTLDevice, queue: MTLCommandQueue) {
self.device = device
self.queue = queue
do {
let lib = try device.makeLibrary(source: waveletShaderSource, options: nil)
guard let dequantFn = lib.makeFunction(name: "wavelet_dequant") else { return nil }
dequantPipeline = try device.makeComputePipelineState(function: dequantFn)
var shift = false
let fcOff = MTLFunctionConstantValues()
fcOff.setConstantValue(&shift, type: .bool, index: 0)
idwtPipeline = try device.makeComputePipelineState(
function: try lib.makeFunction(name: "idwt", constantValues: fcOff))
shift = true
let fcOn = MTLFunctionConstantValues()
fcOn.setConstantValue(&shift, type: .bool, index: 0)
idwtShiftPipeline = try device.makeComputePipelineState(
function: try lib.makeFunction(name: "idwt", constantValues: fcOn))
} catch {
waveletLog.error("pyrowave: pipeline build failed (\(error, privacy: .public))")
return nil
}
guard dequantPipeline.threadExecutionWidth >= 16,
dequantPipeline.maxTotalThreadsPerThreadgroup >= 128
else { return nil }
// Upstream's mirror_repeat_sampler: mirrored repeat, NEAREST everything, normalized
// coords the idwt gather footprint + coordinate nudge depend on exactly this.
let samp = MTLSamplerDescriptor()
samp.sAddressMode = .mirrorRepeat
samp.tAddressMode = .mirrorRepeat
samp.minFilter = .nearest
samp.magFilter = .nearest
samp.mipFilter = .notMipmapped
samp.normalizedCoordinates = true
guard let sampler = device.makeSamplerState(descriptor: samp) else { return nil }
mirrorSampler = sampler
}
/// Decode one AU. Synchronous CPU parse + async GPU decode: returns false when the frame
/// was dropped (malformed / SOF lost / not enough blocks); on true, `completion` fires on a
/// Metal callback thread once the planes are decoded (nil = the GPU pass errored).
/// PUMP THREAD only.
func decode(
au: Data, chunkAligned: Bool, windowSize: Int,
completion: @escaping @Sendable (WaveletPlanes?) -> Void
) -> Bool {
guard
let frame = WaveletBitstream.parse(
au: au, chunkAligned: chunkAligned, windowSize: windowSize)
else { return false }
if layout?.width != frame.layout.width || layout?.height != frame.layout.height {
guard rebuild(layout: frame.layout) else { return false }
}
guard let layout, !slots.isEmpty else { return false }
var slot = slots[nextSlot]
// Grow the payload buffer to the frame (+16-byte zeroed guard: the kernel's 64-bit
// sign-window load and eager plane-byte prefetch may read past the payload end
// upstream pads its Vulkan buffer for exactly this).
let payloadBytes = frame.payload.count * 4
if slot.payload.length < payloadBytes + 16 {
guard
let grown = device.makeBuffer(
length: max(64 * 1024, (payloadBytes + 16) * 2), options: .storageModeShared)
else { return false }
slot.payload = grown
slots[nextSlot] = slot
}
frame.offsets.withUnsafeBytes { src in
slot.offsets.contents().copyMemory(
from: src.baseAddress!, byteCount: min(src.count, slot.offsets.length))
}
frame.payload.withUnsafeBytes { src in
slot.payload.contents().copyMemory(from: src.baseAddress!, byteCount: src.count)
}
memset(slot.payload.contents() + payloadBytes, 0, 16)
guard let cmd = queue.makeCommandBuffer() else { return false }
// Stage 1: dequant every (component, level, band) block grid in one concurrent
// encoder (each dispatch writes its own band layer; no intra-stage hazards, exactly
// like the barrier-free Vulkan dispatch loop).
guard let dequant = cmd.makeComputeCommandEncoder(dispatchType: .concurrent) else {
return false
}
dequant.label = "pyrowave dequant"
dequant.setComputePipelineState(dequantPipeline)
dequant.setBuffer(slot.offsets, offset: 0, index: 0)
dequant.setBuffer(slot.payload, offset: 0, index: 1)
for level in 0..<WaveletLayout.decompositionLevels {
for component in 0..<3 {
if level == 0 && component != 0 { continue } // 4:2:0
for band in (level == WaveletLayout.decompositionLevels - 1 ? 0 : 1)..<4 {
let meta = layout.blockMeta[component][level][band]
let w = layout.levelWidth(level)
let h = layout.levelHeight(level)
var regs = DequantRegisters(
resolution: SIMD2(Int32(w), Int32(h)),
outputLayer: Int32(band),
blockOffset32x32: Int32(meta.offset),
blockStride32x32: Int32(meta.stride))
dequant.setTexture(coefficients[component][level], index: 0)
dequant.setBytes(
&regs, length: MemoryLayout<DequantRegisters>.stride, index: 2)
dequant.dispatchThreadgroups(
MTLSize(width: (w + 31) / 32, height: (h + 31) / 32, depth: 1),
threadsPerThreadgroup: MTLSize(width: 128, height: 1, depth: 1))
}
}
}
dequant.endEncoding()
// Stage 2: iDWT, coarsest level in one encoder per level; the encoder boundary is
// the writesampled-read barrier chaining each level's LL into the next.
for inputLevel in stride(from: WaveletLayout.decompositionLevels - 1, through: 0, by: -1) {
guard let idwt = cmd.makeComputeCommandEncoder(dispatchType: .concurrent) else {
return false
}
idwt.label = "pyrowave idwt L\(inputLevel)"
idwt.setSamplerState(mirrorSampler, index: 0)
// Resolution rides TRANSPOSED (the kernel transposes on load and store).
let rx = layout.levelHeight(inputLevel)
let ry = layout.levelWidth(inputLevel)
var regs = IdwtRegisters(
resolution: SIMD2(Int32(rx), Int32(ry)),
invResolution: SIMD2(1.0 / Float(rx), 1.0 / Float(ry)))
idwt.setBytes(&regs, length: MemoryLayout<IdwtRegisters>.stride, index: 0)
let grid = MTLSize(width: (rx + 15) / 16, height: (ry + 15) / 16, depth: 1)
let group = MTLSize(width: 64, height: 1, depth: 1)
if inputLevel == 0 {
// 4:2:0: the final full-res pass is luma only (chroma finished at level 1).
idwt.setComputePipelineState(idwtShiftPipeline)
idwt.setTexture(coefficients[0][0], index: 0)
idwt.setTexture(slot.y, index: 1)
idwt.dispatchThreadgroups(grid, threadsPerThreadgroup: group)
} else {
for component in 0..<3 {
idwt.setTexture(coefficients[component][inputLevel], index: 0)
if component != 0 && inputLevel == 1 {
// 4:2:0 chroma emits its final half-res plane one level early.
idwt.setComputePipelineState(idwtShiftPipeline)
idwt.setTexture(component == 1 ? slot.cb : slot.cr, index: 1)
} else {
idwt.setComputePipelineState(idwtPipeline)
idwt.setTexture(llViews[component][inputLevel - 1], index: 1)
}
idwt.dispatchThreadgroups(grid, threadsPerThreadgroup: group)
}
}
idwt.endEncoding()
}
let planes = WaveletPlanes(
y: slot.y, cb: slot.cb, cr: slot.cr,
csc: CscRows.rows(frame.cscSignal, depth: 8, msbPacked: false))
cmd.addCompletedHandler { buffer in
completion(buffer.error == nil ? planes : nil)
}
cmd.commit()
nextSlot = (nextSlot + 1) % Self.ringDepth
return true
}
/// (Re)allocate every size-dependent resource for `layout`'s geometry. Also the mid-stream
/// resize path: a Reconfigure shows up here as new SOF dims.
private func rebuild(layout newLayout: WaveletLayout) -> Bool {
waveletLog.info(
"pyrowave: building decoder \(newLayout.width)x\(newLayout.height) (aligned \(newLayout.alignedWidth)x\(newLayout.alignedHeight), \(newLayout.blockCount32) blocks)")
var coeff: [[MTLTexture]] = []
var lls: [[MTLTexture]] = []
for component in 0..<3 {
var perLevel: [MTLTexture] = []
var perLevelLL: [MTLTexture] = []
for level in 0..<WaveletLayout.decompositionLevels {
let desc = MTLTextureDescriptor()
desc.textureType = .type2DArray
desc.arrayLength = 4
// Upstream precision 1: fp16 storage for the two finest levels, fp32 for the
// coarse levels whose values feed every later reconstruction step.
desc.pixelFormat = level < 2 ? .r16Float : .r32Float
desc.width = newLayout.levelWidth(level)
desc.height = newLayout.levelHeight(level)
desc.usage = [.shaderRead, .shaderWrite]
desc.storageMode = .private
guard let tex = device.makeTexture(descriptor: desc) else { return false }
tex.label = "pyrowave coeff c\(component) L\(level)"
guard
let ll = tex.makeTextureView(
pixelFormat: desc.pixelFormat, textureType: .type2D,
levels: 0..<1, slices: 0..<1)
else { return false }
ll.label = "pyrowave LL c\(component) L\(level)"
perLevel.append(tex)
perLevelLL.append(ll)
}
coeff.append(perLevel)
lls.append(perLevelLL)
}
var newSlots: [Slot] = []
for i in 0..<Self.ringDepth {
let plane = { (w: Int, h: Int, name: String) -> MTLTexture? in
let desc = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: .r8Unorm, width: w, height: h, mipmapped: false)
desc.usage = [.shaderRead, .shaderWrite]
desc.storageMode = .private
let t = self.device.makeTexture(descriptor: desc)
t?.label = name
return t
}
guard
let y = plane(newLayout.width, newLayout.height, "pyrowave Y[\(i)]"),
let cb = plane(newLayout.width / 2, newLayout.height / 2, "pyrowave Cb[\(i)]"),
let cr = plane(newLayout.width / 2, newLayout.height / 2, "pyrowave Cr[\(i)]"),
let offsets = device.makeBuffer(
length: max(newLayout.blockCount32 * 4, 4), options: .storageModeShared),
let payload = device.makeBuffer(length: 64 * 1024, options: .storageModeShared)
else { return false }
newSlots.append(Slot(y: y, cb: cb, cr: cr, offsets: offsets, payload: payload))
}
coefficients = coeff
llViews = lls
slots = newSlots
nextSlot = 0
layout = newLayout
return true
}
// MSL-side layouts (MetalWaveletShaders.swift) keep in lockstep.
private struct DequantRegisters {
var resolution: SIMD2<Int32>
var outputLayer: Int32
var blockOffset32x32: Int32
var blockStride32x32: Int32
}
private struct IdwtRegisters {
var resolution: SIMD2<Int32>
var invResolution: SIMD2<Float>
}
}
#endif
@@ -1,551 +0,0 @@
// PyroWave decode compute kernels the Metal port of the vendored Vulkan shaders
// (crates/pyrowave-sys/vendor/pyrowave/shaders/wavelet_dequant.comp + idwt.comp, upstream pin
// 509e4f88, MIT © 2025 Hans-Kristian Arntzen). Runtime-compiled Swift strings per client
// convention (no metallib build step see GamepadChrome.swift's rationale); these are the
// client's first compute pipelines.
//
// Port notes (design/pyrowave-codec-plan.md §4.7):
// Only the STORAGE_MODE 0 path exists: MSL device pointers replace the 8/16-bit-storage SSBO
// aliases; the texel-buffer (mode 1) and linear-image (mode 2) fallbacks are non-Apple IHV
// workarounds and are dropped, as is the fragment-iDWT path (Mali/Adreno only).
// Subgroup ops map 1:1: subgroupInclusiveAdd simd_prefix_inclusive_sum, and the fixed
// 32-wide Apple simdgroups take the GLSL's `SubgroupSize <= 32` scan branch; the shuffle-up
// and LDS fallbacks for exotic wave sizes are dead code here. The dequant kernel needs the
// 16 header lanes inside ONE simdgroup MetalWaveletDecoder's probe enforces
// threadExecutionWidth >= 16.
// Precision matches upstream's desktop default (PYROWAVE_PRECISION=1): float arithmetic,
// half2 threadgroup storage; the coefficient textures are R16Float for DWT levels 01 and
// R32Float for levels 24 (the low-res levels feed long reconstruction chains upstream
// keeps them fp32 for exactly that reason).
// The gather + mirrored-repeat addressing in idwt is the precision-sensitive spot (upstream
// fought a Mali compiler bug there); the golden-frame PSNR fixtures are the guard.
import Foundation
let waveletShaderSource = """
#include <metal_stdlib>
using namespace metal;
// ---------------------------------------------------------------------------------------------
// Shared helpers (dwt_swizzle.h / constants.h / dwt_quant_scale.h)
// ---------------------------------------------------------------------------------------------
static inline int2 unswizzle8x8(uint index)
{
uint y = extract_bits(index, 0, 1);
uint x = extract_bits(index, 1, 2);
y |= extract_bits(index, 3, 2) << 1;
x |= extract_bits(index, 5, 1) << 2;
return int2(int(x), int(y));
}
// GLSL bitfieldExtract(x, 0, n) where n may be 0; MSL extract_bits(bits=0) is not guaranteed
// to return 0, so mask explicitly.
static inline uint mask_lo(uint x, int n)
{
return (n <= 0) ? 0u : (x & (0xffffffffu >> (32 - n)));
}
// pyrowave_common.hpp decode_quant: custom FP formulation, MaxScaleExp = 4.
static inline float decode_quant(uint quant_code)
{
int e = 4 - int(quant_code >> 3);
int m = int(quant_code) & 0x7;
return (1.0f / (8.0f * 1024.0f * 1024.0f)) * float((8 + m) * (1 << (20 + e)));
}
// dwt_quant_scale.h: per-8x8 quant scale, min 0.25, max ~2.2.
static inline float decode_quant_scale(uint code)
{
return float(code) / 8.0f + 0.25f;
}
// constants.h
constant int QUANT_SCALE_OFFSET = 20;
constant int QUANT_SCALE_BITS = 4;
// ---------------------------------------------------------------------------------------------
// wavelet_dequant one 128-thread threadgroup decodes one 32x32 coefficient block
// ---------------------------------------------------------------------------------------------
struct DequantRegisters {
int2 resolution;
int output_layer;
int block_offset_32x32;
int block_stride_32x32;
};
struct DecodedPair { float4 col0; float4 col1; }; // GLSL mat2x4: m[j][i] -> colJ[i]
// Bit-plane magnitude decode for one thread's 4x2 coefficient group (decode_payload in the
// GLSL). `code_word` is the 8x8 block's 16-bit control word (2 bits of extra planes per 4x2
// group), `q_bits` the base plane count, `offset` the block's plane-payload start byte,
// `block_index` this thread's group (0..7). Nonzero magnitudes get the +0.5 deadzone
// reconstruction bias.
static DecodedPair decode_payload(const device uchar *payload_u8,
uint code_word, uint q_bits, uint offset, uint block_index)
{
DecodedPair m;
m.col0 = float4(0.0f);
m.col1 = float4(0.0f);
if (code_word == 0)
return m;
int bit_offset = 2 * int(block_index);
uint lsbs = code_word & 0x5555u;
uint msbs = code_word & 0xaaaau;
uint msbs_shift = msbs >> 1;
msbs |= msbs_shift;
uint byte_offset =
popcount(mask_lo(lsbs, bit_offset)) +
popcount(mask_lo(msbs, bit_offset)) +
q_bits * block_index + offset;
uint payload = uint(payload_u8[byte_offset]);
uint local_control_word = extract_bits(code_word, uint(bit_offset), 2);
int decoded_abs[8] = {0, 0, 0, 0, 0, 0, 0, 0};
int plane_iterations = int(q_bits + local_control_word);
for (int q = plane_iterations - 1; q >= 0; q--)
{
for (int b = 0; b < 8; b++)
{
int decoded = int(extract_bits(payload, uint(b), 1));
decoded_abs[b] = insert_bits(decoded_abs[b], decoded, uint(q), 1);
}
byte_offset++;
payload = uint(payload_u8[byte_offset]);
}
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 2; j++)
{
float v = float(decoded_abs[i * 2 + j]);
if (v != 0.0f)
v += 0.5f;
if (j == 0) m.col0[i] = v; else m.col1[i] = v;
}
}
return m;
}
kernel void wavelet_dequant(
texture2d_array<float, access::write> uDequantImg [[texture(0)]],
const device uint *payload_offsets [[buffer(0)]],
const device uint *payload_u32 [[buffer(1)]],
constant DequantRegisters &registers [[buffer(2)]],
uint3 wg_id [[threadgroup_position_in_grid]],
uint local_index [[thread_index_in_threadgroup]],
uint simd_lane [[thread_index_in_simdgroup]],
uint simd_group [[simdgroup_index_in_threadgroup]],
uint simd_size [[threads_per_simdgroup]])
{
// STORAGE_MODE 0's three aliased SSBO views over one buffer, as typed pointers.
const device ushort *payload_u16 = reinterpret_cast<const device ushort *>(payload_u32);
const device uchar *payload_u8 = reinterpret_cast<const device uchar *>(payload_u32);
threadgroup uint shared_sign_offset;
threadgroup uint shared_plane_byte_offsets[16];
threadgroup uint shared_sign_scan[128 / 4];
int block_index_32x32 = int(uint(registers.block_offset_32x32) +
wg_id.y * uint(registers.block_stride_32x32) +
wg_id.x);
uint block_local_index = extract_bits(local_index, 0, 3);
uint block_x = extract_bits(local_index, 3, 2);
uint block_y = extract_bits(local_index, 5, 2);
uint linear_block = block_y * 4 + block_x;
// Each thread individually decodes 8 values (a 4x2 group of its 8x8 block).
int2 local_coord = unswizzle8x8(block_local_index << 3);
int2 coord = int2(wg_id.xy) * 32;
coord += 8 * int2(int(block_x), int(block_y));
coord += local_coord;
uint offset_u32 = payload_offsets[block_index_32x32];
// Missing / lost block: zero coefficients (this is how a partial frame's holes decode).
if (offset_u32 == ~0u)
{
for (int j = 0; j < 2; j++)
for (int i = 0; i < 4; i++)
uDequantImg.write(float4(0.0f), uint2(coord + int2(i, j)), uint(registers.output_layer));
return;
}
uint ballot = payload_u32[offset_u32] & 0xffffu;
uint q_code = payload_u32[offset_u32 + 1] & 0xffu;
// Threads 0..15 (one per 8x8 block, all inside simdgroup 0) prefix-scan the per-block
// plane-payload byte costs into shared_plane_byte_offsets, and lane 15 records where the
// sign bitstream starts.
if (local_index < 16)
{
uint control_word = 0;
uint q_bits = 0;
if (extract_bits(ballot, local_index, 1) != 0)
{
uint local_code_offset = popcount(mask_lo(ballot, int(local_index)));
control_word = uint(payload_u16[offset_u32 * 2 + 4 + local_code_offset]);
q_bits = uint(payload_u8[offset_u32 * 4 + 8 + popcount(ballot) * 2 + local_code_offset]) & 0xfu;
}
uint lsbs = control_word & 0x5555u;
uint msbs = control_word & 0xaaaau;
uint msbs_shift = msbs >> 1;
msbs |= msbs_shift;
uint byte_cost = popcount(lsbs) + popcount(msbs) + q_bits * 8;
uint byte_scan = offset_u32 * 4 + 8 + 3 * popcount(ballot) + simd_prefix_inclusive_sum(byte_cost);
if (local_index == 15)
shared_sign_offset = 8 * byte_scan;
shared_plane_byte_offsets[local_index] = byte_scan - byte_cost;
}
threadgroup_barrier(mem_flags::mem_threadgroup);
DecodedPair v;
int significant_count;
if (extract_bits(ballot, linear_block, 1) != 0)
{
uint local_code_offset = popcount(mask_lo(ballot, int(linear_block)));
uint control_word = uint(payload_u16[offset_u32 * 2 + 4 + local_code_offset]);
uint control_word2 = uint(payload_u8[offset_u32 * 4 + 8 + popcount(ballot) * 2 + local_code_offset]);
v = decode_payload(payload_u8, control_word, control_word2 & 0xfu,
shared_plane_byte_offsets[linear_block], block_local_index);
significant_count = 0;
for (int j = 0; j < 2; j++)
for (int i = 0; i < 4; i++)
significant_count += int(((j == 0) ? v.col0[i] : v.col1[i]) != 0.0f);
float q = decode_quant(q_code);
float inv_scale = q * decode_quant_scale(extract_bits(control_word2, uint(QUANT_SCALE_OFFSET - 16), uint(QUANT_SCALE_BITS)));
v.col0 *= inv_scale;
v.col1 *= inv_scale;
}
else
{
v.col0 = float4(0.0f);
v.col1 = float4(0.0f);
significant_count = 0;
}
// Cross-threadgroup scan of significant-coefficient counts each thread's first sign-bit
// position. Apple simdgroups are >= 16 wide, so this is the GLSL's `SubgroupSize <= 32`
// branch; the shuffle/LDS fallbacks are unnecessary.
int significant_scan = int(simd_prefix_inclusive_sum(uint(significant_count)));
if (simd_lane == simd_size - 1)
shared_sign_scan[simd_group] = uint(significant_scan);
threadgroup_barrier(mem_flags::mem_threadgroup);
uint num_simdgroups = (128 + simd_size - 1) / simd_size;
if (local_index < num_simdgroups)
shared_sign_scan[local_index] = simd_prefix_inclusive_sum(shared_sign_scan[local_index]);
threadgroup_barrier(mem_flags::mem_threadgroup);
uint sign_offset = shared_sign_offset + uint(significant_scan - significant_count);
if (simd_group != 0)
sign_offset += shared_sign_scan[simd_group - 1];
// Load 64 bits of sign stream and bit-align (may read one word past the payload the
// buffer carries a 16-byte zeroed guard tail for exactly this).
uint sign_word = payload_u32[sign_offset / 32 + 0];
uint sign_word_upper = payload_u32[sign_offset / 32 + 1];
uint masked_sign_offset = sign_offset & 31u;
if (masked_sign_offset != 0)
{
sign_word >>= masked_sign_offset;
sign_word |= sign_word_upper << (32 - masked_sign_offset);
}
int sign_counter = 0;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 2; j++)
{
float val = (j == 0) ? v.col0[i] : v.col1[i];
if (val != 0.0f)
{
val *= 1.0f - 2.0f * float(extract_bits(sign_word, uint(sign_counter), 1));
sign_counter++;
if (j == 0) v.col0[i] = val; else v.col1[i] = val;
}
}
}
for (int j = 0; j < 2; j++)
for (int i = 0; i < 4; i++)
uDequantImg.write(float4((j == 0) ? v.col0[i] : v.col1[i]),
uint2(coord + int2(i, j)), uint(registers.output_layer));
}
// ---------------------------------------------------------------------------------------------
// idwt inverse CDF 9/7; one 64-thread threadgroup reconstructs one 32x32 output tile from the
// four half-res band layers (LL/HL/LH/HH), with a 4-sample mirror apron. The caller passes the
// band-image resolution TRANSPOSED (the kernel transposes on load and store, so one kernel does
// both the horizontal and vertical passes).
