# Windows native client — bootstrap handoff > **Status:** SHIPPED — `clients/windows` (binary `punktfunk-client`), WinUI 3 via `windows-reactor`; > commits `0a3b92d..0cc36fa`. Build + clippy + fmt green on `x86_64-pc-windows-msvc` and > `aarch64-pc-windows-msvc` (ARM64 cross-compiled off the one x64 runner; signed MSIX for both arches > via `windows-msix.yml`). This doc is trimmed to design rationale, the HDR reference, hard-won > gotchas, and open items. The shipped source under `clients/windows/src/` is the truth. The native Windows punktfunk/1 client connects to a host (`serve` / `punktfunk1-host`), decodes HEVC, presents it low-latency on a `SwapChainPanel`, plays Opus audio, and captures local mouse/keyboard/gamepad to send back — the Windows analogue of the GTK4 Linux client (`clients/linux`), which was the architectural template. The locked decisions below are the durable "why"; the HDR section is the evergreen present reference. ## Locked decisions (the "why") - **Pure Rust.** `windows-rs` + **Windows App SDK "Reactor"** (WinUI 3 from Rust, merged windows-rs PR #4479). No C++/C#. Reactor + `SwapChainPanel` was the only novel/uncertain piece and was de-risked first; everything else is a known-good port of the Linux client. - Reactor is viable: windows-rs [PR #4499](https://github.com/microsoft/windows-rs/pull/4499) (merged 2026-06-01) added a `SwapChainPanel` widget to `windows-reactor` with `set_swap_chain` over `CreateSwapChainForComposition`, so a DXGI presenter *can* be hosted. (An earlier read that Reactor had no swapchain hatch was wrong/stale.) The UI is a declarative React-like tree (`App::new().render(app)`, `use_state`/`use_resource`/`use_effect` hooks); the video page is `swap_chain_panel().on_ready(|p| p.set_swap_chain(&sc))` driven by `on_rendering`. - **Links `punktfunk-core` directly** (Cargo path dep, `features = ["quic"]`) — **no C ABI**, exactly like the GTK client, *unlike* the Apple path. `NativeClient` is already `Sync` (mutexed plane receivers), so it drops into a UI app cleanly. The C ABI (`punktfunk_connect` + `next_au`/ `next_audio`/`next_rumble`/`next_hidout`/`send_input`/`send_rich_input`) is the *Apple* path; the native Rust clients call `crates/punktfunk-core/src/client.rs` (`NativeClient`) methods directly. - **Video widget = WinUI 3 `SwapChainPanel`** (built-in), fed a D3D11 swapchain via `ISwapChainPanelNative::SetSwapChain`. `present.rs` owns the D3D11 composition swapchain (WARP fallback, runtime shaders, Contain-fit) — the same renderer, bound to the panel instead of an HWND. - **Decode = FFmpeg-next + D3D11VA** (HEVC; **Main10** for 10-bit/HDR — see below). - **Audio playback = WASAPI render** + Opus decode (`opus` crate, vendors libopus via cmake). - **Input capture→send**: the client captures LOCAL input and sends it. Mouse (abs + relative) + keyboard via the **inverse VK table** (Windows VK is the native source, so simpler than Linux); gamepad via **SDL3** (already a workspace dep, cross-platform) → `NativeClient::send_input`/ `send_rich_input`. (`SendInput`/`ViGEm` are HOST-side injection — not used by the client.) - **Stream input is Win32 low-level hooks**, not XAML: reactor exposes only keyboard *accelerators* + pointer *button-state* (no raw key-down/up, no pointer position, no wheel), insufficient for a game stream. `input.rs` installs `WH_KEYBOARD_LL`/`WH_MOUSE_LL` on the stream page (uninstalled on exit), maps the pointer through the window client rect, sends native VK + abs mouse + wheel, with a Ctrl+Alt+Shift+Q capture toggle. (A future alternative: generate `Microsoft.UI.Xaml.UIElement` bindings from the staged winmd and subscribe to `KeyDown`/ `PointerMoved` — scoped to the panel.) - **Discovery = `mdns-sd`** (cross-platform, browses `_punktfunk._udp`). - **Trust = shared client identity + SPAKE2 PIN pairing + TOFU** (`trust.rs`; same