// ---------------------------------------------------------------------------------------------
constant bool DCShift [[function_constant(0)]];
struct IdwtRegisters {
int2 resolution;
float2 inv_resolution;
};
constant int APRON = 4;
constant int APRON_HALF = APRON / 2;
constant int BLOCK_SIZE = 32;
constant int BLOCK_SIZE_HALF = BLOCK_SIZE >> 1;
// CDF 9/7 lifting constants (dwt_common.h).
constant float ALPHA = -1.586134342059924f;
constant float BETA = -0.052980118572961f;
constant float GAMMA = 0.882911075530934f;
constant float DELTA = 0.443506852043971f;
constant float K = 1.230174104914001f;
constant float inv_K = 1.0f / 1.230174104914001f;
constant int SHARED_ROWS = (BLOCK_SIZE + 2 * APRON) / 2; // 20
constant int SHARED_COLS = (BLOCK_SIZE + 2 * APRON) + 1; // 41 (+1 avoids bank conflicts)
static inline float2 load_shared(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS], int y, int x)
{
return float2(blk[y][x]);
}
static inline void store_shared(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS], int y, int x, float2 v)
{
blk[y][x] = half2(v);
}
// Even/odd-phase coordinate nudge so mirrored-repeat gather reproduces JPEG2000 whole-sample
// mirroring at the image borders, then transpose (uv.yx) on load.
static inline float2 generate_mirror_uv(int2 coord, bool even_x, bool even_y,
int2 resolution, float2 inv_resolution)
{
coord.x -= int(even_x && coord.x < 0);
coord.y -= int(even_y && coord.y < 0);
coord += 1;
coord.x += int(!even_x && coord.x >= resolution.x);
coord.y += int(!even_y && coord.y >= resolution.y);
float2 uv = float2(coord) * inv_resolution;
return uv.yx;
}
static inline void write_shared_4x4(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS],
int2 coord, float4 t0, float4 t1, float4 t2, float4 t3)
{
store_shared(blk, coord.y + 0, 2 * coord.x + 0, float2(t0.x, t2.x));
store_shared(blk, coord.y + 0, 2 * coord.x + 1, float2(t1.x, t3.x));
store_shared(blk, coord.y + 0, 2 * coord.x + 2, float2(t0.y, t2.y));
store_shared(blk, coord.y + 0, 2 * coord.x + 3, float2(t1.y, t3.y));
store_shared(blk, coord.y + 1, 2 * coord.x + 0, float2(t0.z, t2.z));
store_shared(blk, coord.y + 1, 2 * coord.x + 1, float2(t1.z, t3.z));
store_shared(blk, coord.y + 1, 2 * coord.x + 2, float2(t0.w, t2.w));
store_shared(blk, coord.y + 1, 2 * coord.x + 3, float2(t1.w, t3.w));
}
// textureGather(...).wxzy Metal's gather returns the same counter-clockwise-from-(i0,j1)
// component order as Vulkan, so the reorder is identical.
static inline float4 gather_layer(texture2d_array<float, access::sample> tex, sampler smp,
float2 uv, uint layer)
{
float4 g = tex.gather(smp, uv, layer);
return float4(g.w, g.x, g.z, g.y);
}
static void load_image_with_apron(texture2d_array<float, access::sample> tex, sampler smp,
threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS],
uint local_index, uint2 wg_id,
int2 resolution, float2 inv_resolution)
{
int2 base_coord = int2(wg_id) * BLOCK_SIZE_HALF - APRON_HALF;
int2 local_coord0 = 2 * unswizzle8x8(local_index);
int2 coord0 = base_coord + local_coord0;
// Band layers gathered in 0/2/1/3 order (LL/LH/HL/HH interleave for the 2x2 scatter).
float4 texels0 = gather_layer(tex, smp, generate_mirror_uv(coord0, true, true, resolution, inv_resolution), 0);
float4 texels1 = gather_layer(tex, smp, generate_mirror_uv(coord0, false, true, resolution, inv_resolution), 2);
float4 texels2 = gather_layer(tex, smp, generate_mirror_uv(coord0, true, false, resolution, inv_resolution), 1);
float4 texels3 = gather_layer(tex, smp, generate_mirror_uv(coord0, false, false, resolution, inv_resolution), 3);
write_shared_4x4(blk, local_coord0, texels0, texels1, texels2, texels3);
int2 local_coord_horiz = int2(BLOCK_SIZE_HALF + 2 * int(local_index % 2u), 2 * int(local_index / 2u));
if (local_coord_horiz.y < BLOCK_SIZE_HALF + 2 * APRON_HALF)
{
int2 c = base_coord + local_coord_horiz;
texels0 = gather_layer(tex, smp, generate_mirror_uv(c, true, true, resolution, inv_resolution), 0);
texels1 = gather_layer(tex, smp, generate_mirror_uv(c, false, true, resolution, inv_resolution), 2);
texels2 = gather_layer(tex, smp, generate_mirror_uv(c, true, false, resolution, inv_resolution), 1);
texels3 = gather_layer(tex, smp, generate_mirror_uv(c, false, false, resolution, inv_resolution), 3);
write_shared_4x4(blk, local_coord_horiz, texels0, texels1, texels2, texels3);
}
int2 local_coord_vert = local_coord_horiz.yx;
if (local_coord_vert.x < BLOCK_SIZE_HALF)
{
int2 c = base_coord + local_coord_vert;
texels0 = gather_layer(tex, smp, generate_mirror_uv(c, true, true, resolution, inv_resolution), 0);
texels1 = gather_layer(tex, smp, generate_mirror_uv(c, false, true, resolution, inv_resolution), 2);
texels2 = gather_layer(tex, smp, generate_mirror_uv(c, true, false, resolution, inv_resolution), 1);
texels3 = gather_layer(tex, smp, generate_mirror_uv(c, false, false, resolution, inv_resolution), 3);
write_shared_4x4(blk, local_coord_vert, texels0, texels1, texels2, texels3);
}
threadgroup_barrier(mem_flags::mem_threadgroup);
}
static void inverse_transform8x2(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS], uint local_index)
{
const int SIZE = 8;
const int PADDED_SIZE = SIZE + 2 * APRON;
const int PADDED_SIZE_HALF = PADDED_SIZE / 2;
float2 values[PADDED_SIZE];
int2 local_coord = int2(8 * int(local_index % 4u), int(local_index / 4u));
for (int i = 0; i < PADDED_SIZE; i += 2)
{
float2 v0 = load_shared(blk, local_coord.y, local_coord.x + i + 0);
float2 v1 = load_shared(blk, local_coord.y, local_coord.x + i + 1);
values[i + 0] = v0 * K;
values[i + 1] = v1 * inv_K;
}
// CDF 9/7 inverse lifting steps.
for (int i = 2; i < PADDED_SIZE - 1; i += 2)
values[i] -= DELTA * (values[i - 1] + values[i + 1]);
for (int i = 3; i < PADDED_SIZE - 2; i += 2)
values[i] -= GAMMA * (values[i - 1] + values[i + 1]);
for (int i = 4; i < PADDED_SIZE - 3; i += 2)
values[i] -= BETA * (values[i - 1] + values[i + 1]);
for (int i = 5; i < PADDED_SIZE - 4; i += 2)
values[i] -= ALPHA * (values[i - 1] + values[i + 1]);
// Avoid WAR hazard.
threadgroup_barrier(mem_flags::mem_threadgroup);
for (int i = APRON_HALF; i < PADDED_SIZE_HALF - APRON_HALF; i++)
{
float2 a = values[2 * i + 0];
float2 b = values[2 * i + 1];
// Transpose the 2x2 block, transpose write.
float2 t0 = float2(a.x, b.x);
float2 t1 = float2(a.y, b.y);
int y_coord = (local_coord.x >> 1) + (i - APRON_HALF);
store_shared(blk, y_coord, 2 * local_coord.y + 0, t0);
store_shared(blk, y_coord, 2 * local_coord.y + 1, t1);
}
}
static void inverse_transform4x2(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS],
uint local_index, bool active_lane, int y_offset)
{
const int SIZE = 4;
const int PADDED_SIZE = SIZE + 2 * APRON;
const int PADDED_SIZE_HALF = PADDED_SIZE / 2;
float2 values[PADDED_SIZE];
int2 local_coord = int2(4 * int(local_index % 8u), int(local_index / 8u) + y_offset);
if (active_lane)
{
for (int i = 0; i < PADDED_SIZE; i += 2)
{
float2 v0 = load_shared(blk, local_coord.y, local_coord.x + i + 0);
float2 v1 = load_shared(blk, local_coord.y, local_coord.x + i + 1);
values[i + 0] = v0 * K;
values[i + 1] = v1 * inv_K;
}
for (int i = 2; i < PADDED_SIZE - 1; i += 2)
values[i] -= DELTA * (values[i - 1] + values[i + 1]);
for (int i = 3; i < PADDED_SIZE - 2; i += 2)
values[i] -= GAMMA * (values[i - 1] + values[i + 1]);
for (int i = 4; i < PADDED_SIZE - 3; i += 2)
values[i] -= BETA * (values[i - 1] + values[i + 1]);
for (int i = 5; i < PADDED_SIZE - 4; i += 2)
values[i] -= ALPHA * (values[i - 1] + values[i + 1]);
}
threadgroup_barrier(mem_flags::mem_threadgroup);
if (active_lane)
{
for (int i = APRON_HALF; i < PADDED_SIZE_HALF - APRON_HALF; i++)
{
float2 a = values[2 * i + 0];
float2 b = values[2 * i + 1];
float2 t0 = float2(a.x, b.x);
float2 t1 = float2(a.y, b.y);
int y_coord = (local_coord.x >> 1) + (i - APRON_HALF);
store_shared(blk, y_coord, 2 * local_coord.y + 0, t0);
store_shared(blk, y_coord, 2 * local_coord.y + 1, t1);
}
}
}
kernel void idwt(
texture2d_array<float, access::sample> uTexture [[texture(0)]],
texture2d<float, access::write> uOutput [[texture(1)]],
sampler uSampler [[sampler(0)]],
constant IdwtRegisters &registers [[buffer(0)]],
uint3 wg_id [[threadgroup_position_in_grid]],
uint local_index [[thread_index_in_threadgroup]])
{
threadgroup half2 shared_block[SHARED_ROWS][SHARED_COLS];
load_image_with_apron(uTexture, uSampler, shared_block, local_index, wg_id.xy,
registers.resolution, registers.inv_resolution);
// Horizontal transform.
inverse_transform8x2(shared_block, local_index);
// Also need to transform the apron.
inverse_transform4x2(shared_block, local_index, local_index < 32, BLOCK_SIZE_HALF);
threadgroup_barrier(mem_flags::mem_threadgroup);
// Vertical transform.
inverse_transform8x2(shared_block, local_index);
threadgroup_barrier(mem_flags::mem_threadgroup);
int2 local_coord = unswizzle8x8(local_index);
for (int y = local_coord.y; y < BLOCK_SIZE_HALF; y += 8)
{
for (int x = local_coord.x; x < BLOCK_SIZE; x += 8)
{
float2 v = load_shared(shared_block, y, x);
if (DCShift)
v += 0.5f;
// Transposed store (wg_id.yx) undoes the transpose-on-load; out-of-range writes
// at the aligned-size overhang are dropped by Metal (matching the Vulkan behavior).
int2 out0 = int2(2 * y + 0, x) + BLOCK_SIZE * int2(int(wg_id.y), int(wg_id.x));
int2 out1 = int2(2 * y + 1, x) + BLOCK_SIZE * int2(int(wg_id.y), int(wg_id.x));
uOutput.write(float4(v.x), uint2(out0));
uOutput.write(float4(v.y), uint2(out1));
}
}
}
"""
@@ -37,7 +37,6 @@
#if canImport(Metal) && canImport(QuartzCore)
import AVFoundation
import Foundation
import Metal
import QuartzCore
/// PUNKTFUNK_PRESENT_DEBUG=1: the render thread prints a once-per-second line with the decode
@@ -250,28 +249,6 @@ private final class PresentDebugStats: @unchecked Sendable {
}
}
/// Bridges the VideoToolbox decode-completion callback to the core Automatic-bitrate controller's
/// decode signal. Created as a pipeline property so the decoder's `onDecoded` callback (built in
/// `init`, before the connection exists) can capture it, then `start` binds the live connection +
/// the arming flag once known the same "reference captured in init, configured in start" shape as
/// `recovery`/`gate`. `record` runs on VideoToolbox's callback thread; `bind` runs once on the main
/// thread before the pump feeds the first AU, so the plain fields are safe (set-once, then read).
private final class DecodeReport: @unchecked Sendable {
private weak var connection: PunktfunkConnection?
private var enabled = false
func bind(_ connection: PunktfunkConnection) {
self.connection = connection
self.enabled = connection.wantsDecodeLatency()
}
/// Report receiveddecoded for one frame, in µs. Both stamps are client `CLOCK_REALTIME`
/// (no skew). Skips when the controller isn't armed, so it's free to call on every decode.
func record(receivedNs: Int64, decodedNs: Int64) {
guard enabled, let c = connection else { return }
let us = (decodedNs - receivedNs) / 1000
if us > 0 { c.reportDecodeUs(UInt32(min(us, Int64(UInt32.max)))) }
}
}
public final class Stage2Pipeline {
private let ring = ReadyRing()
private let presenter: MetalVideoPresenter
@@ -280,12 +257,8 @@ public final class Stage2Pipeline {
/// the pipeline's lifetime; SessionPresenter resolves it per session (see PresentPacing).
private let pacing: PresentPacing
private let endToEndMeter: LatencyMeter?
private let decodeMeter: LatencyMeter?
private let displayMeter: LatencyMeter?
private let recovery = KeyframeRecovery()
/// Feeds the core Automatic-bitrate controller's decode signal from the decode callback; `start`
/// binds the live connection + arming flag (see DecodeReport).
private let decodeReport = DecodeReport()
/// Post-loss freeze-until-reanchor gate (shared core policy via the C ABI). Created here seeded 0;
/// `start` reseeds it to the live connection's drop count. Captured by the decoder callbacks
/// (which withhold concealed frames) and driven by the pump (arm on a gap, poll per iteration).
@@ -333,13 +306,11 @@ public final class Stage2Pipeline {
self.presenter = presenter
self.pacing = pacing
self.endToEndMeter = endToEndMeter
self.decodeMeter = decodeMeter
self.displayMeter = displayMeter
let ring = ring
let recovery = recovery
let renderSignal = renderSignal
let gate = gate
let decodeReport = decodeReport
self.decoder = VideoDecoder(
onDecoded: { frame in
// Decode stage = receiveddecoded, both client CLOCK_REALTIME (offset 0 no
@@ -347,10 +318,6 @@ public final class Stage2Pipeline {
// including ones the re-anchor gate withholds or the newest-wins ring drops.
decodeMeter?.record(
ptsNs: UInt64(frame.receivedNs), atNs: frame.decodedNs, offsetNs: 0)
// Same interval, reported to the core bitrate controller so Automatic caps at this
// device's real decode limit instead of the network link ceiling. Every decoded
// frame (not just presented ones), so a newest-wins drop can't hide the backlog.
decodeReport.record(receivedNs: frame.receivedNs, decodedNs: frame.decodedNs)
// Freeze-until-reanchor: WITHHOLD a decoder-concealed post-loss frame (the gray/
// garbage VideoToolbox returns Ok for a reference-missing delta) don't submit it,
// so the CAMetalLayer keeps its last good drawable on glass. The gate lifts (returns
@@ -379,7 +346,6 @@ public final class Stage2Pipeline {
) {
offsetNs = connection.clockOffsetNs
recovery.bind(connection) // arm host-keyframe recovery for this session
decodeReport.bind(connection) // arm the Automatic-bitrate decode signal for this session
gate.reseed(framesDropped: connection.framesDropped()) // baseline the freeze to this session
token = StopFlag() // fresh token per start a stop is permanent (like StreamPump)
@@ -396,21 +362,7 @@ public final class Stage2Pipeline {
let presenter = presenter
let pumpStopped = pumpStopped
let reanchorGate = gate
// PyroWave rides a different decode half: no CMFormatDescription/VideoToolbox machinery
// (a wavelet AU has no parameter sets), no keyframe recovery or re-anchor freeze (the
// stream is all-intra and Phase 4's partial delivery WANTS lossy frames on glass as
// localized blur, not a freeze). The ready ring, render thread, pacing and meters are
// shared unchanged.
let thread: Thread
if connection.videoCodec == .pyrowave {
thread = Self.makePyroWavePump(
connection: connection, token: token, pumpStopped: pumpStopped,
ring: ring, renderSignal: renderSignal,
device: presenter.metalDevice, queue: presenter.metalQueue,
decodeMeter: decodeMeter,
onFrame: onFrame, onSessionEnd: onSessionEnd, onDecodedSize: onDecodedSize)
} else {
thread = Thread {
let thread = Thread {
defer { pumpStopped.signal() } // let stop() join the pump (bounded) before decoder.reset()
var format: CMVideoFormatDescription?
// Report coded dims to the resize overlay only on a CHANGE (new-mode IDR), not per
@@ -493,7 +445,6 @@ public final class Stage2Pipeline {
}
}
}
}
}
thread.name = "punktfunk-stage2-pump"
thread.qualityOfService = .userInteractive
@@ -553,7 +504,9 @@ public final class Stage2Pipeline {
let presentAt = vsyncEnabled
? vsyncClock.nextVsync(after: CACurrentMediaTime()) : nil
let renderStarted = CACurrentMediaTime()
let onGlass: (Int64?) -> Void = { presentedNs in
let rendered = presenter.render(
frame.pixelBuffer, isHDR: frame.isHDR, presentAtMediaTime: presentAt
) { presentedNs in
// Stage-3: the flip reached glass (or was dropped) free the present slot,
// then re-signal so the freshest waiting ring frame goes out immediately.
if let gate {
@@ -572,18 +525,6 @@ public final class Stage2Pipeline {
displayMeter?.record(ptsNs: UInt64(frame.decodedNs), atNs: atNs, offsetNs: 0)
debugStats?.presented(atNs: presentedNs)
}
// One present tail, two decode sources: the VideoToolbox biplanar buffer or the
// PyroWave Metal planes the ring, pacing and meters are agnostic to which.
let rendered: Bool
switch frame.image {
case .video(let pixelBuffer, let isHDR):
rendered = presenter.render(
pixelBuffer, isHDR: isHDR, presentAtMediaTime: presentAt,
onPresented: onGlass)
case .planar(let planes):
rendered = presenter.renderPlanar(
planes, presentAtMediaTime: presentAt, onPresented: onGlass)
}
debugStats?.renderReturned(
ok: rendered, tookMs: (CACurrentMediaTime() - renderStarted) * 1000)
if !rendered {
@@ -651,93 +592,6 @@ public final class Stage2Pipeline {
renderSignal.signal() // wake the render thread so it can observe the stop and exit
}
/// The PyroWave pump: AUs go straight into the Metal wavelet decoder (no VideoToolbox, no
/// format descriptions), decoded planes ride the same ready ring / render thread. All-intra
/// stream, so none of the VT pump's recovery machinery applies: keyframe/RFI requests are
/// silenced host-side for this codec, and a lossy (partial-delivery) frame is MEANT to
/// present as localized blur never a freeze. Static + capture-by-parameter for the same
/// reason the VT pump avoids capturing `self` (a missed stop must not leak a live pipeline).
private static func makePyroWavePump(
connection: PunktfunkConnection, token: StopFlag, pumpStopped: DispatchSemaphore,
ring: ReadyRing, renderSignal: DispatchSemaphore,
device: MTLDevice, queue: MTLCommandQueue,
decodeMeter: LatencyMeter?,
onFrame: (@Sendable (AccessUnit) -> Void)?,
onSessionEnd: (@Sendable () -> Void)?,
onDecodedSize: (@Sendable (Int, Int) -> Void)?
) -> Thread {
// The chunk-aligned parse window = the session's negotiated shard payload (Welcome);
// the 64-byte floor mirrors the Rust client's guard against a nonsense value.
let windowSize = max(64, Int(connection.shardPayload))
return Thread {
defer { pumpStopped.signal() }
// Compiles the two compute kernels on the session's first frames' thread ~tens of
// ms, once per session. Failure = this device can't run the negotiated codec (the
// advertisement probe should have prevented this); end the session cleanly.
guard let decoder = MetalWaveletDecoder(device: device, queue: queue) else {
if !token.isStopped { onSessionEnd?() }
return
}
// Newest decoded frame index a late partial (the reassembler's 30 ms fuse can
// deliver one behind a newer complete frame) must not travel back in time.
var newestIndex: UInt32?
var lastDims: (w: Int, h: Int)?
var alive = true
while alive, !token.isStopped {
alive = autoreleasepool { () -> Bool in
do {
guard let au = try connection.nextAU(timeoutMs: 100) else { return true }
onFrame?(au)
if let newest = newestIndex,
Int32(bitPattern: au.frameIndex &- newest) <= 0 {
return true // stale (or duplicate) frame skip
}
guard !token.isStopped else { return true }
let chunkAligned =
au.flags & PunktfunkConnection.userFlagChunkAligned != 0
let ptsNs = au.ptsNs
let receivedNs = au.receivedNs
let flags = au.flags
let submitted = decoder.decode(
au: au.data, chunkAligned: chunkAligned, windowSize: windowSize
) { planes in
// Metal completed-handler thread stamp + enqueue, don't block
// (the exact contract of the VT output callback).
guard let planes else { return }
var ts = timespec()
clock_gettime(CLOCK_REALTIME, &ts)
let decodedNs =
Int64(ts.tv_sec) * 1_000_000_000 + Int64(ts.tv_nsec)
decodeMeter?.record(
ptsNs: UInt64(receivedNs), atNs: decodedNs, offsetNs: 0)
ring.submit(
ReadyFrame(
ptsNs: ptsNs, receivedNs: receivedNs, decodedNs: decodedNs,
image: .planar(planes), flags: flags))
renderSignal.signal()
}
if submitted {
newestIndex = au.frameIndex
// Decoded-size changes come from the SOF dims (this is also how a
// mid-stream Reconfigure lands here) report like the VT pump.
if let size = decoder.decodedSize,
lastDims?.w != size.width || lastDims?.h != size.height {
lastDims = (size.width, size.height)
onDecodedSize?(size.width, size.height)
}
}
// A dropped AU (malformed / SOF lost / too few blocks) is just skipped:
// every PyroWave frame is independently decodable, the next one heals.
return true
} catch {
if !token.isStopped { onSessionEnd?() }
return false // session closed
}
}
}
}
}
/// Convert a `CADisplayLink.targetTimestamp` (CACurrentMediaTime basis) to a `CLOCK_REALTIME`
/// nanosecond instant the present clock the AU pts + skew offset live in. Projects to the target
/// present time (when the frame is actually on glass), not the moment we drew.
@@ -12,23 +12,7 @@ import CoreVideo
import Foundation
import VideoToolbox
/// A decoded frame's pixels which present path they take. VideoToolbox codecs deliver a
/// biplanar `CVPixelBuffer` (NV12/P010/444v/x444); the PyroWave Metal decoder delivers three
/// separate R8 plane textures straight off its compute pass (there is no CVPixelBuffer the
/// planes never leave the GPU).
public enum ReadyImage: @unchecked Sendable {
/// 8-bit NV12 / 4:4:4 biplanar (SDR) or 10-bit P010 / x444 (HDR), Metal-compatible.
/// `isHDR` = the stream is BT.2020 PQ and the presenter must configure EDR output.
case video(CVPixelBuffer, isHDR: Bool)
#if canImport(Metal)
/// PyroWave planar output (Y full-res + Cb/Cr half-res, 8-bit SDR) with its precomputed
/// CSC rows presented by `MetalVideoPresenter.renderPlanar`.
case planar(WaveletPlanes)
#endif
}
/// One decoded frame waiting to be presented. Owns its image (a retained `CVPixelBuffer`, or
/// the PyroWave ring textures) until shown.
/// One decoded frame waiting to be presented. Owns a retained `CVPixelBuffer` until shown.
public struct ReadyFrame: @unchecked Sendable {
/// Host capture clock (the AU's pts), in nanoseconds.
public let ptsNs: UInt64
@@ -38,26 +22,15 @@ public struct ReadyFrame: @unchecked Sendable {
public let receivedNs: Int64
/// Client `CLOCK_REALTIME` instant decode completed, in nanoseconds.
public let decodedNs: Int64
/// The decoded image and which present path it takes.
public let image: ReadyImage
/// The decoded image 8-bit NV12 biplanar (SDR) or 10-bit P010 biplanar (HDR), Metal-compatible.
public let pixelBuffer: CVPixelBuffer
/// True when the stream is HDR (BT.2020 PQ): the buffer is 10-bit P010 and the presenter must
/// configure EDR + BT.2020 PQ output. Derived from the decoded buffer's pixel format.
public let isHDR: Bool
/// The AU's wire `user_flags` (`AccessUnit.flags`), threaded through the decode via the frame
/// context so the re-anchor gate can classify this decoded frame (IDR / RFI anchor / recovery
/// mark) at present time the async decode callback has no other access to it. 0 when unknown.
public let flags: UInt32
/// The VideoToolbox path's buffer; nil for a PyroWave planar frame. (Kept as the accessor
/// the decode round-trip tests assert against.)
public var pixelBuffer: CVPixelBuffer? {
if case .video(let buffer, _) = image { return buffer }
return nil
}
/// Whether this frame presents on the HDR path. PyroWave planar frames are 8-bit SDR by
/// contract.
public var isHDR: Bool {
if case .video(_, let hdr) = image { return hdr }
return false
}
}
/// Per-frame context threaded through the VideoToolbox frame refcon: the AU's receipt instant (for
@@ -313,6 +286,6 @@ public final class VideoDecoder: @unchecked Sendable {
onDecoded(
ReadyFrame(
ptsNs: ptsNs, receivedNs: receivedNs, decodedNs: decodedNs,
image: .video(imageBuffer, isHDR: isHDR), flags: flags))
pixelBuffer: imageBuffer, isHDR: isHDR, flags: flags))
}
}
@@ -698,7 +698,6 @@ final class StreamLayerUIView: UIView {
let mouse = TouchMouse()
mouse.send = { [weak self] event in self?.onTouchEvent?(event) }
mouse.hostPoint = { [weak self] point in self?.hostPoint(from: point) }
mouse.onKeyboardGesture = { [weak self] show in self?.setSoftKeyboardVisible(show) }
return mouse
}()
/// The finger route latched at gesture start a Settings change mid-gesture applies to
@@ -709,22 +708,6 @@ final class StreamLayerUIView: UIView {
func resetTouchInput() {
touchMouse.reset()
fingerRoute = nil
setSoftKeyboardVisible(false) // a stream that's gone takes its keyboard with it
}
/// The soft keyboard is keyed off first-responder status: the three-finger swipe
/// (TouchMouse) summons/dismisses it here, and the UIKeyInput conformance below turns
/// what it types into wire key events. Also the reason `canBecomeFirstResponder` is true
/// on iOS (tvOS anchors the responder chain on the CONTROLLER instead see
/// StreamViewController.viewDidAppear).
override var canBecomeFirstResponder: Bool { true }
func setSoftKeyboardVisible(_ visible: Bool) {
if visible {
becomeFirstResponder()
} else if isFirstResponder {
resignFirstResponder()
}
}
#endif
@@ -896,46 +879,4 @@ final class StreamLayerUIView: UIView {
}
#endif
}
#if os(iOS)
// The soft keyboard's output wire key events. UIKeyInput is deliberately minimal (no
// UITextInput): the stream needs keystrokes, not an editing buffer insertions map through
// `SoftKeyMap` to US-positional VKs (with a VK_LSHIFT wrap for shifted characters) and
// characters outside the map (emoji, non-Latin scripts) are dropped, matching the wire's VK
// contract. Events ride the same `onTouchEvent` path as the touch-driven mouse, so they're
// gated on captureEnabled with everything else and can't leak past a trust prompt.
extension StreamLayerUIView: UIKeyInput {
// Keep the IME literal no autocorrect/smart substitutions; a remote desktop is not prose,
// and the host does its own text handling.
var autocorrectionType: UITextAutocorrectionType { get { .no } set {} }
var autocapitalizationType: UITextAutocapitalizationType { get { .none } set {} }
var spellCheckingType: UITextSpellCheckingType { get { .no } set {} }
var smartQuotesType: UITextSmartQuotesType { get { .no } set {} }
var smartDashesType: UITextSmartDashesType { get { .no } set {} }
var smartInsertDeleteType: UITextSmartInsertDeleteType { get { .no } set {} }
var keyboardType: UIKeyboardType { get { .asciiCapable } set {} }
var hasText: Bool { false }
func insertText(_ text: String) {
// A hardware keyboard's presses reach the host through GCKeyboard AND arrive here as
// UIKeyInput insertions while we're first responder forwarding both would double
// every character, so the HID path owns keys whenever a hardware keyboard is attached.
guard GCKeyboard.coalesced == nil else { return }
for ch in text {
guard let key = SoftKeyMap.vk(for: ch) else { continue }
if key.shift { onTouchEvent?(.key(0xA0, down: true)) } // VK_LSHIFT
onTouchEvent?(.key(key.vk, down: true))
onTouchEvent?(.key(key.vk, down: false))
if key.shift { onTouchEvent?(.key(0xA0, down: false)) }
}
}
func deleteBackward() {
guard GCKeyboard.coalesced == nil else { return } // see insertText
onTouchEvent?(.key(0x08, down: true)) // VK_BACK
onTouchEvent?(.key(0x08, down: false))
}
}
#endif
#endif
@@ -237,11 +237,10 @@ final class AV1Tests: XCTestCase {
let ready = try XCTUnwrap(frame)
XCTAssertEqual(ready.ptsNs, 42_000_000)
XCTAssertFalse(ready.isHDR)
let buffer = try XCTUnwrap(ready.pixelBuffer, "a VT decode delivers a .video frame")
XCTAssertEqual(CVPixelBufferGetWidth(buffer), 320)
XCTAssertEqual(CVPixelBufferGetHeight(buffer), 180)
XCTAssertEqual(CVPixelBufferGetWidth(ready.pixelBuffer), 320)
XCTAssertEqual(CVPixelBufferGetHeight(ready.pixelBuffer), 180)
XCTAssertEqual(
CVPixelBufferGetPixelFormatType(buffer),
CVPixelBufferGetPixelFormatType(ready.pixelBuffer),
kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, "SDR AV1 must decode to NV12")
decoder.reset()
}
@@ -1,292 +0,0 @@
// PyroWave Metal decoder tests two layers:
//
// 1. Bitstream/window-walk parser tests (pure CPU): hand-crafted packet streams assert the
// exact wire semantics of pyrowave_decoder.cpp's push_packet walk + the Phase-4
// chunk-aligned framing (4-byte window prefix, FRAG chains, zeroed missing shards).
//
// 2. Golden-frame PSNR tests (Metal GPU): host-encoded fixtures (crates/punktfunk-host
// encode/linux/pyrowave.rs `pyrowave_dump_golden`, run on a Vulkan box) decoded by the
// Metal port and PSNR-matched against upstream's own decoder output. Float wavelet math is
// not bit-exact across implementations (upstream ships precision variants), so the gate is
// PSNR, not equality. This is the §4.7 validation oracle for the hand-ported kernels
// the gather/mirror addressing in idwt is the spot most likely to drift.
#if canImport(Metal)
import Metal
import XCTest
@testable import PunktfunkKit
final class PyroWaveParserTests: XCTestCase {
// 256x144 aligned 256x160; block space identical to the committed fixtures.
private let width = 256
private let height = 144
/// A BitstreamSequenceHeader (START_OF_FRAME) for `width`x`height`, 4:2:0 BT.709 limited.
private func sof(totalBlocks: Int, sequence: UInt32 = 1) -> [UInt8] {
let word0 =
UInt32(width - 1) | (UInt32(height - 1) << 14) | (sequence << 28) | (1 << 31)
// code=0 (SOF), chroma=0 (420), primaries/trc/matrix=0 (BT.709), range=1 (LIMITED),
// siting=0.
let word1 = UInt32(totalBlocks) | (1 << 30)
return le32(word0) + le32(word1)
}
/// A minimal coefficient packet: ballot=0 (all 8x8 blocks empty legal and decodable),
/// payload_words=2 (header only).
private func packet(blockIndex: Int, sequence: UInt32 = 1) -> [UInt8] {
let word0 = UInt32(0) | (2 << 16) | (sequence << 28)
let word1 = UInt32(0) | (UInt32(blockIndex) << 8)
return le32(word0) + le32(word1)
}
private func le32(_ v: UInt32) -> [UInt8] {
[UInt8(v & 0xff), UInt8((v >> 8) & 0xff), UInt8((v >> 16) & 0xff), UInt8(v >> 24)]
}
/// Wrap bodies into `windowSize`-sized windows with the 4-byte used/kind prefix.
private func window(_ body: [UInt8], kind: UInt16, size: Int) -> [UInt8] {
precondition(body.count + 4 <= size)
var out = [UInt8(body.count & 0xff), UInt8(body.count >> 8)]
out += [UInt8(kind & 0xff), UInt8(kind >> 8)]
out += body
out += [UInt8](repeating: 0, count: size - out.count)
return out
}
func testLayoutMatchesUpstreamBlockSpace() {
// init_block_meta's walk for 256x144 (aligned 256x160): level extents halve from
// 128x80; per (comp,level,band) count32 = ceil(ceil(w/8)/4) * ceil(ceil(h/8)/4).
let layout = WaveletLayout(width: width, height: height)
XCTAssertEqual(layout.alignedWidth, 256)
XCTAssertEqual(layout.alignedHeight, 160)
XCTAssertEqual(layout.levelWidth(0), 128)
XCTAssertEqual(layout.levelHeight(0), 80)
XCTAssertEqual(layout.levelWidth(4), 8)
XCTAssertEqual(layout.levelHeight(4), 5)
// Hand-summed: L4 (8x5 1 block) × 3 comps × 4 bands = 12; L3 (16x10 1) × 9 = 9;
// L2 (32x20 1) × 9 = 9; L1 (64x40 2x2=4... ) trust the invariant instead:
// every band's count is ceil(w8/4)*ceil(h8/4) and the total is their sum.
var expected = 0
for level in stride(from: 4, through: 0, by: -1) {
let w8 = (layout.levelWidth(level) + 7) / 8
let h8 = (layout.levelHeight(level) + 7) / 8
let per = ((w8 + 3) / 4) * ((h8 + 3) / 4)
for component in 0..<3 {
if level == 0 && component != 0 { continue }
expected += per * (level == 4 ? 4 : 3)
}
}
XCTAssertEqual(layout.blockCount32, expected)
// The finest luma level's stride is its 32-block row width.
XCTAssertEqual(layout.blockMeta[0][0][1].stride, (128 + 31) / 32)
// Level-0 chroma is not coded in 4:2:0.
XCTAssertEqual(layout.blockMeta[1][0][1].offset, -1)
}
func testDenseParseFillsOffsetsAndCountsBlocks() throws {
let layout = WaveletLayout(width: width, height: height)
var au = sof(totalBlocks: 4)
au += packet(blockIndex: 0)
au += packet(blockIndex: 3)
au += packet(blockIndex: 3) // duplicate first wins, not double-counted
au += packet(blockIndex: layout.blockCount32 - 1)
let frame = try XCTUnwrap(
WaveletBitstream.parse(au: Data(au), chunkAligned: false, windowSize: 0))
XCTAssertEqual(frame.layout.width, width)
XCTAssertEqual(frame.totalBlocks, 4)
XCTAssertEqual(frame.decodedBlocks, 3)
XCTAssertEqual(frame.offsets[0], 0)
XCTAssertEqual(frame.offsets[3], 2) // u32 words: each header-only packet is 2 words
XCTAssertEqual(frame.offsets[1], UInt32.max)
XCTAssertEqual(frame.payload.count, 6)
XCTAssertFalse(frame.bt2020)
XCTAssertFalse(frame.fullRange) // range bit 1 = LIMITED
}
func testHalfOrFewerBlocksIsDropped() {
var au = sof(totalBlocks: 4)
au += packet(blockIndex: 0)
au += packet(blockIndex: 1)
// 2 of 4 decoded = exactly half upstream requires MORE than half.
XCTAssertNil(WaveletBitstream.parse(au: Data(au), chunkAligned: false, windowSize: 0))
}
func testMissingSOFIsDropped() {
let au = packet(blockIndex: 0) + packet(blockIndex: 1)
XCTAssertNil(WaveletBitstream.parse(au: Data(au), chunkAligned: false, windowSize: 0))
}
func testTruncatedPacketIsRejected() {
var au = sof(totalBlocks: 1)
// Claims 4 payload words but only the 8-byte header follows.
let word0 = UInt32(0) | (4 << 16) | (1 << 28)
au += le32(word0) + le32(0)
XCTAssertNil(WaveletBitstream.parse(au: Data(au), chunkAligned: false, windowSize: 0))
}
func testWindowWalkPackedFragAndMissingShard() throws {
let size = 64
// Window 1: SOF + one packet, PACKED. Window 2: a FRAG chain carrying one packet split
// across two windows. Window 3: all zeros (a lost shard of a partial frame). Window 4:
// a PACKED packet the chain break must not eat it.
let fragPacket = packet(blockIndex: 2)
var au = window(sof(totalBlocks: 3) + packet(blockIndex: 0), kind: 0, size: size)
au += window(Array(fragPacket[0..<5]), kind: 1, size: size)
au += window(Array(fragPacket[5...]), kind: 3, size: size)
au += [UInt8](repeating: 0, count: size) // missing shard
au += window(packet(blockIndex: 1), kind: 0, size: size)
let frame = try XCTUnwrap(
WaveletBitstream.parse(au: Data(au), chunkAligned: true, windowSize: size))
XCTAssertEqual(frame.decodedBlocks, 3)
XCTAssertEqual(frame.offsets[0], 0)
XCTAssertEqual(frame.offsets[2], 2)
XCTAssertEqual(frame.offsets[1], 4)
}
func testBrokenFragChainIsDiscarded() throws {
let size = 64
let fragPacket = packet(blockIndex: 2)
var au = window(sof(totalBlocks: 1) + packet(blockIndex: 0), kind: 0, size: size)
au += window(Array(fragPacket[0..<5]), kind: 1, size: size)
au += [UInt8](repeating: 0, count: size) // the chain's middle shard was lost
au += window(Array(fragPacket[5...]), kind: 3, size: size) // dangling LAST dropped
let frame = try XCTUnwrap(
WaveletBitstream.parse(au: Data(au), chunkAligned: true, windowSize: size))
XCTAssertEqual(frame.decodedBlocks, 1)
XCTAssertEqual(frame.offsets[2], UInt32.max)
}
}
/// Golden-frame decode against the committed host-encoder fixtures. Skipped when the machine
/// has no Metal device (headless CI) everywhere else this is the hand-ported kernels' guard.
final class PyroWaveGoldenTests: XCTestCase {
private static let fixtureDir = "PyroWaveFixtures"
private func fixture(_ name: String) throws -> Data {
let url = try XCTUnwrap(
Bundle.module.url(
forResource: name, withExtension: "bin", subdirectory: Self.fixtureDir),
"missing fixture \(name).bin — regenerate with pyrowave_dump_golden")
return try Data(contentsOf: url)
}
/// Completion box the decode callback lands on a Metal thread.
private final class ResultBox: @unchecked Sendable {
let lock = NSLock()
var planes: WaveletPlanes?