identity files/logic as the other native clients). ## 10-bit + HDR (the present reference) The host negotiates and emits **HEVC Main10 + BT.2020 PQ HDR10** when the captured desktop is HDR (and 10-bit SDR Main10 when negotiated). The Windows client mirrors the Apple present: - **Advertise caps** in the `Hello`: `video_caps = VIDEO_CAP_10BIT | VIDEO_CAP_HDR` (`crates/punktfunk-core/src/quic.rs`). The host enables 10-bit only if the client advertised it. - **Detect HDR in-band** from the HEVC VUI (transfer characteristics = SMPTE ST 2084 / PQ), exactly like the Apple client's `VideoDecoder.isHDRFormat` (`clients/apple/Sources/PunktfunkKit/`). This handles a mid-session HDR toggle without renegotiation. `Welcome.bit_depth` (8/10) is also available. - **Decode** Main10 → **P010** (10-bit) via D3D11VA. - **Present HDR**: swapchain in `DXGI_FORMAT_R10G10B10A2_UNORM` (or `R16G16B16A16_FLOAT`), `IDXGISwapChain3::SetColorSpace1(DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)` + `SetHDRMetaData` for HDR10; the host's stream is BT.2020 PQ, so present PQ. For SDR, the existing `DXGI_FORMAT_B8G8R8A8_UNORM` + BT.709 path. (The host-side HDR conversion math is in `crates/punktfunk-host/src/capture/dxgi.rs` `HDR_PS`/`HdrConverter` if you need the inverse.) ## Build gotchas (hard-won) - **`CARGO_HOME` must be an ASCII path** (`C:\Users\Public\.cargo`). SDL3's `build-from-source` PCH embeds the registry source path; the `ü` in the dev box's username makes MSVC fail (`MSB8084` / `C4828`). Build under an ASCII path generally (the same `ü` triggers `LNK1201` PDB-write failures under `~/Developer`). - **`CMAKE_POLICY_VERSION_MINIMUM=3.5`** in the build env (CMake 4 rejects libopus's old minimum). - **Toolchain:** `winget install NASM.NASM Kitware.CMake LLVM.LLVM` (NASM for aws-lc-rs on the quic path; libclang/LLVM for ffmpeg-sys). - **windows-reactor is unpublished** (`version 0.0.0`) and fast-moving — depend on it as a **git dep pinned to a commit** (`b4129fcc`), and pin the `windows` crate to the **same commit** so the `IDXGISwapChain1` you pass to `set_swap_chain` satisfies reactor's `windows_core::Interface`. Its `build.rs` downloads the Windows App SDK NuGets (Foundation/Interactive/Runtime), stages the bootstrap DLL + `resources.pri` next to the exe, and **`.unwrap()`s `CARGO_WORKSPACE_DIR`** — set it in the build env (`CARGO_WORKSPACE_DIR=C:\Users\Public\punktfunk`). It writes `/temp` + `/winmd` to the workspace root (gitignored). The App SDK runtime must be installed to *run*. - **Windows clippy is stricter** than Linux CI and `cfg(windows)` code is excluded from Linux CI → run `cargo clippy -p punktfunk-client-windows -- -D warnings` ON the Windows box before committing. ## Open items - **On-glass validation on the RTX box** of **D3D11VA hardware decode** + **10-bit/HDR present** + the **WinUI GUI** — the dev VM is headless / SSH Session 0 / WARP, so the WinUI window can't show there and there is no hardware decode. Validate over RDP or on the RTX box against a live HDR host. - **RAWINPUT relative-mouse pointer-lock** for the stream view. - **Per-host speed-test widget** in the UI. ## Key references - **Full Windows plan + SudoVDA/host details:** `design/windows-host.md`. - **Template ported from:** `clients/linux/src/*`. - **Apple HDR present** (the pattern mirrored): `clients/apple/Sources/PunktfunkKit/{VideoDecoder, MetalVideoPresenter,Stage2Pipeline}.swift` — in-band PQ detection, P010 decode, EDR present. - **Core client API:** `crates/punktfunk-core/src/client.rs` (`NativeClient`). - **Protocol:** `crates/punktfunk-core/src/quic.rs` (`Hello.video_caps`, `Welcome.bit_depth`, `VIDEO_CAP_10BIT`/`VIDEO_CAP_HDR`). - **Host HDR conversion (inverse math):** `crates/punktfunk-host/src/capture/dxgi.rs` (`HDR_PS`, `HdrConverter`) + `crates/punktfunk-host/src/encode/nvenc.rs` (BT.2020/PQ VUI).