}
/// Decode `au` synchronously and read all three planes back to CPU bytes.
private func decode(
au: Data, chunkAligned: Bool, windowSize: Int
) throws -> (y: [UInt8], cb: [UInt8], cr: [UInt8]) {
let device = try XCTUnwrap(MTLCreateSystemDefaultDevice())
let queue = try XCTUnwrap(device.makeCommandQueue())
let decoder = try XCTUnwrap(MetalWaveletDecoder(device: device, queue: queue))
let done = expectation(description: "decode completes")
let box = ResultBox()
let submitted = decoder.decode(
au: au, chunkAligned: chunkAligned, windowSize: windowSize
) { planes in
box.lock.lock()
box.planes = planes
box.lock.unlock()
done.fulfill()
}
XCTAssertTrue(submitted, "the fixture AU must parse")
wait(for: [done], timeout: 10)
box.lock.lock()
let result = box.planes
box.lock.unlock()
let planes = try XCTUnwrap(result, "the GPU pass must complete without error")
return (
try readback(planes.y, device: device, queue: queue),
try readback(planes.cb, device: device, queue: queue),
try readback(planes.cr, device: device, queue: queue)
)
}
private func readback(
_ texture: MTLTexture, device: MTLDevice, queue: MTLCommandQueue
) throws -> [UInt8] {
let bytesPerRow = texture.width
let length = bytesPerRow * texture.height
let buffer = try XCTUnwrap(device.makeBuffer(length: length, options: .storageModeShared))
let cmd = try XCTUnwrap(queue.makeCommandBuffer())
let blit = try XCTUnwrap(cmd.makeBlitCommandEncoder())
blit.copy(
from: texture, sourceSlice: 0, sourceLevel: 0,
sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0),
sourceSize: MTLSize(width: texture.width, height: texture.height, depth: 1),
to: buffer, destinationOffset: 0, destinationBytesPerRow: bytesPerRow,
destinationBytesPerImage: length)
blit.endEncoding()
cmd.commit()
cmd.waitUntilCompleted()
return [UInt8](UnsafeRawBufferPointer(start: buffer.contents(), count: length))
}
private func psnr(_ a: [UInt8], _ b: [UInt8]) -> Double {
precondition(a.count == b.count)
var sse = 0.0
for i in 0..<a.count {
let d = Double(a[i]) - Double(b[i])
sse += d * d
}
if sse == 0 { return .infinity }
let mse = sse / Double(a.count)
return 10 * log10(255.0 * 255.0 / mse)
}
private func assertMatchesReference(
_ decoded: (y: [UInt8], cb: [UInt8], cr: [UInt8]), prefix: String,
file: StaticString = #filePath, line: UInt = #line
) throws {
for (name, plane, ref) in [
("y", decoded.y, try fixture("\(prefix)-y")),
("cb", decoded.cb, try fixture("\(prefix)-cb")),
("cr", decoded.cr, try fixture("\(prefix)-cr")),
] {
XCTAssertEqual(plane.count, ref.count, file: file, line: line)
let db = psnr(plane, [UInt8](ref))
print("pyrowave golden \(prefix) \(name): \(db) dB")
// The Metal port and upstream's decoder run the same math at the same precision
// tier; residual differences are float rounding + the gather/mirror edge handling.
// Well-matched ports measure 50 dB; 45 catches a real divergence long before it
// is visible.
XCTAssertGreaterThan(db, 45.0, "plane PSNR \(db) dB", file: file, line: line)
}
}
func testDenseGoldenFrame() throws {
try XCTSkipIf(!MetalWaveletDecoder.supported, "no capable Metal device")
let au = try fixture("au-dense")
let decoded = try decode(au: au, chunkAligned: false, windowSize: 0)
try assertMatchesReference(decoded, prefix: "ref-dense")
}
func testChunkAlignedGoldenFrame() throws {
try XCTSkipIf(!MetalWaveletDecoder.supported, "no capable Metal device")
let au = try fixture("au-chunked")
let decoded = try decode(au: au, chunkAligned: true, windowSize: 1408)
try assertMatchesReference(decoded, prefix: "ref-chunked")
}
/// Phase-4 partial delivery: zero a mid-AU window (a lost shard) the frame must still
/// decode (blocks > half) and stay recognizably the same picture (holes reconstruct as
/// localized blur, not garbage).
func testPartialFrameStillDecodes() throws {
try XCTSkipIf(!MetalWaveletDecoder.supported, "no capable Metal device")
var au = try fixture("au-chunked")
let windows = au.count / 1408
try XCTSkipIf(windows < 3, "fixture too small to punch a hole in")
let hole = (windows / 2) * 1408
au.replaceSubrange(hole..<(hole + 1408), with: [UInt8](repeating: 0, count: 1408))
let decoded = try decode(au: au, chunkAligned: true, windowSize: 1408)
let ref = try fixture("ref-chunked-y")
let db = psnr(decoded.y, [UInt8](ref))
XCTAssertGreaterThan(db, 25.0, "lossy frame should still resemble the source (\(db) dB)")
}
}
#endif
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@@ -47,21 +47,18 @@ final class Stage444Tests: XCTestCase {
box.lock.lock(); let frame = box.frame; let error = box.error; box.lock.unlock()
XCTAssertNil(error.map { "decode error \($0)" })
let ready = try XCTUnwrap(frame, "a 4:4:4 ReadyFrame must be delivered")
guard case .video(let buffer, let isHDR) = ready.image else {
return XCTFail("a VideoToolbox decode must deliver a .video frame")
}
XCTAssertEqual(CVPixelBufferGetWidth(buffer), 256)
XCTAssertEqual(CVPixelBufferGetHeight(buffer), 256)
let pf = CVPixelBufferGetPixelFormatType(buffer)
XCTAssertEqual(CVPixelBufferGetWidth(ready.pixelBuffer), 256)
XCTAssertEqual(CVPixelBufferGetHeight(ready.pixelBuffer), 256)
let pf = CVPixelBufferGetPixelFormatType(ready.pixelBuffer)
XCTAssertTrue(
pf == kCVPixelFormatType_444YpCbCr8BiPlanarVideoRange
|| pf == kCVPixelFormatType_444YpCbCr8BiPlanarFullRange,
"expected a biplanar 4:4:4 8-bit buffer, got \(fourCCString(pf))")
XCTAssertFalse(isHDR, "an 8-bit BT.709 4:4:4 stream is SDR")
XCTAssertFalse(ready.isHDR, "an 8-bit BT.709 4:4:4 stream is SDR")
// The chroma plane (plane 1) must be FULL resolution for 4:4:4 (vs half for 4:2:0) this is
// what lets the unchanged shader sample chroma at the luma UV.
XCTAssertEqual(CVPixelBufferGetWidthOfPlane(buffer, 1), 256)
XCTAssertEqual(CVPixelBufferGetHeightOfPlane(buffer, 1), 256)
XCTAssertEqual(CVPixelBufferGetWidthOfPlane(ready.pixelBuffer, 1), 256)
XCTAssertEqual(CVPixelBufferGetHeightOfPlane(ready.pixelBuffer, 1), 256)
}
private func fourCCString(_ t: OSType) -> String {
@@ -99,9 +99,8 @@ final class VideoToolboxRoundTripTests: XCTestCase {
box.lock.unlock()
XCTAssertNil(error.map { "decode error \($0)" })
let ready = try XCTUnwrap(frame, "the async output callback must deliver a ReadyFrame")
let buffer = try XCTUnwrap(ready.pixelBuffer, "a VT decode delivers a .video frame")
XCTAssertEqual(CVPixelBufferGetWidth(buffer), width)
XCTAssertEqual(CVPixelBufferGetHeight(buffer), height)
XCTAssertEqual(CVPixelBufferGetWidth(ready.pixelBuffer), width)
XCTAssertEqual(CVPixelBufferGetHeight(ready.pixelBuffer), height)
XCTAssertEqual(ready.ptsNs, 42_000_000, "pts round-trips through the decoder")
XCTAssertEqual(
ready.receivedNs, 41_000_000, "receivedNs round-trips through the frame refcon")
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@@ -12,7 +12,7 @@
# Per-session parameters arrive as environment variables, set as the shortcut's Steam launch
# options by the plugin (SteamClient.Apps.SetAppLaunchOptions), so ONE generic shortcut serves
# every host (and every pinned game):
# PF_HOST host[:port] to connect to (required for streaming; optional for browse)
# PF_HOST host[:port] to connect to (required)
# PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games)
# PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect)
# PF_MGMT management-API port for --browse (optional; client defaults to 47990)
@@ -36,31 +36,24 @@ set -u
APPID="${PF_APPID:-io.unom.Punktfunk}"
FLATPAK="${PF_FLATPAK:-flatpak}"
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
exit 2
fi
# exec so the flatpak client IS the game process — when it exits, Steam ends the "game" and
# Gaming Mode reclaims focus automatically (no manual refocus needed).
# --fullscreen: present the stream chrome-less and fullscreen (the client also auto-detects the
# Deck/gamescope env, and ignores the flag harmlessly on older builds that predate it).
if [ -n "${PF_BROWSE:-}" ]; then
# The gamepad UI. BARE `--browse` (no PF_HOST) opens the console home — the self-contained
# host picker + pairing + settings, gamepad-navigable — which is what the stateless, visible
# library shortcut launches. `--browse <host>` opens straight into that host's library (the
# per-host "open on screen" action). A streams a game, session end returns here, B quits.
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: gamepad UI $APPID --browse (console home)" >&2
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse --fullscreen
fi
# The gamepad library launcher: browse the host's games on-screen, A streams one,
# session end returns to the launcher, B quits back to Gaming Mode.
echo "punktfunkrun: library $APPID --browse $PF_HOST" >&2
if [ -n "${PF_MGMT:-}" ]; then
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --mgmt "$PF_MGMT" --fullscreen
fi
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --fullscreen
fi
# Streaming modes need a host (browse above is the only host-less path).
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
exit 2
fi
if [ -n "${PF_LAUNCH:-}" ]; then
# A pinned game: the id rides the session Hello and the host launches that title.
echo "punktfunkrun: streaming $APPID --connect $PF_HOST --launch $PF_LAUNCH" >&2
@@ -1,757 +0,0 @@
"controller_mappings"
{
"version" "3"
"revision" "2"
"title" "Punktfunk"
"description" "Native touchscreen + full gamepad passthrough for the Punktfunk streaming client."
"creator" "0"
"progenitor" "template://controller_neptune_gamepad_fps.vdf"
"url" "template://controller_neptune_gamepad_fps.vdf"
"export_type" "unknown"
"controller_type" "controller_neptune"
"controller_caps" "23117823"
"major_revision" "0"
"minor_revision" "0"
"Timestamp" "0"
"localization"
{
"english"
{
"title" "Punktfunk"
"description" "Native touchscreen + full gamepad for Punktfunk streaming."
}
}
"group"
{
"id" "0"
"mode" "four_buttons"
"name" ""
"description" ""
"inputs"
{
"button_a"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button A, , "
}
}
}
"disabled_activators"
{
}
}
"button_b"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button B, , "
}
}
}
"disabled_activators"
{
}
}
"button_x"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button X, , "
}
}
}
"disabled_activators"
{
}
}
"button_y"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button Y, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "1"
"mode" "dpad"
"name" ""
"description" ""
"inputs"
{
"dpad_north"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_up, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_south"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_down, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_east"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_right, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_west"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_left, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "2"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "3"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
"settings"
{
"deadzone_inner_radius" "7199"
}
}
"group"
{
"id" "4"
"mode" "trigger"
"name" ""
"description" ""
"inputs"
{
}
"settings"
{
"output_trigger" "1"
}
}
"group"
{
"id" "5"
"mode" "trigger"
"name" ""
"description" ""
"inputs"
{
}
"settings"
{
"output_trigger" "2"
}
}
"group"
{
"id" "6"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "8"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "9"
"mode" "dpad"
"name" ""
"description" ""
"inputs"
{
"dpad_north"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_UP, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_south"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_DOWN, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_east"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_RIGHT, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_west"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_LEFT, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
}
"settings"
{
"requires_click" "0"
"haptic_intensity_override" "0"
}
}
"group"
{
"id" "10"
"mode" "single_button"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button START, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "11"
"mode" "single_button"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button SELECT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "12"
"mode" "mouse_joystick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "13"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "14"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "15"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "16"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "7"
"mode" "switches"
"name" ""
"description" ""
"inputs"
{
"button_escape"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button start, , "
}
}
}
"disabled_activators"
{
}
}
"button_menu"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button select, , "
}
}
}
"disabled_activators"
{
}
}
"left_bumper"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button shoulder_left, , "
}
}
}
"disabled_activators"
{
}
}
"right_bumper"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button shoulder_right, , "
}
}
}
"disabled_activators"
{
}
}
"button_back_left"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_right"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_left_upper"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_right_upper"
{
"activators"
{
}
"disabled_activators"
{
}
}
"always_on_action"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "controller_action ts_n, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"preset"
{
"id" "0"
"name" "Default"
"group_source_bindings"
{
"7" "switch active"
"0" "button_diamond active"
"1" "left_trackpad active"
"11" "left_trackpad inactive"
"16" "left_trackpad inactive"
"2" "right_trackpad inactive"
"6" "right_trackpad inactive"
"10" "right_trackpad inactive"
"12" "right_trackpad active"
"15" "right_trackpad inactive"
"3" "joystick active"
"14" "joystick inactive"
"4" "left_trigger active"
"5" "right_trigger active"
"8" "right_joystick active"
"13" "right_joystick inactive"
"9" "dpad active"
}
}
"settings"
{
"left_trackpad_mode" "0"
"right_trackpad_mode" "0"
}
}
+4 -139
View File
@@ -89,93 +89,6 @@ def _pins_path() -> Path:
return _client_config_dir() / "decky-pinned.json"
# --- Steam Input controller config injection (native touchscreen via the ts_n command) --------
# The Deck's touchscreen only reaches the app as native wl_touch when a Steam Input layout with
# the "Touchscreen Native Support" (controller_action ts_n) command is active for the game. We
# ship that layout (controller_config/punktfunk.vdf, built on Steam's gamepad-fps template) and
# point our shortcuts at it, EmuDeck-style: drop it in controller_base/templates/ (so it is also
# a selectable "Punktfunk" template) AND set each account's configset entry for our shortcut's
# game key to that template. Steam keys non-Steam games by their LOWERCASE NAME (verified on the
# Deck: our "Punktfunk" shortcut → the "punktfunk" configset key), so both our shortcuts (same
# name) share one entry. controller_neptune = the Deck's built-in controller type.
CONTROLLER_TEMPLATE = "punktfunk.vdf"
def _steam_root() -> Path:
"""Steam's base dir on SteamOS (~/.steam/steam symlinks here)."""
return Path(decky.DECKY_USER_HOME) / ".local" / "share" / "Steam"
def _controller_template_src() -> Path:
return Path(decky.DECKY_PLUGIN_DIR) / "controller_config" / CONTROLLER_TEMPLATE
def _chown_like_parent(path: Path) -> None:
"""The Decky backend runs as root, so files it CREATES in the deck-owned Steam tree land
root-owned which would stop Steam (running as the user) from rewriting them. Match the
parent dir's owner so Steam retains write access. Best-effort."""
try:
st = path.parent.stat()
os.chown(path, st.st_uid, st.st_gid)
except OSError:
pass
def _configset_dirs() -> list[Path]:
"""Every Steam account's controller-config dir holding configset_controller_neptune.vdf."""
base = _steam_root() / "steamapps" / "common" / "Steam Controller Configs"
return [p / "config" for p in sorted(base.glob("*")) if (p / "config").is_dir()]
def _upsert_configset_entry(text: str, key: str, source_type: str, source_val: str) -> str:
"""Set the top-level ``"<key>" { "<source_type>" "<source_val>" }`` block in a
configset_controller_neptune.vdf, replacing any existing block for that key (case-insensitive)
or inserting one before the file's final closing brace. Targeted (only our key is touched) so
the hundreds of other game entries stay byte-for-byte intact. Creates the wrapping
``"controller_config" { }`` skeleton when the file is empty/new."""
block = f'\t"{key}"\n\t{{\n\t\t"{source_type}"\t\t"{source_val}"\n\t}}\n'
if '"controller_config"' not in text:
return '"controller_config"\n{\n' + block + "}\n"
lower = text.lower()
needle = f'"{key.lower()}"'
# Find the key token that begins a top-level entry (its own line), then its "{ … }" block.
search_from = 0
while True:
idx = lower.find(needle, search_from)
if idx == -1:
break
# Must be a standalone key line (preceded only by whitespace back to a newline).
line_start = text.rfind("\n", 0, idx) + 1
if text[line_start:idx].strip() != "":
search_from = idx + len(needle)
continue
brace = text.find("{", idx)
if brace == -1:
break
depth = 0
i = brace
while i < len(text):
if text[i] == "{":
depth += 1
elif text[i] == "}":
depth -= 1
if depth == 0:
break
i += 1
end = i + 1
# Consume the trailing newline after the block so we don't accumulate blank lines.
if end < len(text) and text[end] == "\n":
end += 1
return text[:line_start] + block + text[end:]
# Not present — insert before the last closing brace (the controller_config block's end).
last_close = text.rstrip().rfind("}")
if last_close == -1:
return text.rstrip() + "\n" + block
return text[:last_close] + block + text[last_close:]
def _parse_library_tsv(stdout: str) -> list[dict]:
"""Parse the flatpak client's ``--library`` output: one ``id\\tstore\\ttitle`` line per
game plus a trailing ``N game(s)`` count line (no tabs it self-skips here). A title
@@ -813,10 +726,10 @@ class Plugin:
return {"ok": False, "error": str(exc)}
async def shortcut_art(self) -> dict:
"""The Steam-shortcut artwork shipped with the plugin (committed under ``assets/``):
base64 PNGs (grid/gridwide/hero/logo) for SetCustomArtworkForApp plus the icon's
absolute path for SetShortcutIcon (which wants a file, not bytes). Missing files are
simply omitted artwork is cosmetic and must never block a launch."""
"""The Steam-shortcut artwork shipped with the plugin (``assets/``, generated by
``scripts/gen-steam-art.py``): base64 PNGs for SetCustomArtworkForApp plus the
icon's absolute path for SetShortcutIcon (which wants a file, not bytes). Missing
files are simply omitted artwork is cosmetic and must never block a launch."""
art: dict = {}
base = Path(decky.DECKY_PLUGIN_DIR) / "assets"
for key, fname in (
@@ -833,54 +746,6 @@ class Plugin:
art["icon_path"] = str(icon) if icon.exists() else ""
return art
async def apply_controller_config(self, name: str = "Punktfunk") -> dict:
"""Install our Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and
point the shortcut(s) at it, so the Deck touchscreen reaches the client as native touch
with zero manual controller setup. Best-effort + idempotent a controller tweak must
never block a launch, so failures are reported, not raised. Both shortcuts share the same
name the same lowercase configset key, so one entry per account covers both."""
src = _controller_template_src()
if not src.exists():
return {"ok": False, "error": "template-missing", "detail": str(src)}
key = name.strip().lower()
applied: list[str] = []
errors: list[str] = []
# 1) Ship it as a selectable template (also the safe fallback if Steam clobbers the
# configset write on exit): controller_base/templates/punktfunk.vdf.
try:
tdir = _steam_root() / "controller_base" / "templates"
tdir.mkdir(parents=True, exist_ok=True)
dst = tdir / CONTROLLER_TEMPLATE
shutil.copyfile(src, dst)
_chown_like_parent(dst)
applied.append("template")
except OSError as e:
errors.append(f"template: {e}")
# 2) Point each Steam account's configset at that template for our game key.
dirs = _configset_dirs()
for d in dirs:
f = d / "configset_controller_neptune.vdf"
try:
text = f.read_text(encoding="utf-8") if f.exists() else ""
new = _upsert_configset_entry(text, key, "template", CONTROLLER_TEMPLATE)
if new != text:
if f.exists(): # keep one recoverable backup before our first edit
bak = f.with_name(f.name + ".pf-bak")
if not bak.exists():
shutil.copyfile(f, bak)
_chown_like_parent(bak)
existed = f.exists()
f.write_text(new, encoding="utf-8")
if not existed: # a freshly-created file is root-owned — hand it to the user
_chown_like_parent(f)
applied.append(f"configset:{d.parent.name}")
except OSError as e:
errors.append(f"{d.parent.name}: {e}")
decky.logger.info(
"apply_controller_config key=%s applied=%s errors=%s", key, applied, errors
)
return {"ok": not errors, "applied": applied, "errors": errors, "accounts": len(dirs)}
async def runner_info(self) -> dict:
"""The wrapper-script path + flatpak app id the frontend needs to create the Steam
shortcut. The shortcut invokes the script through ``/bin/sh`` (see steam.ts), so no
+297
View File
@@ -0,0 +1,297 @@
#!/usr/bin/env python3
"""Generate the Steam-shortcut artwork for the Decky plugin (committed, like the tray icons).
The plugin registers a non-Steam shortcut ("Punktfunk") whose grid/hero/logo/icon Steam
would otherwise render as a gray placeholder tile. These assets brand it: the lens mark
(same geometry as scripts/gen-tray-icons.py / web's brand-mark.tsx) over the brand-navy
gradient, plus a monoline "punktfunk" wordmark built from stroke segments ("punktfunk"
needs only p·u·n·k·t·f). The frontend applies them via
SteamClient.Apps.SetCustomArtworkForApp / SetShortcutIcon (src/steam.ts).
Outputs (checked in; re-run only when the brand changes):
clients/decky/assets/grid.png 600 x 900 library capsule (portrait)
clients/decky/assets/gridwide.png 920 x 430 wide capsule (recent games / search)
clients/decky/assets/hero.png 1920 x 620 game-page banner
clients/decky/assets/logo.png transparent overlaid on the hero by Steam
clients/decky/assets/icon.png 256 x 256 list icon (SetShortcutIcon)
Pure stdlib. Unlike the tiny tray icons this rasterizes big surfaces, so edges are
antialiased analytically from signed distances (one sample per pixel) instead of 4x4
supersampling.
"""
import math
import struct
import zlib
from pathlib import Path
HERE = Path(__file__).resolve().parent.parent # clients/decky
OUT = HERE / "assets"
# Brand-mark geometry in its 1000-unit viewbox (identical to gen-tray-icons.py).
R = 194.41
C1 = (403.037, 597.262) # light circle, behind
C2 = (597.8075, 402.8525) # deep circle, in front
BB_MIN = (C1[0] - R, C2[1] - R)
BB_MAX = (C2[0] + R, C1[1] + R)
MARK_CENTER = ((BB_MIN[0] + BB_MAX[0]) / 2, (BB_MIN[1] + BB_MAX[1]) / 2)
MARK_SPAN = BB_MAX[0] - BB_MIN[0]
COL_LIGHT = (0xA7, 0x9F, 0xF8)
COL_DEEP = (0x6C, 0x5B, 0xF3)
COL_HI = (0xD2, 0xC9, 0xFB)
WORD = (0xEF, 0xEC, 0xFD) # wordmark: near-white lavender
BG_TOP = (0x28, 0x1E, 0x46)
BG_BOT = (0x12, 0x0D, 0x22)
# ------------------------------------------------------------------------------------------
# Wordmark: monoline glyphs as polylines in a unit box (y down; x-height top y=0, baseline
# y=1, ascender to -0.5, descender to +1.5). Arcs are sampled into the polylines, so the
# rasterizer only ever measures distance-to-segment; round caps/joins fall out of that.
# ------------------------------------------------------------------------------------------
def _arc(cx, cy, r, a0, a1, n=24):
"""Polyline along a circle arc; degrees, 0 = +x, angles grow clockwise on screen."""
pts = []
for i in range(n + 1):
a = math.radians(a0 + (a1 - a0) * i / n)
pts.append((cx + r * math.cos(a), cy + r * math.sin(a)))
return pts
GLYPHS = {
# letter: (advance, [polyline, ...])
"p": (1.05, [[(0, 0), (0, 1.5)], _arc(0.5, 0.5, 0.5, 0, 360)]),
"u": (1.05, [[(0, 0), (0, 0.5)], _arc(0.5, 0.5, 0.5, 0, 180), [(1, 0), (1, 0.5)]]),
"n": (1.05, [[(0, 0), (0, 1)], _arc(0.5, 0.5, 0.5, 180, 360), [(1, 0.5), (1, 1)]]),
"k": (1.0, [[(0, -0.5), (0, 1)], [(0, 0.62), (0.78, 0)], [(0.30, 0.38), (0.85, 1)]]),
"t": (0.85, [[(0.42, -0.42), (0.42, 1)], [(0, 0), (0.84, 0)]]),
"f": (
0.85,
[[(0.42, 1), (0.42, -0.15)] + _arc(0.75, -0.15, 0.33, 180, 270, 12), [(0, 0), (0.78, 0)]],
),
}
GAP = 0.34 # inter-letter gap, in glyph units
STROKE = 0.26 # stroke thickness, in glyph units
ASCENT, DESCENT = -0.5, 1.5 # glyph-space vertical extent
def word_segments(text):
"""The word's stroke segments [(x1,y1,x2,y2)] in glyph units, plus its unit width."""
segs = []
x = 0.0
for ch in text:
adv, lines = GLYPHS[ch]
for line in lines:
for (x1, y1), (x2, y2) in zip(line, line[1:]):
segs.append((x + x1, y1, x + x2, y2))
x += adv + GAP
return segs, x - GAP
def render_word_alpha(text, unit_px):
"""Coverage (0..255) buffer of the word at `unit_px` pixels per glyph unit."""
segs, width_u = word_segments(text)
half = STROKE / 2 * unit_px
pad = half + 1.5
w = math.ceil(width_u * unit_px + 2 * pad)
h = math.ceil((DESCENT - ASCENT) * unit_px + 2 * pad)
ox, oy = pad, pad - ASCENT * unit_px
px_segs = [(ox + a * unit_px, oy + b * unit_px, ox + c * unit_px, oy + d * unit_px) for a, b, c, d in segs]
# Bucket segments per pixel column range so each pixel tests only nearby strokes.
buf = bytearray(w * h)
for x1, y1, x2, y2 in px_segs:
lo_x = max(0, math.floor(min(x1, x2) - pad))
hi_x = min(w, math.ceil(max(x1, x2) + pad))
lo_y = max(0, math.floor(min(y1, y2) - pad))
hi_y = min(h, math.ceil(max(y1, y2) + pad))
dx, dy = x2 - x1, y2 - y1
len2 = dx * dx + dy * dy
for py in range(lo_y, hi_y):
row = py * w
fy = py + 0.5
for px in range(lo_x, hi_x):
fx = px + 0.5
if len2 > 0:
t = max(0.0, min(1.0, ((fx - x1) * dx + (fy - y1) * dy) / len2))
else:
t = 0.0
d = math.hypot(fx - (x1 + t * dx), fy - (y1 + t * dy))
cov = 0.5 + (half - d)
if cov > 0:
v = min(255, round(min(1.0, cov) * 255))
if v > buf[row + px]:
buf[row + px] = v
return buf, w, h
# ------------------------------------------------------------------------------------------
# Canvas: RGBA bytearray, straight alpha, painted back to front.
# ------------------------------------------------------------------------------------------
class Canvas:
def __init__(self, w, h):
self.w, self.h = w, h
self.buf = bytearray(w * h * 4)
def fill_gradient(self, top, bottom):
for y in range(self.h):
t = y / max(1, self.h - 1)
c = bytes(
(
round(top[0] + (bottom[0] - top[0]) * t),
round(top[1] + (bottom[1] - top[1]) * t),
round(top[2] + (bottom[2] - top[2]) * t),
255,
)
)
self.buf[y * self.w * 4 : (y + 1) * self.w * 4] = c * self.w
def _blend(self, i, rgb, a):
"""`rgb` over the pixel at byte offset i with coverage a (0..1)."""
if a <= 0:
return
b = self.buf
ia = 1.0 - a
da = b[i + 3] / 255.0
oa = a + da * ia
if oa <= 0:
return
for k in range(3):
b[i + k] = round((rgb[k] * a + b[i + k] * da * ia) / oa)
b[i + 3] = round(oa * 255)
def glow(self, cx, cy, radius, rgb, strength):
"""Soft gaussian-ish radial glow (for the mark's halo on the big surfaces)."""
lo_x = max(0, math.floor(cx - 2.2 * radius))
hi_x = min(self.w, math.ceil(cx + 2.2 * radius))
lo_y = max(0, math.floor(cy - 2.2 * radius))
hi_y = min(self.h, math.ceil(cy + 2.2 * radius))
for y in range(lo_y, hi_y):
for x in range(lo_x, hi_x):
d2 = ((x + 0.5 - cx) ** 2 + (y + 0.5 - cy) ** 2) / (radius * radius)
a = strength * math.exp(-2.5 * d2)
if a > 1 / 255:
self._blend((y * self.w + x) * 4, rgb, a)
def mark(self, cx, cy, span):
"""The lens mark centered at (cx, cy) with the given pixel span."""
scale = span / MARK_SPAN
c1 = (cx + (C1[0] - MARK_CENTER[0]) * scale, cy + (C1[1] - MARK_CENTER[1]) * scale)
c2 = (cx + (C2[0] - MARK_CENTER[0]) * scale, cy + (C2[1] - MARK_CENTER[1]) * scale)
r = R * scale
lo_x = max(0, math.floor(min(c1[0], c2[0]) - r - 2))
hi_x = min(self.w, math.ceil(max(c1[0], c2[0]) + r + 2))
lo_y = max(0, math.floor(min(c1[1], c2[1]) - r - 2))
hi_y = min(self.h, math.ceil(max(c1[1], c2[1]) + r + 2))
for y in range(lo_y, hi_y):
for x in range(lo_x, hi_x):
fx, fy = x + 0.5, y + 0.5
cov1 = min(1.0, max(0.0, 0.5 + r - math.hypot(fx - c1[0], fy - c1[1])))
cov2 = min(1.0, max(0.0, 0.5 + r - math.hypot(fx - c2[0], fy - c2[1])))
if cov1 <= 0 and cov2 <= 0:
continue
i = (y * self.w + x) * 4
self._blend(i, COL_LIGHT, cov1)
self._blend(i, COL_DEEP, cov2)
self._blend(i, COL_HI, min(cov1, cov2))
def word(self, text, unit_px, cx, cy):
"""The wordmark centered at (cx, cy); `unit_px` = pixels per glyph unit."""
alpha, w, h = render_word_alpha(text, unit_px)
ox = round(cx - w / 2)
# Optical vertical centering on the x-height band (0..1 in glyph units), not the
# ascender/descender box — the word reads centered that way.
pad = STROKE / 2 * unit_px + 1.5
band_mid = pad - ASCENT * unit_px + 0.5 * unit_px
oy = round(cy - band_mid)
for y in range(h):
ty = y + oy
if not 0 <= ty < self.h:
continue
for x in range(w):
a = alpha[y * w + x]
if a:
tx = x + ox
if 0 <= tx < self.w:
self._blend((ty * self.w + tx) * 4, WORD, a / 255.0)
def round_corners(self, radius):
"""Multiply alpha with a rounded-rect mask (icon)."""
for y in range(self.h):
for x in range(self.w):
dx = max(0.0, max(radius - (x + 0.5), (x + 0.5) - (self.w - radius)))
dy = max(0.0, max(radius - (y + 0.5), (y + 0.5) - (self.h - radius)))
if dx > 0 and dy > 0:
cov = min(1.0, max(0.0, 0.5 + radius - math.hypot(dx, dy)))
i = (y * self.w + x) * 4
self.buf[i + 3] = round(self.buf[i + 3] * cov)
def png(self):
def chunk(tag, data):
return (
struct.pack(">I", len(data))
+ tag
+ data
+ struct.pack(">I", zlib.crc32(tag + data) & 0xFFFFFFFF)
)
ihdr = struct.pack(">IIBBBBB", self.w, self.h, 8, 6, 0, 0, 0)
raw = b"".join(
b"\x00" + bytes(self.buf[y * self.w * 4 : (y + 1) * self.w * 4]) for y in range(self.h)
)
return (
b"\x89PNG\r\n\x1a\n"
+ chunk(b"IHDR", ihdr)
+ chunk(b"IDAT", zlib.compress(raw, 9))
+ chunk(b"IEND", b"")
)
def save(name, canvas):
OUT.mkdir(parents=True, exist_ok=True)
out = OUT / name
out.write_bytes(canvas.png())
print(f"wrote {out.relative_to(HERE.parent.parent)} ({canvas.w}x{canvas.h})")
def main():
# Portrait capsule: mark in the upper half, wordmark beneath.
c = Canvas(600, 900)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(300, 340, 260, COL_DEEP, 0.35)
c.mark(300, 340, 320)
c.word("punktfunk", 44, 300, 640)
save("grid.png", c)
# Wide capsule: mark left, wordmark right of it.
c = Canvas(920, 430)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(230, 215, 200, COL_DEEP, 0.35)
c.mark(230, 215, 240)
c.word("punktfunk", 40, 620, 220)
save("gridwide.png", c)
# Hero: ambient banner — the mark rides the right third; Steam overlays logo.png itself.
c = Canvas(1920, 620)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(1500, 310, 330, COL_DEEP, 0.4)
c.mark(1500, 310, 400)
save("hero.png", c)
# Logo (transparent): mark + wordmark side by side, overlaid on the hero by Steam.
c = Canvas(1120, 300)
c.mark(150, 150, 240)
c.word("punktfunk", 62, 660, 155)
save("logo.png", c)
# Icon: brand tile, rounded corners, mark only.
c = Canvas(256, 256)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(128, 128, 110, COL_DEEP, 0.3)
c.mark(128, 128, 190)
c.round_corners(36)
save("icon.png", c)
if __name__ == "__main__":
main()
+1 -5
View File
@@ -26,12 +26,8 @@ cp main.py plugin.json package.json LICENSE "$DEST/"
# The stream-launch wrapper (target of the Steam shortcut) — must stay executable.
cp bin/punktfunkrun.sh "$DEST/bin/punktfunkrun.sh"
chmod 0755 "$DEST/bin/punktfunkrun.sh"
# Steam-shortcut artwork (grid/gridwide/hero/logo/icon — committed under assets/).
# Steam-shortcut artwork (grid/hero/logo/icon — scripts/gen-steam-art.py, committed).
cp assets/*.png "$DEST/assets/"
# The Steam Input controller layout (native touchscreen `ts_n` + gamepad passthrough) the
# backend installs (apply_controller_config → controller_base/templates + the shortcut config).
mkdir -p "$DEST/controller_config"
cp controller_config/punktfunk.vdf "$DEST/controller_config/punktfunk.vdf"
[ -f decky.pyi ] && cp decky.pyi "$DEST/"
[ -f README.md ] && cp README.md "$DEST/"
-8
View File
@@ -150,14 +150,6 @@ export const setPins = callable<[pins: PinnedGame[]], { ok: boolean; error?: str
);
export const runnerInfo = callable<[], RunnerInfo>("runner_info");
export const shortcutArt = callable<[], ShortcutArt>("shortcut_art");
// Install the Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and point our
// shortcut(s) at it, so the Deck touchscreen reaches the client as native touch with no manual
// controller setup. Best-effort + idempotent; keyed by the shared shortcut NAME (both shortcuts
// use the same name → the same lowercase configset key), so one call covers both.
export const applyControllerConfig = callable<
[name: string],
{ ok: boolean; applied?: string[]; errors?: string[]; accounts?: number; error?: string; detail?: string }
>("apply_controller_config");
export const getSettings = callable<[], StreamSettings>("get_settings");
export const setSettings = callable<[settings: StreamSettings], { ok: boolean }>(
"set_settings",
-5
View File
@@ -31,7 +31,6 @@ import {
import { streamPin } from "./library";
import { PunktfunkRoute, ROUTE } from "./page";
import { PairModal } from "./pair";
import { ensureGamepadUiShortcut } from "./steam";
// ----------------------------------------------------------------------------------------
// QAM panel — quick status + entry into the full page + one-tap stream for known hosts
@@ -197,10 +196,6 @@ const QamPanel: FC = () => {
export default definePlugin(() => {
routerHook.addRoute(ROUTE, PunktfunkRoute, { exact: true });
// Ensure the visible, stateless "Punktfunk" library entry (opens the gamepad UI / console
// home) exists and is repointed to the current plugin dir — also installs the native-touch
// controller config. Fire-and-forget: cosmetic library upkeep must never block plugin load.
void ensureGamepadUiShortcut();
return {
// `name` is the plugin's INTERNAL id — it must stay in sync with plugin.json (the loader
// keys plugins by it), so it stays lowercase; user-facing strings say "Punktfunk".
+63 -123
View File
@@ -1,23 +1,14 @@
// Launch Punktfunk as Steam games so gamescope focuses + fullscreens them.
// Launch the stream as a Steam game so gamescope focuses + fullscreens it.
//
// THE LAUNCH MECHANISM (verified against MoonDeck): gamescope only gives focus/fullscreen to
// the window tree Steam launched via `reaper` (it detects the "current app" by AppID — see
// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register non-Steam
// shortcuts whose exe is `/bin/sh` running our wrapper script (bin/punktfunkrun.sh), and start
// them with RunGame. The wrapper then execs the flatpak client as a reaper descendant.
//
// TWO shortcuts, both named "Punktfunk" (so they share ONE Steam Input controller-config key —
// see applyControllerConfig):
// • STREAM — hidden, stateful: the per-session launcher. Its launch options carry the host /
// pinned game (PF_HOST/PF_LAUNCH/PF_BROWSE), rewritten per launch, so one shortcut serves
// every host. Driven by the QAM/pins/host-library actions. Hidden — an implementation detail.
// • GAMEPAD UI — visible, stateless: fixed launch options = bare `--browse` (PF_BROWSE, no
// host) → the client's console home (host picker + pairing + settings, gamepad-navigable).
// This is the library-visible "Punktfunk" app the user opens directly.
//
// Both get the shipped artwork and the native-touch controller config.
// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register ONE
// hidden non-Steam shortcut whose exe is `/bin/sh` running our wrapper script
// (bin/punktfunkrun.sh), pass the per-session host as the shortcut's Steam launch options,
// and start it with RunGame. The wrapper then execs
// `flatpak run io.unom.Punktfunk --connect <host>` as a reaper descendant.
import { applyControllerConfig, runnerInfo, shortcutArt, wake } from "./backend";
import { runnerInfo, shortcutArt, wake } from "./backend";
// SteamClient is a Steam-internal global injected into the CEF context; it is not fully typed
// by @decky/ui, so declare the surface we use. Signatures verified against MoonDeck + the
@@ -55,33 +46,32 @@ declare const collectionStore:
| { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void }
| undefined;
/** Set a shortcut's library visibility (best-effort, deferred the overview registers a moment
* after AddShortcut). Hides the stateful stream shortcut; keeps the gamepad-UI one visible. */
function setShortcutHidden(appId: number, hidden: boolean): void {
// The shortcut used to be hidden ("implementation detail"); it is user-visible now — it
// carries proper artwork and living in the library is how users relaunch their last host.
// Existing installs still have theirs hidden, so unhide is applied every ensure (idempotent).
function unhideShortcut(appId: number): void {
const attempt = () => {
try {
collectionStore?.SetAppsAsHidden?.([appId], hidden);
collectionStore?.SetAppsAsHidden?.([appId], false);
} catch {
/* overview not registered yet, or the API changed — cosmetic, ignore */
}
};
attempt(); // succeeds immediately for an already-registered (reused) shortcut
setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands
};
// Bump when the shipped artwork changes so existing shortcuts re-apply it once (per appId).
const ART_VERSION = 2;
function artKey(appId: number): string {
return `punktfunk:shortcutArt:${appId}`;
}
// Bump when the shipped artwork changes so existing shortcuts re-apply it once.
const ART_VERSION = 1;
const ART_KEY = "punktfunk:shortcutArt";
/**
* Apply the plugin's grid/hero/logo/icon to a shortcut (idempotent, once per ART_VERSION per
* appId). Cosmetic and fully best-effort: any failure is swallowed and retried on the next call.
* Apply the plugin's grid/hero/logo/icon to the shortcut (idempotent, once per ART_VERSION).
* Cosmetic and fully best-effort: any failure is swallowed and retried on the next launch.
*/
async function applyArtwork(appId: number): Promise<void> {
try {
if (localStorage.getItem(artKey(appId)) === `${ART_VERSION}`) {
if (localStorage.getItem(ART_KEY) === `${appId}:${ART_VERSION}`) {
return;
}
const art = await shortcutArt();
@@ -99,14 +89,13 @@ async function applyArtwork(appId: number): Promise<void> {
if (art.icon_path) {
SteamClient.Apps.SetShortcutIcon(appId, art.icon_path);
}
localStorage.setItem(artKey(appId), `${ART_VERSION}`);
localStorage.setItem(ART_KEY, `${appId}:${ART_VERSION}`);
} catch (e) {
console.warn("punktfunk: shortcut artwork not applied", e);
}
}
// The shortcut name is user-visible (Steam overlay + library) — brand-case it. BOTH shortcuts
// share it so Steam keys them to the SAME controller config (configset key = lowercase name).
// The shortcut name is user-visible (Steam overlay + library while streaming) — brand-case it.
const SHORTCUT_NAME = "Punktfunk";
// The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without
@@ -122,128 +111,76 @@ function gameIdFromAppId(appId: number): string {
return ((BigInt(appId) << 32n) | 0x02000000n).toString();
}
// Persist each shortcut's appId across reloads so we reuse ONE per role instead of churning the
// library (an appId is stable for the life of the shortcut). The STREAM key is the historical
// one, so existing single-shortcut installs migrate into the (now hidden) stream role, and the
// visible gamepad-UI shortcut is created alongside.
const STORAGE_KEY_STREAM = "punktfunk:shortcutAppId";
const STORAGE_KEY_UI = "punktfunk:uiAppId";
// Persist our shortcut appId across reloads so we reuse ONE shortcut instead of churning the
// library (the appId is stable for the life of the shortcut).
const STORAGE_KEY = "punktfunk:shortcutAppId";
function remember(key: string, appId: number) {
function rememberAppId(appId: number) {
try {
localStorage.setItem(key, String(appId));
localStorage.setItem(STORAGE_KEY, String(appId));
} catch {
/* ignore */
}
}
function recall(key: string): number | null {
function recallAppId(): number | null {
try {
const v = localStorage.getItem(key);
const v = localStorage.getItem(STORAGE_KEY);
return v ? Number(v) : null;
} catch {
return null;
}
}
// Install the native-touch controller config once per plugin session (idempotent file writes in
// the root backend). Keyed by the shared shortcut NAME, so this single call covers both
// shortcuts. Gated in localStorage so we don't rewrite Steam's config dir on every launch; bump
// CONFIG_VERSION to force a reinstall after the shipped .vdf changes.
const CONFIG_KEY = "punktfunk:controllerConfig";
const CONFIG_VERSION = 1;
async function ensureControllerConfig(): Promise<void> {
try {
if (localStorage.getItem(CONFIG_KEY) === `${CONFIG_VERSION}`) {
return;
}
const r = await applyControllerConfig(SHORTCUT_NAME);
if (r?.ok) {
localStorage.setItem(CONFIG_KEY, `${CONFIG_VERSION}`);
} else {
console.warn("punktfunk: controller config not fully applied", r);
}
} catch (e) {
console.warn("punktfunk: controller config not applied", e);
}
}
/**
* Ensure the STREAM shortcut (hidden, stateful) the per-session launcher whose launch options
* are rewritten per stream. Branded, artworked, native-touch config applied, and HIDDEN (it is
* an implementation detail; the visible entry is the gamepad-UI shortcut). Returns its appId +
* the current runner path. Reuses/repoints the remembered shortcut (the plugin dir can change
* across reinstalls, and pre-two-shortcut installs had this one visible).
* Ensure exactly one "Punktfunk" shortcut exists (exe = /bin/sh; the wrapper script is
* appended per-launch via the launch options), branded and visible in the library, and
* return its appId + the current runner path. Reuses the remembered shortcut, re-pointing
* it each time the plugin dir can change across reinstalls, pre-0.4 shortcuts pointed at
* the script directly, and pre-0.7 shortcuts were hidden and artless.
*/
async function ensureStreamShortcut(): Promise<{ appId: number; runner: string }> {
async function ensureShortcut(): Promise<{ appId: number; runner: string }> {
const info = await runnerInfo();
if (!info.exists) {
throw new Error(`launch wrapper missing at ${info.runner}`);
}
const startDir = info.runner.replace(/\/[^/]*$/, ""); // the plugin's bin/ dir
void ensureControllerConfig(); // fire-and-forget — never blocks the launch
const remembered = recall(STORAGE_KEY_STREAM);
const remembered = recallAppId();
if (remembered != null) {
// Re-point + rename the existing shortcut (cheap + idempotent — migrates old installs).
SteamClient.Apps.SetShortcutExe(remembered, SHELL);
SteamClient.Apps.SetShortcutStartDir(remembered, startDir);
SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME);
setShortcutHidden(remembered, true); // migrate pre-two-shortcut installs (were visible)
void applyArtwork(remembered);
unhideShortcut(remembered); // pre-0.7 installs hid it
void applyArtwork(remembered); // fire-and-forget — cosmetic, never blocks the launch
return { appId: remembered, runner: info.runner };
}
const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
setShortcutHidden(appId, true);
void applyArtwork(appId);
remember(STORAGE_KEY_STREAM, appId);
unhideShortcut(appId);
void applyArtwork(appId); // fire-and-forget — cosmetic, never blocks the launch
rememberAppId(appId);
return { appId, runner: info.runner };
}
/**
* Ensure the GAMEPAD-UI shortcut (visible, stateless) the library-facing "Punktfunk" entry
* that opens the client's console home (bare `--browse`: host picker + pairing + settings).
* Fixed launch options (no per-session state), branded, artworked, native-touch config applied,
* kept VISIBLE. Idempotent call on plugin mount so the library entry always exists and stays
* repointed to the current plugin dir. Best-effort: returns null on any failure.
* Best-effort: turn Steam Input OFF for our shortcut so SDL's HIDAPI Steam Deck driver can open the
* Deck's controls (paddles · trackpads · gyro) directly. There is no confirmed-stable SteamClient
* API for this, so it is feature-detected and MUST never block or throw into the launch the manual
* toggle (game page Controller Settings Steam Input Off, surfaced in the plugin Settings) is
* the documented source of truth. No-op when the optional API is absent.
*/
export async function ensureGamepadUiShortcut(): Promise<number | null> {
function disableSteamInputForShortcut(appId: number): void {
try {
const info = await runnerInfo();
if (!info.exists) {
return null;
}
const startDir = info.runner.replace(/\/[^/]*$/, "");
void ensureControllerConfig();
// Bare browse: PF_BROWSE with no PF_HOST → the wrapper runs `--browse --fullscreen` (console
// home). %command% expands to the shortcut exe (/bin/sh); the wrapper rides behind as an arg.
const launchOpts = `PF_BROWSE=1 %command% "${info.runner}"`;
let appId = recall(STORAGE_KEY_UI);
if (appId != null) {
SteamClient.Apps.SetShortcutExe(appId, SHELL);
SteamClient.Apps.SetShortcutStartDir(appId, startDir);
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
} else {
appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
remember(STORAGE_KEY_UI, appId);
}
SteamClient.Apps.SetAppLaunchOptions(appId, launchOpts);
setShortcutHidden(appId, false); // the visible library entry
void applyArtwork(appId);
return appId;
} catch (e) {
console.warn("punktfunk: gamepad-UI shortcut not ensured", e);
return null;
}
}
/** Launch the stateless gamepad-UI shortcut (console home) from the plugin, e.g. a QAM button. */
export async function launchGamepadUi(): Promise<void> {
const appId = await ensureGamepadUiShortcut();
if (appId != null) {
SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
const input = (
SteamClient as unknown as {
Input?: { SetSteamInputEnabledForApp?: (appId: number, enabled: boolean) => void };
}
).Input;
input?.SetSteamInputEnabledForApp?.(appId, false);
} catch {
/* a controller tweak must never break the launch */
}
}
@@ -273,9 +210,9 @@ export function isSafeLaunchId(id: string): boolean {
/**
* Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a
* library title, or into a host's gamepad library). Encodes the target into the STREAM
* shortcut's launch options (so one hidden shortcut serves every host and every pinned game),
* then RunGame.
* library title, or into the gamepad library launcher). Encodes the target into the
* shortcut's launch options (so one generic shortcut serves every host and every pinned
* game), then RunGame.
*/
export async function launchStream(
host: string,
@@ -287,7 +224,10 @@ export async function launchStream(
// Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is
// known), and the connect that follows has its own retry window, so a failure never blocks launch.
const waking = wake(host, port).catch(() => ({ ok: false }));
const { appId, runner } = await ensureStreamShortcut();
const { appId, runner } = await ensureShortcut();
// Best-effort so the Deck's rich controls reach the client; no-op if the API is absent (the user
// disables Steam Input manually — see the Settings instruction).
disableSteamInputForShortcut(appId);
const target = port && port !== 9777 ? `${host}:${port}` : host;
const env = [`PF_HOST=${target}`];
if (opts.browse) {
@@ -311,7 +251,7 @@ export async function launchStream(
/** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */
export function stopStream(): void {
const appId = recall(STORAGE_KEY_STREAM);
const appId = recallAppId();
if (appId != null) {
SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false);
}
+1 -4
View File
@@ -128,10 +128,7 @@ pub fn headless_pair(pin: &str) -> glib::ExitCode {
glib::ExitCode::SUCCESS
}
Err(e) => {
eprintln!(
"pairing failed: {} ({e:?})",
crate::trust::pair_error_message(&e)
);
eprintln!("pairing failed: {e:?} (wrong PIN, or pairing not armed on the host?)");
glib::ExitCode::FAILURE
}
}
+4 -6
View File
@@ -29,7 +29,7 @@ const COMPOSITORS: &[&str] = &["auto", "kwin", "wlroots", "mutter", "gamescope"]
/// Codec setting values (persisted) paired with their display labels below.
const CODECS: &[&str] = &["auto", "hevc", "h264", "av1"];
const CODEC_LABELS: &[&str] = &["Automatic", "HEVC (H.265)", "H.264 (AVC)", "AV1"];
const DECODERS: &[&str] = &["auto", "vulkan", "vaapi", "software"];
const DECODERS: &[&str] = &["auto", "vaapi", "software"];
/// Touch-input model values (persisted) paired with their display labels below — the
/// cross-client set (Android/Apple). Only meaningful on a touchscreen (Deck/tablet).
const TOUCH_MODES: &[&str] = &["trackpad", "pointer", "touch"];
@@ -324,12 +324,10 @@ pub fn show(
&dialog,
inline,
"Video decoder",
"Automatic picks the best hardware decode for this GPU (VAAPI on AMD/Intel, \
Vulkan Video on NVIDIA), falling back to software",
"Automatic tries VAAPI hardware decode, then software",
&[
"Automatic (hardware → software)",
"Vulkan Video",
"VAAPI",
"Automatic (VAAPI → software)",
"Hardware (VAAPI)",
"Software",
],
);
+1 -3
View File
@@ -214,10 +214,8 @@ pub fn pin_dialog(
};
let (host, port) = (req.addr.clone(), req.port);
std::thread::spawn(move || {
// Cause-specific wording (wrong PIN vs not-armed vs unreachable vs a typed host
// rejection) — never blame the PIN for a dead network path.
let result = trust::pair_with_host(&host, port, &identity, &pin, &name)
.map_err(|e| trust::pair_error_message(&e));
.map_err(|e| format!("Pairing failed: {e:?} (wrong PIN, or pairing not armed?)"));
let _ = tx.send_blocking(result);
});
glib::spawn_future_local(async move {
+7 -125
View File
@@ -39,7 +39,6 @@
//! exits without connecting.
//!
//! Usage: `punktfunk-probe [--connect HOST:PORT] [--mode WxHxFPS] [--remode WxHxFPS:SECS]
//! [--rebitrate KBPS:SECS]
//! [--out FILE] [--bitrate KBPS] [--codec auto|h264|hevc|av1] [--audio-channels 2|6|8]
//! [--launch APP] [--name NAME] [--speed-test KBPS:MS]
//! [--input-test | --mic-test [--mic-burst] | --touch-test | --rich-input-test]
@@ -52,8 +51,8 @@ use punktfunk_core::config::Role;
use punktfunk_core::input::{InputEvent, InputKind};
use punktfunk_core::packet::FLAG_PROBE;
use punktfunk_core::quic::{
endpoint, io, window_loss_ppm, BitrateChanged, Hello, LossReport, ProbeRequest, ProbeResult,
Reconfigure, Reconfigured, RequestKeyframe, SetBitrate, Start, Welcome,
endpoint, io, window_loss_ppm, Hello, LossReport, ProbeRequest, ProbeResult, Reconfigure,
Reconfigured, RequestKeyframe, Start, Welcome,
};
use punktfunk_core::transport::UdpTransport;
use punktfunk_core::{CompositorPref, Mode, PunktfunkError, Session};
@@ -85,11 +84,6 @@ struct Args {
pin: Option<[u8; 32]>,
/// `--remode WxHxFPS:SECS` — request this mode SECS seconds into the stream.
remode: Option<(Mode, u32)>,
/// `--rebitrate KBPS:SECS` — send a mid-stream [`SetBitrate`] (the adaptive-bitrate control
/// message) SECS seconds into the stream: the headless validator for the host's in-place
/// encoder rate retarget (Phase 3.2) / rebuild fallback. Wiggles the cursor around the switch
/// so a damage-driven idle desktop actually publishes frames through it.
rebitrate: Option<(u32, u32)>,
/// `--pair PIN` — run the pairing ceremony instead of a session.
pair: Option<String>,
/// `--name LABEL` — how the host labels this client when pairing.
@@ -207,10 +201,6 @@ fn parse_args() -> Args {
let (m, secs) = s.split_once(':')?;
Some((parse_mode(m)?, secs.parse().ok()?))
});
let rebitrate = get("--rebitrate").and_then(|s| {
let (kbps, secs) = s.split_once(':')?;
Some((kbps.parse().ok()?, secs.parse().ok()?))
});
// A present-but-malformed --pin must abort, not silently downgrade to trust-on-first-use
// (the user asked for verification; fail closed).
let pin = match get("--pin") {
@@ -262,7 +252,6 @@ fn parse_args() -> Args {
seconds: get("--seconds").and_then(|s| s.parse().ok()),
pin,
remode,
rebitrate,
pair: get("--pair").map(String::from),
name: get("--name").unwrap_or("punktfunk-probe").to_string(),
compositor,
@@ -481,10 +470,7 @@ async fn session(args: Args) -> Result<()> {
video_caps: {
// Always ask for per-AU host timings (0xCF) — this is a measurement tool, and the
// host/network split is exactly what it exists to report. Old hosts ignore the bit.
// PROBE_SEQ: the shared-core reassembler windows probe-space frames, so the probe
// qualifies for `--speed-test` bursts; without the bit the host declines them.
let mut caps = punktfunk_core::quic::VIDEO_CAP_HOST_TIMING
| punktfunk_core::quic::VIDEO_CAP_PROBE_SEQ;
let mut caps = punktfunk_core::quic::VIDEO_CAP_HOST_TIMING;
if std::env::var_os("PUNKTFUNK_CLIENT_10BIT").is_some() {
caps |= punktfunk_core::quic::VIDEO_CAP_10BIT;
}
@@ -640,64 +626,6 @@ async fn session(args: Args) -> Result<()> {
other => tracing::error!(?other, "bad Reconfigured"),
}
});
} else if let Some((new_kbps, after_secs)) = args.rebitrate {
// Mid-stream adaptive-bitrate test: after a delay, send the SetBitrate the Automatic
// controller would and await the host's BitrateChanged ack. Host-side this exercises the
// in-place `reconfigure_bitrate` (no IDR) or the rebuild fallback — the host log says
// which. The cursor wiggle keeps a damage-driven idle desktop publishing frames through
// the whole window: the encode loop only drains bitrate requests between frames, and the
// post-switch AUs are what prove the stream carried on.
let mut rs = send;
let mut rr = recv;
let conn2 = conn.clone();
tokio::spawn(async move {
let wiggle = |i: u32| InputEvent {
kind: InputKind::MouseMove,
_pad: [0; 3],
code: 0,
x: if i % 2 == 0 { 2 } else { -2 },
y: 0,
flags: 0,
};
let end =
std::time::Instant::now() + std::time::Duration::from_secs(after_secs as u64 + 6);
let switch_at =
std::time::Instant::now() + std::time::Duration::from_secs(after_secs as u64);
let mut sent = false;
let mut i = 0u32;
while std::time::Instant::now() < end {
let _ = conn2.send_datagram(wiggle(i).encode().to_vec().into());
i += 1;
tokio::time::sleep(std::time::Duration::from_millis(100)).await;
if !sent && std::time::Instant::now() >= switch_at {
sent = true;
tracing::info!(new_kbps, "requesting mid-stream bitrate change");
if io::write_msg(
&mut rs,
&SetBitrate {
bitrate_kbps: new_kbps,
}
.encode(),
)
.await
.is_err()
{
tracing::error!("SetBitrate write failed");
return;
}
match io::read_msg(&mut rr)
.await
.map(|b| BitrateChanged::decode(&b))
{
Ok(Ok(ack)) => tracing::info!(
applied_kbps = ack.bitrate_kbps,
"BITRATE CHANGE acked by host"
),
other => tracing::error!(?other, "bad BitrateChanged"),
}
}
}
});
} else if let Some((target_kbps, duration_ms)) = args.speed_test {
// Bandwidth probe: after the stream warms up, ask the host to burst FLAG_PROBE filler; measure
// delivered WIRE packets (session-stat delta) vs. what the host reports putting on the wire.
@@ -711,28 +639,11 @@ async fn session(args: Args) -> Result<()> {
} else {
0
};
let conn2 = conn.clone();
tokio::spawn(async move {
use std::sync::atomic::Ordering::Relaxed;
// Warm up the stream — and generate desktop activity while doing so. Damage-driven
// capture paths (Windows IDD-push, a static headless desktop anywhere) publish NO
// frame until something composes, and the host's pipeline build waits for a first
// frame — so an idle virtual display would time the whole speed test out. A ±2 px
// cursor wiggle over the wire is injected host-side into the right session/desktop.
for i in 0..20u32 {
let mv = InputEvent {
kind: InputKind::MouseMove,
_pad: [0; 3],
code: 0,
x: if i % 2 == 0 { 2 } else { -2 },
y: 0,
flags: 0,
};
let _ = conn2.send_datagram(mv.encode().to_vec().into());
tokio::time::sleep(std::time::Duration::from_millis(100)).await;
}
// Baseline the packet-level counters right before the burst (video is paused during it,
// so the delta is pure probe traffic plus a sliver of resumed video in the settle).
tokio::time::sleep(std::time::Duration::from_secs(2)).await; // let the stream warm up
// Baseline the packet-level counters right before the burst (video is paused during it,
// so the delta is pure probe traffic plus a sliver of resumed video in the settle).
let base_pkts = rxp.load(Relaxed);
let base_bytes = rxb.load(Relaxed);
tracing::info!(target_kbps, duration_ms, "requesting speed-test probe");
@@ -757,15 +668,6 @@ async fn session(args: Args) -> Result<()> {
return;
}
};
// A declined burst comes back all-zero (duration_ms = 0) — e.g. the host predates
// speed tests. Say so instead of dividing a settle-window sliver by 1 ms.
if res.duration_ms == 0 {
tracing::error!(
"SPEED TEST declined by host (all-zero ProbeResult) — host too old, or it \
rejected the request; check the host log"
);
return;
}
// The reliable result can beat the last UDP shards — let the tail arrive before reading.
// Keep this short: video resumes the instant the burst ends, so a long settle counts
// resumed-video packets against the probe (inflating recv past the host's wire count).
@@ -1248,8 +1150,7 @@ async fn session(args: Args) -> Result<()> {
let cap_secs = args.seconds.unwrap_or(120);
// Adaptive-FEC loss window: publish a fresh estimate every 750 ms for the LossReport task.
let mut last_loss_report = std::time::Instant::now();
let (mut last_recovered, mut last_late, mut last_received, mut last_dropped) =
(0u64, 0u64, 0u64, 0u64);
let (mut last_recovered, mut last_received, mut last_dropped) = (0u64, 0u64, 0u64);
loop {
// Mirror packet-level receive counters for the speed-test reporter (reads their delta),
// and publish a windowed loss estimate for the adaptive-FEC LossReport task.
@@ -1263,7 +1164,6 @@ async fn session(args: Args) -> Result<()> {
lp_dt.store(
window_loss_ppm(
s.fec_recovered_shards.wrapping_sub(last_recovered),
s.fec_late_shards.wrapping_sub(last_late),
s.packets_received.wrapping_sub(last_received),
s.frames_dropped.wrapping_sub(last_dropped),
),
@@ -1271,7 +1171,6 @@ async fn session(args: Args) -> Result<()> {
);
last_loss_report = std::time::Instant::now();
last_recovered = s.fec_recovered_shards;
last_late = s.fec_late_shards;
last_received = s.packets_received;
last_dropped = s.frames_dropped;
}
@@ -1343,23 +1242,6 @@ async fn session(args: Args) -> Result<()> {
s.flush().ok();
}
// PUNKTFUNK_PERF: cumulative receive-path stage split for the whole run — where the
// receive core's time went (kernel drain vs AES-GCM open vs reassembly+FEC). This is
// the measurement tool's view of the client-pump wall the 2026-07-14 sweeps pinned.
if let Some(p) = session.take_pump_perf() {
let per_pkt = |ns: u64| ns.checked_div(p.packets).unwrap_or(0);
tracing::info!(
recv_ms = p.recv_ns / 1_000_000,
decrypt_ms = p.decrypt_ns / 1_000_000,
reasm_ms = p.reasm_ns / 1_000_000,
packets = p.packets,
pkts_per_batch = p.packets.checked_div(p.batches.max(1)).unwrap_or(0),
decrypt_ns_pkt = per_pkt(p.decrypt_ns),
reasm_ns_pkt = per_pkt(p.reasm_ns),
"receive stage split (whole run, PUNKTFUNK_PERF)"
);
}
latencies_us.sort_unstable();
let pct = |p: f64| -> u64 {
if latencies_us.is_empty() {
+1 -6
View File
@@ -13,12 +13,7 @@ name = "punktfunk-session"
path = "src/main.rs"
[features]
default = ["ui", "pyrowave"]
# PyroWave client decode (the wired-LAN wavelet codec) — enables the decode backend + the
# planar present path. ON by default; each session still opts in explicitly (the Settings
# codec pick, or PUNKTFUNK_PREFER_PYROWAVE=1). The Windows ARM64 leg builds
# --no-default-features and so skips it (video decode is Linux-only anyway).
pyrowave = ["pf-client-core/pyrowave", "pf-presenter/pyrowave"]
default = ["ui"]
# The Skia console UI (stats OSD, capture HUD, later the gamepad library). Dropping it
# (`--no-default-features`) is the ~15 MB-smaller power-user build: same streaming,
# stats on stdout only.
+20 -51
View File
@@ -29,15 +29,6 @@ use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex};
use std::time::{Duration, Instant};
/// A request-access connect awaiting the operator's approval on the host: stamped by the
/// launch handler and consumed by `on_connected`, which persists the host as paired.
struct PendingApproval {
name: String,
addr: String,
port: u16,
fp_hex: String,
}
pub fn run(target: Option<&str>) -> u8 {
let identity = match trust::load_or_create_identity() {
Ok(i) => i,
@@ -137,14 +128,6 @@ pub fn run(target: Option<&str>) -> u8 {
// `{"ready":true}` and restores on exit) — plain CLI/gamescope runs stay silent.
let json_status = arg_flag("--json-status");
let settings_at_start = trust::Settings::load();
// Request-access hand-off: the launch handler stamps this when it starts a delegated-approval
// connect; `on_connected` reads it once the host lets us in and persists the host as PAIRED,
// so the next connect is an ordinary one. `None` for every normal launch, so `on_connected`
// then only touches last-used.
let pending_approval: Arc<Mutex<Option<PendingApproval>>> = Arc::new(Mutex::new(None));
let pending_cb = pending_approval.clone();
let opts = pf_presenter::SessionOpts {
window_title: window_label.map_or_else(
|| "Punktfunk".to_string(),
@@ -159,16 +142,8 @@ pub fn run(target: Option<&str>) -> u8 {
},
touch_mode: settings_at_start.touch_mode(),
json_status,
on_connected: Some(Box::new(move |fingerprint: [u8; 32]| {
let fp_hex = trust::hex(&fingerprint);
trust::touch_last_used(&fp_hex);
// A request-access connect just succeeded → the operator approved us. Save the
// host as paired (it was unsaved/discovered), keyed to the fingerprint we pinned.
if let Some(p) = pending_cb.lock().unwrap().take() {
if p.fp_hex == fp_hex {
trust::persist_host(&p.name, &p.addr, p.port, &fp_hex, true);
}
}
on_connected: Some(Box::new(|fingerprint: [u8; 32]| {
trust::touch_last_used(&trust::hex(&fingerprint));
})),
overlay: Some(Box::new(overlay)),
window_size: crate::session_main::window_size(&settings_at_start),
@@ -186,23 +161,21 @@ pub fn run(target: Option<&str>) -> u8 {
fp_hex,
launch,
title,
request_access,
} => {
let Some(pin) = trust::parse_hex32(&fp_hex) else {
// Connect (and request-access) pin the host's advertised fingerprint;
// a pinless launch is a logic slip, never a silent TOFU.
// The console only offers Connect on paired rows; a pinless
// launch is a logic slip, never a silent TOFU.
tracing::warn!(%addr, "launch without a stored pin — refusing");
return ActionOutcome::Handled;
};
tracing::info!(%addr, %title, request_access,
launch = launch.as_deref().unwrap_or("desktop"),
tracing::info!(%addr, %title, launch = launch.as_deref().unwrap_or("desktop"),
"launching from the console");
// Settings re-load per launch: the console's own settings screen
// may have changed them since the last stream.
let settings = trust::Settings::load();
let mut params = session_params(
ActionOutcome::Start(Box::new(session_params(
&settings,
addr.clone(),
addr,
port,
pin,
identity.clone(),
@@ -211,20 +184,7 @@ pub fn run(target: Option<&str>) -> u8 {
native,
force_software,
vulkan,
);
if request_access {
// The host PARKS the connect until the operator approves — outlast its
// approval window (host `PENDING_APPROVAL_WAIT`), matching the desktop
// shells' 185 s. On success `on_connected` persists the host as paired.
params.connect_timeout = Duration::from_secs(185);
*pending_approval.lock().unwrap() = Some(PendingApproval {
name: title.clone(),
addr,
port,
fp_hex: fp_hex.clone(),
});
}
ActionOutcome::Start(Box::new(params))
)))
}
OverlayAction::CancelConnect => ActionOutcome::Handled, // run-loop-side
OverlayAction::Quit => ActionOutcome::Quit,
@@ -421,9 +381,18 @@ impl ServiceState {
console.set_pair(PairPhase::Paired { key: fp_hex });
}
Err(e) => {
// Cause-specific wording (wrong PIN vs not-armed vs unreachable
// vs a typed host rejection) — shared with every other surface.
console.set_pair(PairPhase::Failed(trust::pair_error_message(&e)));
let msg = match e {
punktfunk_core::PunktfunkError::Crypto => {
"Wrong PIN — check the host's Pairing page and try again."
.to_string()
}
punktfunk_core::PunktfunkError::Timeout => {
"The host didn't answer. Is it running and reachable?"
.to_string()
}
other => format!("Pairing failed: {other:?}"),
};
console.set_pair(PairPhase::Failed(msg));
}
}
})
+1 -3
View File
@@ -64,9 +64,7 @@ pub(crate) fn pair_page(props: &Svc, cx: &mut RenderCx) -> Element {
connect(&ctx3, &target3, Some(fp), &ss, &st);
}
Err(e) => {
// Cause-specific: wrong PIN vs pairing-not-armed vs unreachable —
// never blame the PIN for a dead network path (shared wording).
st.call(trust::pair_error_message(&e));
st.call(format!("Pairing failed: {e:?} (wrong PIN, or not armed?)"));
ss.call(Screen::Hosts);
}
}
+1 -2
View File
@@ -8,6 +8,5 @@
//! still load via a serde alias in core.
pub use pf_client_core::trust::{
hex, learn_mac, load_or_create_identity, pair_error_message, parse_hex32, KnownHost,
KnownHosts, Settings,
hex, learn_mac, load_or_create_identity, parse_hex32, KnownHost, KnownHosts, Settings,
};
-12
View File
@@ -40,11 +40,6 @@ tracing = "0.1"
[target.'cfg(target_os = "linux")'.dependencies]
pipewire = "0.9"
sdl3 = { version = "0.18", features = ["hidapi"] }
# PyroWave decode (the opt-in wired-LAN wavelet codec, design/pyrowave-codec-plan.md
# §4.5) — pure Vulkan compute on the presenter's shared device. `ash` only wraps the
# presenter's existing raw handles (same pinned version as pf-presenter).
pyrowave-sys = { path = "../pyrowave-sys", optional = true }
ash = { version = "0.38", optional = true }
[target.'cfg(windows)'.dependencies]
wasapi = "0.23"
@@ -62,10 +57,3 @@ windows = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63
# method itself is feature-gated behind this.
"Win32_Security",
] }
[features]
# PyroWave client decode ships in every default build (flatpak included; pyrowave-sys is a
# vendored in-repo tree, offline-safe, and an empty stub off Linux/Windows). The codec is
# still strictly per-session opt-in (Settings codec pick / PUNKTFUNK_PREFER_PYROWAVE=1).
default = ["pyrowave"]
pyrowave = ["dep:pyrowave-sys", "dep:ash"]
+1 -12
View File
@@ -269,8 +269,6 @@ impl PadInfo {
GamepadPref::XboxOne => "Xbox One",
GamepadPref::SteamDeck => "Steam Deck",
GamepadPref::SteamController => "Steam Controller",
GamepadPref::SteamController2 => "Steam Controller 2",
GamepadPref::SteamController2Puck => "Steam Controller 2 Puck",
GamepadPref::SwitchPro => "Switch Pro",
_ => "",
}
@@ -1608,8 +1606,7 @@ fn hidout_pad(h: &HidOutput) -> u8 {
HidOutput::Led { pad, .. }
| HidOutput::PlayerLeds { pad, .. }
| HidOutput::Trigger { pad, .. }
| HidOutput::TrackpadHaptic { pad, .. }
| HidOutput::HidRaw { pad, .. } => *pad,
| HidOutput::TrackpadHaptic { pad, .. } => *pad,
}
}
@@ -1927,13 +1924,5 @@ mod slot_tests {
}),
4
);
assert_eq!(
hidout_pad(&HidOutput::HidRaw {
pad: 6,
kind: 0,
data: vec![0x80, 0, 0]
}),
6
);
}
}
-4
View File
@@ -33,11 +33,7 @@ pub mod session;
pub mod trust;
#[cfg(any(target_os = "linux", windows))]
pub mod video;
// PyroWave decode — Linux + `pyrowave` feature only (plan §4.5; the Windows client's
// present-path decision and the Apple Metal port are their own phases).
#[cfg(windows)]
pub mod video_d3d11;
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
pub mod video_pyrowave;
pub mod wol;
+4 -144
View File
@@ -211,21 +211,6 @@ fn pump(
frame_tx: async_channel::Sender<DecodedFrame>,
stop: Arc<AtomicBool>,
) {
// PUNKTFUNK_PREFER_PYROWAVE=1 — the Phase-2 lab opt-in for the wired-LAN wavelet codec
// (a Settings toggle is the Phase-3 productization). Riding `preferred_codec` is exactly
// the plan-§3 contract: the host only ever picks PyroWave when the client names it.
#[allow(unused_mut)]
let mut preferred = params.preferred_codec;
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
if std::env::var("PUNKTFUNK_PREFER_PYROWAVE").as_deref() == Ok("1") {
if params.vulkan.as_ref().is_some_and(|v| v.pyrowave_decode) {
preferred = punktfunk_core::quic::CODEC_PYROWAVE;
} else {
tracing::warn!(
"PUNKTFUNK_PREFER_PYROWAVE=1 but the presenter device failed the pyrowave probe — keeping the normal codec preference"
);
}
}
let connector = match NativeClient::connect(
&params.host,
params.port,
@@ -235,9 +220,8 @@ fn pump(
params.bitrate_kbps,
params.video_caps,
params.audio_channels,
// FFmpeg's codecs plus CODEC_PYROWAVE when the presenter device passed the probe.
crate::video::decodable_codecs_for(params.vulkan.as_ref()),
preferred, // the user's soft codec preference (0 = auto; see the pyrowave opt-in above)
crate::video::decodable_codecs(), // codecs FFmpeg can decode (HEVC/H.264/AV1)
params.preferred_codec, // the user's soft codec preference (0 = auto)
// This display's HDR volume → the host's virtual-display EDID. The env hatch wins so an
// A/B run can pin an exact peak (PUNKTFUNK_CLIENT_PEAK_NITS=600).
punktfunk_core::client::display_hdr_env_override().or(params.display_hdr),
@@ -255,10 +239,6 @@ fn pump(
.to_string()
}
PunktfunkError::Timeout => "Connection timed out".to_string(),
// The host said WHY it turned us away (typed application close) — show that
// verbatim instead of a generic failure: "the request was denied on the host"
// and "connection timed out" call for very different next steps.
PunktfunkError::Rejected(reason) => crate::trust::connect_reject_message(reason),
other => format!("Connect failed: {other:?}"),
};
let _ = ev_tx.send_blocking(SessionEvent::Failed {
@@ -282,29 +262,7 @@ fn pump(
welcome_codec = connector.codec,
"negotiated video codec"
);
// A negotiated PyroWave session decodes on the presenter's device, no FFmpeg —
// reachable only through the explicit preference above (resolve_codec never
// auto-picks the bit), so failing loudly here is failing an opted-in experiment.
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
let built = if connector.codec == punktfunk_core::quic::CODEC_PYROWAVE {
let mode = connector.mode();
match params.vulkan.as_ref() {
Some(vk) => Decoder::new_pyrowave(
vk,
mode.width,
mode.height,
connector.shard_payload as usize,
),
None => Err(anyhow::anyhow!(
"pyrowave session without a presenter device"
)),
}
} else {
Decoder::new(codec_id, &params.decoder, params.vulkan.as_ref())
};
#[cfg(not(all(target_os = "linux", feature = "pyrowave")))]
let built = Decoder::new(codec_id, &params.decoder, params.vulkan.as_ref());
let mut decoder = match built {
let mut decoder = match Decoder::new(codec_id, &params.decoder, params.vulkan.as_ref()) {
Ok(d) => d,
Err(e) => {
let _ = ev_tx.send_blocking(SessionEvent::Ended(Some(format!("video decoder: {e}"))));
@@ -328,23 +286,7 @@ fn pump(
// Live host↔client clock offset: loaded per frame (Relaxed) so mid-stream re-syncs (an NTP
// step, drift) keep the capture-clock latency stats honest — never cached at session start.
let clock_offset_live = connector.clock_offset_shared();
// PUNKTFUNK_DEBUG_RECONFIGURE=WxH@HZ:SECS — lab lever: request ONE mid-stream mode
// switch N seconds in, so a headless session (no window manager to drag a window in)
// can exercise the resize path deterministically — host pipeline rebuild, decoder
// follow-through (e.g. the PyroWave in-place rebuild), overlay/aspect handling.
let pump_start = Instant::now();
let mut debug_reconfig = std::env::var("PUNKTFUNK_DEBUG_RECONFIGURE")
.ok()
.and_then(|s| {
let parsed = parse_debug_reconfigure(&s);
if parsed.is_none() {
tracing::warn!(value = %s, "PUNKTFUNK_DEBUG_RECONFIGURE not understood (want WxH@HZ:SECS) — ignored");
}
parsed
});
let mut total_frames = 0u64;
// Newest frame index handed to the decoder — the staleness bar for late partials.
let mut newest_decoded_idx: Option<u32> = None;
let mut window_start = Instant::now();
let mut frames_n = 0u32;
let mut bytes_n = 0u64;
@@ -352,9 +294,6 @@ fn pump(
// corrected), `decode` = received→decoded (client-local). p50 per 1 s window.
let mut hostnet_us: Vec<u64> = Vec::with_capacity(256);
let mut decode_us: Vec<u64> = Vec::with_capacity(256);
// Adaptive bitrate: report the decode stage back to the core controller only when it's armed
// (Automatic, non-PyroWave). Constant for the session — resolve once, gate the per-frame call.
let wants_decode = connector.wants_decode_latency();
// Host/network split (Phase 2): frames awaiting their per-AU 0xCF host timing,
// correlated by pts_ns. Bounded — an old host never sends any, so entries just age out.
let mut pending_split: std::collections::VecDeque<(u64, u64)> =
@@ -385,18 +324,6 @@ fn pump(
if stop.load(Ordering::SeqCst) {
break None;
}
if let Some((mode, delay)) = debug_reconfig {
if pump_start.elapsed() >= delay {
tracing::info!(
?mode,
"PUNKTFUNK_DEBUG_RECONFIGURE: requesting mid-stream mode switch"
);
if let Err(e) = connector.request_mode(mode) {
tracing::warn!(error = ?e, "debug mode switch request failed");
}
debug_reconfig = None;
}
}
// 20 ms wait: audio has its own thread now, so this only bounds stop-flag
// responsiveness and the per-iteration keyframe-recovery check (a frame arrives
// every ~816 ms at 60120 Hz anyway, so this rarely times out mid-stream).
@@ -468,21 +395,7 @@ fn pump(
}
None => next_expected_index = Some(frame.frame_index.wrapping_add(1)),
}
// A PARTIAL that lost the race (a newer frame already decoded) is pure
// time travel — skip it; each PyroWave frame is independent, so nothing
// downstream needs it. Completes keep the normal path (reorder is handled
// by the continuity gate).
if !frame.complete
&& newest_decoded_idx
.is_some_and(|n: u32| n.wrapping_sub(frame.frame_index) <= u32::MAX / 2)
{
continue;
}
newest_decoded_idx = Some(match newest_decoded_idx {
Some(n) if frame.frame_index.wrapping_sub(n) > u32::MAX / 2 => n,
_ => frame.frame_index,
});
match decoder.decode_frame(&frame.data, frame.flags, frame.complete) {
match decoder.decode(&frame.data) {
Ok(Some(image)) => {
// Fold this decoded frame through the shared freeze gate: it reads the AU's
// re-anchor wire flags (FLAG_SOF IDR marker / RECOVERY_ANCHOR / RECOVERY_POINT),
@@ -500,8 +413,6 @@ fn pump(
DecodedImage::VkFrame(_) => "vulkan",
#[cfg(windows)]
DecodedImage::D3d11(_) => "d3d11va",
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
DecodedImage::PyroWave(_) => "pyrowave",
};
if total_frames == 1 {
let (w, h, path) = match &image {
@@ -511,8 +422,6 @@ fn pump(
DecodedImage::VkFrame(v) => (v.width, v.height, "vulkan-video"),
#[cfg(windows)]
DecodedImage::D3d11(d) => (d.width, d.height, "d3d11va"),
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
DecodedImage::PyroWave(f) => (f.width, f.height, "pyrowave"),
};
tracing::info!(width = w, height = h, path, "first frame decoded");
}
@@ -577,15 +486,6 @@ fn pump(
decode_us.push(decoded_ns.saturating_sub(received_ns) / 1000);
}
}
// Adaptive bitrate: feed the decoder-backlog signal every frame (the network
// signals can't see the client's decoder). Uses the CPU-side decoded stamp:
// exact for the synchronous D3D11VA/software path; received→submit for the
// async Vulkan-Video path — still the decoder-input backpressure the rate
// controller needs, without the per-frame fence wait the HUD stat avoids.
if wants_decode {
let us = decoded_ns.saturating_sub(received_ns) / 1000;
connector.report_decode_us(us.min(u32::MAX as u64) as u32);
}
}
// The decoder produced nothing — under zero-reorder LOW_DELAY (one-in/one-out) that
// means it's wedged on missing references with no reassembler drop to trigger
@@ -803,43 +703,3 @@ fn spawn_audio(
.map_err(|e| tracing::warn!(error = %e, "audio thread failed to start — audio disabled"))
.ok()
}
/// Parse the `PUNKTFUNK_DEBUG_RECONFIGURE` lab lever: `WxH@HZ:SECS` → request that mode
/// SECS seconds into the stream (e.g. `1280x720@60:5`).
fn parse_debug_reconfigure(s: &str) -> Option<(Mode, Duration)> {
let (mode_s, secs_s) = s.split_once(':')?;
let (res, hz) = mode_s.split_once('@')?;
let (w, h) = res.split_once('x')?;
let mode = Mode {
width: w.trim().parse().ok()?,
height: h.trim().parse().ok()?,
refresh_hz: hz.trim().parse().ok()?,
};
Some((mode, Duration::from_secs(secs_s.trim().parse().ok()?)))
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn debug_reconfigure_parses_the_documented_shape() {
let (mode, delay) = parse_debug_reconfigure("1280x720@60:5").unwrap();
assert_eq!((mode.width, mode.height, mode.refresh_hz), (1280, 720, 60));
assert_eq!(delay, Duration::from_secs(5));
}
#[test]
fn debug_reconfigure_rejects_garbage() {
for bad in [
"",
"1280x720",
"1280x720@60",
"x@:",
"ax b@c:d",
"1280x720@60:x",
] {
assert!(parse_debug_reconfigure(bad).is_none(), "{bad:?} parsed");
}
}
}
-66
View File
@@ -280,65 +280,6 @@ pub fn pair_with_host(
)
}
/// User-facing sentence for a failed connect / request-access, keyed on the actual cause —
/// shared by every desktop/console surface so "the host declined this device" never renders
/// as "connection timed out". Reason-specific text for a typed host rejection
/// ([`punktfunk_core::reject::RejectReason`]); the caller keeps its own wording for
/// non-rejection errors.
pub fn connect_reject_message(reason: punktfunk_core::reject::RejectReason) -> String {
use punktfunk_core::reject::RejectReason as R;
match reason {
R::Denied => "The host declined this device's request.".into(),
R::ApprovalTimeout => {
"Nobody approved the request on the host in time — approve this device in the \
host's console or web UI, then request access again."
.into()
}
R::Superseded => {
"A newer request from this device replaced this one — approve the latest request \
on the host."
.into()
}
R::IdentityRequired => {
"The host requires pairing — pair this device (PIN or request access) first.".into()
}
R::PairingNotArmed => {
"Pairing isn't armed on the host — arm it on the host's Pairing page, then try \
again."
.into()
}
R::PairingBoundToOtherDevice => {
"The host's pairing window is armed for a different device — arm it for this one."
.into()
}
R::PairingRateLimited => {
"Too many pairing attempts — wait a couple of seconds and try again.".into()
}
R::WireVersionMismatch => {
"Client and host versions don't match — update both to the same release.".into()
}
R::Busy => "The host is busy with another session.".into(),
}
}
/// User-facing sentence for a failed PIN pairing ceremony ([`pair_with_host`]) — distinguishes
/// a wrong PIN (the SPAKE2 proof failed) from an unreachable host and from the host's typed
/// rejections, so a dead network path or a disarmed host is never reported as a bad PIN.
pub fn pair_error_message(err: &punktfunk_core::PunktfunkError) -> String {
use punktfunk_core::PunktfunkError as E;
match err {
E::Crypto => "Wrong PIN — check the PIN on the host's Pairing page and try again.".into(),
E::Rejected(reason) => connect_reject_message(*reason),
E::Timeout => "The host didn't answer. Is it running and reachable?".into(),
E::Io(_) => {
"Couldn't reach the host — check that this device and the host are on the same \
network (no VPN on this device, no guest-Wi-Fi / AP isolation)."
.into()
}
other => format!("Pairing failed: {other:?}"),
}
}
/// Probe several hosts for reachability in parallel — one thread each, so the wall-clock cost is
/// ~one `timeout`, not the sum. Each element of the returned vec corresponds by index to
/// `targets`. Wraps the single-host [`NativeClient::probe`] (a bounded, trust-agnostic,
@@ -574,10 +515,6 @@ impl Settings {
"h264" | "avc" => punktfunk_core::quic::CODEC_H264,
"hevc" | "h265" => punktfunk_core::quic::CODEC_HEVC,
"av1" => punktfunk_core::quic::CODEC_AV1,
// The wired-LAN wavelet codec: preference-only by design (resolve_codec never
// auto-picks it), and harmless on a build/device that doesn't advertise the
// bit — the ladder falls back to HEVC.
"pyrowave" => punktfunk_core::quic::CODEC_PYROWAVE,
_ => 0,
}
}
@@ -694,9 +631,6 @@ mod tests {
assert!(s.mic_enabled);
assert_eq!(s.decoder, "hardware");
assert_eq!(s.preferred_codec(), punktfunk_core::quic::CODEC_AV1);
let mut pw = s.clone();
pw.codec = "pyrowave".into();
assert_eq!(pw.preferred_codec(), punktfunk_core::quic::CODEC_PYROWAVE);
assert_eq!(s.adapter, "NVIDIA GeForce RTX 4080");
assert!(s.hdr_enabled);
// The old shell's `show_hud` lands on `show_stats` (the user's preference survives).
+10 -240
View File
@@ -1,8 +1,6 @@
//! Video decode: reassembled HEVC access units → frames for the presenter.
//!
//! Three backends, picked at session start (auto on Linux: vaapi → vulkan → software on
//! desktop Mesa, vulkan first on NVIDIA/VanGogh — see
//! [`VulkanDecodeDevice::prefer_vulkan_over_vaapi`];
//! Three backends, picked at session start (auto: vulkan → vaapi → software;
//! override: `PUNKTFUNK_DECODER=vulkan|vaapi|software`):
//!
//! * **Vulkan Video**: FFmpeg's Vulkan decoder running on the PRESENTER's own VkDevice
@@ -68,11 +66,6 @@ pub enum DecodedImage {
/// (Intel's Windows driver foremost). See `crate::video_d3d11`.
#[cfg(windows)]
D3d11(crate::video_d3d11::D3d11Frame),
/// PyroWave planar output: three R8 plane views on the presenter's own device,
/// decode already fence-complete, GENERAL layout — the presenter's planar CSC
/// samples them directly (BT.709 limited, the codec's fixed colour contract).
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
PyroWave(crate::video_pyrowave::PyroWavePlanarFrame),
}
/// One Vulkan-decoded frame. The image lives on the presenter's own VkDevice (the
@@ -188,8 +181,6 @@ impl DecodedImage {
DecodedImage::VkFrame(f) => f.keyframe,
#[cfg(windows)]
DecodedImage::D3d11(f) => f.keyframe,
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
DecodedImage::PyroWave(f) => f.keyframe,
}
}
@@ -204,8 +195,6 @@ impl DecodedImage {
DecodedImage::VkFrame(f) => (f.width, f.height),
#[cfg(windows)]
DecodedImage::D3d11(f) => (f.width, f.height),
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
DecodedImage::PyroWave(f) => (f.width, f.height),
}
}
}
@@ -321,11 +310,6 @@ enum Backend {
Vaapi(VaapiDecoder),
#[cfg(windows)]
D3d11va(crate::video_d3d11::D3d11vaDecoder),
/// PyroWave (wired-LAN wavelet codec): pyrowave compute on the presenter's device,
/// no FFmpeg involvement. No demotion rung — there is no other decoder for it.
/// Boxed: the decoder (pinned create-info hold + plane ring) dwarfs the other variants.
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
PyroWave(Box<crate::video_pyrowave::PyroWaveDecoder>),
Software(SoftwareDecoder),
}
@@ -374,21 +358,6 @@ pub fn decodable_codecs() -> u8 {
bits
}
/// [`decodable_codecs`] plus the PyroWave bit when the presenter's device passed the
/// compute-feature probe. Advertisement-only: `resolve_codec` never auto-picks PyroWave —
/// the session must also name it `preferred_codec` (plan §3), which the client does only
/// under its explicit opt-in.
pub fn decodable_codecs_for(vk: Option<&VulkanDecodeDevice>) -> u8 {
let bits = decodable_codecs();
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
if vk.map(|v| v.pyrowave_decode).unwrap_or(false) {
return bits | punktfunk_core::quic::CODEC_PYROWAVE;
}
#[cfg(not(all(target_os = "linux", feature = "pyrowave")))]
let _ = vk;
bits
}
/// libavcodec logs reference-frame recovery to the process stderr very verbosely
/// (`First slice in a frame missing`, `Could not find ref with POC …`, `Error
/// constructing the frame RPS`) — normal chatter while the decoder waits for a keyframe
@@ -415,11 +384,8 @@ impl Decoder {
/// `vk` is the presenter's shared Vulkan device when its stack can run FFmpeg's
/// Vulkan Video decoder — decode lands as VkImages the presenter samples directly.
/// Precedence: the `PUNKTFUNK_DECODER` env override wins (support/debug escape
/// hatch, and the documented knob), then the setting; both default to auto.
/// Auto's hardware order on Linux depends on the device
/// ([`VulkanDecodeDevice::prefer_vulkan_over_vaapi`]): VAAPI → Vulkan → software on
/// desktop Mesa (AMD/Intel), Vulkan → VAAPI → software on NVIDIA and the Deck's
/// VanGogh. Windows is Vulkan → D3D11VA → software (no VAAPI there).
/// hatch, and the documented knob), then the setting; both default to auto
/// (Vulkan → VAAPI → software; no VAAPI on Windows).
pub fn new(
codec_id: ffmpeg::codec::Id,
pref: &str,
@@ -439,31 +405,6 @@ impl Decoder {
want_keyframe: false,
})
};
// Linux `auto`: try VAAPI FIRST unless this device is one where Vulkan Video is
// the established right answer (NVIDIA — no usable VAAPI; VanGogh — VAAPI
// chroma-fringes). Mesa now exposes decode queues by default (and the session
// binary opts RADV in for the Deck's sake), which silently moved every desktop
// AMD/Intel box onto FFmpeg-Vulkan-on-Mesa — user-reported to judder/error-streak
// (then demote to software) where explicit VAAPI streams perfectly.
#[cfg(target_os = "linux")]
let mut vaapi_tried = false;
#[cfg(target_os = "linux")]
if matches!(choice.as_str(), "auto" | "" | "hardware")
&& !vk
.filter(|v| v.video_decode)
.is_some_and(|v| v.prefer_vulkan_over_vaapi())
{
vaapi_tried = true;
match VaapiDecoder::new(codec_id) {
Ok(v) => {
tracing::info!(?codec_id, "VAAPI hardware decode active (zero-copy dmabuf)");
return done(Backend::Vaapi(v));
}
Err(e) => {
tracing::info!(reason = %e, "VAAPI unavailable — trying Vulkan Video");
}
}
}
if matches!(choice.as_str(), "auto" | "" | "vulkan" | "hardware") {
// `video_decode` gates the Vulkan Video attempt: the presenter now exports its
// handle bundle even when the device has no decode queue (Windows D3D11 interop
@@ -482,7 +423,7 @@ impl Decoder {
return Err(e.context("PUNKTFUNK_DECODER=vulkan but it failed"));
}
tracing::info!(reason = %format!("{e:#}"),
"Vulkan Video unavailable — falling back");
"Vulkan Video unavailable — trying VAAPI");
}
},
None if choice == "vulkan" => {
@@ -494,13 +435,12 @@ impl Decoder {
None => {}
}
}
// Deck/NVIDIA note: `auto` reaches VAAPI here when Vulkan Video isn't available
// (on desktop Mesa it was already tried above — `vaapi_tried` skips the repeat).
// A presenter that can't display the dmabufs demotes this decoder to software
// mid-session via [`Decoder::force_software`]. Windows has no VAAPI — auto falls
// straight through to software there.
// Deck note: `auto` reaches VAAPI when Vulkan Video isn't available. A presenter
// that can't display the dmabufs demotes this decoder to software mid-session
// via [`Decoder::force_software`]. Windows has no VAAPI — auto falls straight
// through to software there.
#[cfg(target_os = "linux")]
if choice != "software" && choice != "vulkan" && !vaapi_tried {
if choice != "software" && choice != "vulkan" {
match VaapiDecoder::new(codec_id) {
Ok(v) => {
tracing::info!(?codec_id, "VAAPI hardware decode active (zero-copy dmabuf)");
@@ -568,29 +508,6 @@ impl Decoder {
/// Drain the "please ask the host for an IDR" flag — the pump calls this each iteration
/// (throttled) so a demoted/erroring decoder can resynchronize under the infinite GOP.
/// Open a PyroWave decoder for a `CODEC_PYROWAVE` session (plan §4.5): pyrowave
/// compute on the presenter's device, no FFmpeg. `codec_id` is irrelevant (kept as
/// HEVC so an — impossible — demotion path stays well-formed).
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
pub fn new_pyrowave(
vk: &VulkanDecodeDevice,
width: u32,
height: u32,
shard_payload: usize,
) -> Result<Decoder> {
Ok(Decoder {
backend: Backend::PyroWave(Box::new(crate::video_pyrowave::PyroWaveDecoder::new(
vk,
width,
height,
shard_payload,
)?)),
codec_id: ffmpeg::codec::Id::HEVC,
vaapi_fails: 0,
want_keyframe: false,
})
}
pub fn take_keyframe_request(&mut self) -> bool {
std::mem::take(&mut self.want_keyframe)
}
@@ -618,43 +535,12 @@ impl Decoder {
/// pump asks the host for a fresh IDR — under the infinite GOP nothing else resyncs a
/// rebuilt/erroring decoder, so skipping this leaves the picture gray/frozen for good.
pub fn decode(&mut self, au: &[u8]) -> Result<Option<DecodedImage>> {
self.decode_frame(au, 0, true)
}
/// [`decode`](Self::decode) with the AU's wire facts: `user_flags` (chunk-aligned AUs
/// are parsed in shard windows — [`punktfunk_core::packet::USER_FLAG_CHUNK_ALIGNED`])
/// and completeness (`false` = a partial delivery; only the PyroWave backend decodes
/// those — as one frame of localized blur, plan §4.4).
pub fn decode_frame(
&mut self,
au: &[u8],
// Only the PyroWave backend reads the flags; without that feature the param is unused.
#[cfg_attr(
not(all(target_os = "linux", feature = "pyrowave")),
allow(unused_variables)
)]
user_flags: u32,
complete: bool,
) -> Result<Option<DecodedImage>> {
let result = match &mut self.backend {
Backend::Vulkan(v) => {
debug_assert!(complete, "partial AUs are pyrowave-only");
v.decode(au).map(|f| f.map(DecodedImage::VkFrame))
}
Backend::Vulkan(v) => v.decode(au).map(|f| f.map(DecodedImage::VkFrame)),
#[cfg(target_os = "linux")]
Backend::Vaapi(v) => v.decode(au).map(|f| f.map(DecodedImage::Dmabuf)),
#[cfg(windows)]
Backend::D3d11va(d) => d.decode(au).map(|f| f.map(DecodedImage::D3d11)),
// No demote ladder below PyroWave (nothing else decodes it): propagate the
// error; the pump surfaces it and the session falls back to HEVC by
// renegotiation (plan §4.6), not by decoder swap.
#[cfg(all(target_os = "linux", feature = "pyrowave"))]
Backend::PyroWave(p) => {
let aligned = user_flags & punktfunk_core::packet::USER_FLAG_CHUNK_ALIGNED != 0;
return Ok(p
.decode_frame(au, aligned, complete)?
.map(DecodedImage::PyroWave));
}
Backend::Software(s) => return Ok(s.decode(au)?.map(DecodedImage::Cpu)),
};
match result {
@@ -672,24 +558,6 @@ impl Decoder {
self.vaapi_fails += 1;
self.want_keyframe = true;
if self.vaapi_fails >= VAAPI_DEMOTE_AFTER {
// A failing Vulkan backend still has a hardware rung below it on
// Linux — demote to VAAPI first (user-reported: FFmpeg-Vulkan-on-Mesa
// error-streaking where VAAPI streams perfectly); only when that
// can't be built either does the session land on software.
#[cfg(target_os = "linux")]
if matches!(self.backend, Backend::Vulkan(_)) {
match VaapiDecoder::new(self.codec_id) {
Ok(v) => {
tracing::warn!(error = %e, fails = self.vaapi_fails,
"Vulkan Video decode failing repeatedly — demoting to VAAPI");
self.backend = Backend::Vaapi(v);
self.vaapi_fails = 0;
return Ok(None);
}
Err(va) => tracing::info!(reason = %va,
"VAAPI unavailable for demotion — software decode"),
}
}
tracing::warn!(error = %e, fails = self.vaapi_fails,
"{which} decode failing repeatedly — demoting to software");
self.backend = Backend::Software(SoftwareDecoder::new(self.codec_id)?);
@@ -1134,12 +1002,6 @@ pub struct VulkanDecodeDevice {
pub instance: usize,
pub physical_device: usize,
pub device: usize,
/// PCI vendor of the presenter's physical device (0x10DE NVIDIA, 0x1002 AMD,
/// 0x8086 Intel) — drives [`Self::prefer_vulkan_over_vaapi`].
pub vendor_id: u32,
/// The driver's device-name string (e.g. "AMD RADV VANGOGH") — the VanGogh/Deck
/// detection for [`Self::prefer_vulkan_over_vaapi`].
pub device_name: String,
/// The presenter's graphics+present family (FFmpeg's "required" tx/comp family too).
pub graphics_qf: u32,
/// Raw `VkQueueFlags` of that family (the qf[] entry wants the real capabilities).
@@ -1160,24 +1022,6 @@ pub struct VulkanDecodeDevice {
/// features). The bundle now exists even without it — Windows D3D11 interop rides the
/// same struct — so consumers gate the FFmpeg-Vulkan decoder on THIS, not on `Some`.
pub video_decode: bool,
/// PyroWave decode (the wired-LAN wavelet codec) is usable: Vulkan 1.3 + the compute
/// features its kernels need were present AND enabled at device creation
/// (`shaderInt16`, `storageBuffer8BitAccess`, subgroup size control). Gates the
/// `CODEC_PYROWAVE` advertisement and the pyrowave decoder backend.
pub pyrowave_decode: bool,
/// The feature facts + creation shape the pyrowave decoder's pinned create-info
/// reconstruction mirrors (pyrowave 0.4.0 requires the instance/device create infos —
/// content-accurate, kept alive — to share our VkDevice).
pub f_shader_int16: bool,
pub f_storage_buffer8: bool,
pub f_subgroup_size_control: bool,
pub f_compute_full_subgroups: bool,
pub f_shader_float16: bool,
/// `VkPhysicalDeviceProperties::apiVersion` of the presenter's device.
pub api_version: u32,
/// The queue families the device was created with (one `VkDeviceQueueCreateInfo` each,
/// one queue per family, priority 1.0) — mirrored by the reconstruction.
pub queue_families: Vec<u32>,
/// The presenter enabled `VK_KHR_external_memory_win32` + `VK_KHR_win32_keyed_mutex`:
/// D3D11 shared-texture frames can reach the screen. Always `false` off Windows.
pub d3d11_import: bool,
@@ -1191,27 +1035,6 @@ pub struct VulkanDecodeDevice {
pub queue_lock: std::sync::Arc<QueueLock>,
}
impl VulkanDecodeDevice {
/// Should `auto` try Vulkan Video BEFORE VAAPI on this device?
/// * **NVIDIA** — Vulkan is its only hardware path (no usable VAAPI; the
/// nvidia-vaapi-driver is broken for this, Moonlight blacklists it).
/// * **AMD (RADV, VanGogh included)** — Vulkan decode outperforms VAAPI on RADV
/// (on-glass verdict), and on VanGogh VAAPI's separate-plane dmabuf import
/// additionally shows chroma fringing; the session binary opts RADV into
/// `video_decode` precisely to get the Vulkan path. Vulkan-first is safe here
/// because a mid-session Vulkan failure streak demotes to VAAPI (not software),
/// so a broken Mesa Vulkan path still lands on the working driver.
///
/// Intel (ANV) and unknown vendors keep the battle-tested zero-copy VAAPI first —
/// ANV's Vulkan Video is the least-proven Mesa path and VAAPI is what every other
/// Linux client uses there.
pub fn prefer_vulkan_over_vaapi(&self) -> bool {
const VENDOR_NVIDIA: u32 = 0x10DE;
const VENDOR_AMD: u32 = 0x1002;
self.vendor_id == VENDOR_NVIDIA || self.vendor_id == VENDOR_AMD
}
}
/// `fourcc(a,b,c,d)` — the DRM FourCC packing (little-endian, `a | b<<8 | c<<16 | d<<24`).
const fn fourcc(a: u8, b: u8, c: u8, d: u8) -> u32 {
(a as u32) | ((b as u32) << 8) | ((c as u32) << 16) | ((d as u32) << 24)
@@ -1682,59 +1505,6 @@ unsafe extern "C" fn pick_vulkan(
mod tests {
use super::*;
fn decode_device(vendor_id: u32, device_name: &str) -> VulkanDecodeDevice {
VulkanDecodeDevice {
get_instance_proc_addr: 0,
instance: 0,
physical_device: 0,
device: 0,
vendor_id,
device_name: device_name.into(),
graphics_qf: 0,
graphics_queue_flags: 0,
decode_qf: 0,
decode_video_caps: 0,
instance_extensions: Vec::new(),
device_extensions: Vec::new(),
f_sampler_ycbcr: true,
f_timeline_semaphore: true,
f_synchronization2: true,
f_shader_int16: false,
f_storage_buffer8: false,
f_subgroup_size_control: false,
f_compute_full_subgroups: false,
f_shader_float16: false,
api_version: 0,
queue_families: Vec::new(),
pyrowave_decode: false,
video_decode: true,
d3d11_import: false,
adapter_luid: None,
queue_lock: std::sync::Arc::new(QueueLock::new()),
}
}
/// Auto's Linux hardware order: Vulkan-first on NVIDIA (no usable VAAPI) and ALL AMD
/// (Vulkan decode outperforms VAAPI on RADV — on-glass verdict; VanGogh additionally
/// chroma-fringes over VAAPI); Intel/unknown keep VAAPI first (ANV's Vulkan Video is
/// the least-proven Mesa path). A Vulkan failure streak still demotes to VAAPI, so
/// Vulkan-first can never strand a box on software decode.
#[test]
fn vulkan_over_vaapi_on_nvidia_and_amd() {
assert!(decode_device(0x10DE, "NVIDIA GeForce RTX 5070 Ti").prefer_vulkan_over_vaapi());
assert!(decode_device(0x1002, "AMD RADV VANGOGH").prefer_vulkan_over_vaapi());
assert!(
decode_device(0x1002, "AMD Custom GPU 0405 (RADV VANGOGH)").prefer_vulkan_over_vaapi()
);
assert!(
decode_device(0x1002, "AMD Radeon RX 7800 XT (RADV NAVI32)").prefer_vulkan_over_vaapi()
);
assert!(
!decode_device(0x8086, "Intel(R) Arc(tm) A770 Graphics (DG2)")
.prefer_vulkan_over_vaapi()
);
}
fn desc(matrix: u8, full_range: bool) -> ColorDesc {
ColorDesc {
primaries: 1,
File diff suppressed because it is too large Load Diff
+3 -3
View File
@@ -22,9 +22,9 @@ pub(crate) enum GlyphStyle {
impl GlyphStyle {
pub(crate) fn from_pref(pref: Option<GamepadPref>) -> GlyphStyle {
match pref {
Some(GamepadPref::DualSense | GamepadPref::DualSenseEdge | GamepadPref::DualShock4) => {
GlyphStyle::Shapes
}
Some(
GamepadPref::DualSense | GamepadPref::DualSenseEdge | GamepadPref::DualShock4,
) => GlyphStyle::Shapes,
Some(_) => GlyphStyle::Letters,
None => GlyphStyle::Keyboard,
}
-4
View File
@@ -53,10 +53,6 @@ pub(crate) struct ConnectIntent {
pub launch: Option<String>,
/// What the connecting card says (host or game title).
pub title: String,
/// The no-PIN delegated-approval connect (the pair screen's "Request access"): the
/// shell shows a "waiting for approval" takeover instead of "connecting", and the
/// binary parks on a long budget and persists the host as paired once let in.
pub request_access: bool,
}
pub(crate) enum Nav {
-1
View File
@@ -100,7 +100,6 @@ impl HomeScreen {
fp_hex: h.fp_hex.clone(),
launch: None,
title: h.name.clone(),
request_access: false,
});
}
}
@@ -119,7 +119,6 @@ impl LibraryScreen {
fp_hex: self.fp_hex.clone(),
launch: Some(g.id.clone()),
title: g.title.clone(),
request_access: false,
});
Some(MenuPulse::Confirm)
}

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