Files
punktfunk/crates/punktfunk-host/README.md
T
enricobuehler ab56536842 docs(readme): Windows host capture is IDD-push, not DXGI/WGC
The DXGI Desktop Duplication + WGC relay paths were removed; sealed
IDD-push (finished frames pushed straight into the host's own IddCx
driver, no screen-scraping) is now the sole Windows capture path. Fix the
stale "DXGI/WGC capture" claims in the root and punktfunk-host READMEs,
which also contradicted the push-based IDD description already present in
the root README.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 07:28:29 +02:00

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5.2 KiB
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# punktfunk-host
The **streaming host** — the program you run on the machine whose desktop or games you want to
stream. For each client that connects, it spins up a **virtual display sized to that device**,
captures it on the GPU, encodes with hardware NVENC/VAAPI/AMF/QSV, and sends it out over a
low-latency transport — no physical monitor, no letterboxing, no rearranging your real screens.
It speaks two protocols from **one process**:
- **GameStream** — so any [Moonlight](https://moonlight-stream.org/) / Artemis client works day one.
- **`punktfunk/1`** — punktfunk's own faster protocol (QUIC control plane, GF(2¹⁶) FEC + AES-GCM data
plane) that the native clients use.
Runs on **Linux** (the primary, most battle-tested path) and **Windows** (x64). The shared protocol,
FEC, and crypto live in [`punktfunk-core`](../punktfunk-core/README.md); this crate is everything
platform-facing around it.
## What it does
- **Per-client virtual displays at the exact WxH@Hz.** Linux uses per-compositor backends — **KWin**,
**gamescope**, **Mutter**, and **Sway/wlroots**; Windows uses its own all-Rust IddCx virtual display,
even on the secure desktop (UAC / lock screen).
- **GPU zero-copy capture → encode.** dmabuf → CUDA/Vulkan → NVENC on Linux; on Windows the host
pushes frames straight into its own IDD (sealed IDD-push, no screen-scraping) → GPU encode.
Encoders auto-select by GPU vendor: **NVENC** (NVIDIA), **VAAPI** (Linux AMD/Intel),
**AMF/QSV** (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
- **Input injection.** Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual
**gamepads** — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
- **Audio both ways.** Opus audio host→client, plus a virtual microphone the client can talk into.
- **Trust & discovery.** A persistent host identity, **SPAKE2 PIN pairing** (default) or TOFU, and
mDNS auto-advertisement so clients find the host without typing an IP.
- **Management API + web console.** A REST API (`mgmt.rs`, OpenAPI at
[`api/openapi.json`](../../api/openapi.json)) drives status, paired devices, and on-demand pairing;
the browser UI is in [`web/`](../../web/README.md).
## Run it
`punktfunk-host serve` runs inside your desktop session. Bare `serve` is the **secure native-only
default** (`punktfunk/1` + the management API); add `--gamestream` on a trusted LAN to also accept
stock Moonlight clients.
```sh
# Linux, from the repo root (see the repo README "Running on this box" for the headless recipe):
cargo run -rp punktfunk-host -- serve # native-only (secure default)
cargo run -rp punktfunk-host -- serve --gamestream # + Moonlight compatibility
```
Then pair from the web console (`https://<host-ip>:47992`) or the client app.
Most people should install a **package** rather than run from source — see
[`packaging/`](../../packaging/README.md) (apt · rpm/COPR/bootc · Arch/sysext · Windows installer) and
the per-platform guides at **[docs.punktfunk.unom.io/docs/install](https://docs.punktfunk.unom.io/docs/install)**.
### Subcommands
| Command | Purpose |
|---------|---------|
| `serve` | The host (native `punktfunk/1` + mgmt API; `--gamestream` adds Moonlight). |
| `punktfunk1-host` | Standalone native-protocol listener for testing/measurement (`--source virtual`, `--max-sessions`). |
| `openapi` | Print the management-API OpenAPI spec (regenerates `api/openapi.json`). |
| `library` | Inspect the multi-store game library. |
| `service` · `driver` · `web` | Windows: SCM service, driver install, bundled web console. |
| `*-test` / `*-selftest` / `*-probe` | Diagnostics (input, zero-copy, HDR, compositor, gamepads). |
`--help` lists them all.
## Layout
```
src/
main.rs CLI + subcommand dispatch
config.rs · session_plan.rs · session_tuning.rs · pipeline.rs session setup + the frame pipeline
vdisplay/ per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
capture/ · capture.rs screen/dmabuf capture (+ Windows IDD-push)
encode/ · encode.rs per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
zerocopy/ dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
inject/ · inject.rs input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
audio/ · audio.rs Opus out + virtual mic (PipeWire / WASAPI)
gamestream/ Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
punktfunk1.rs the native punktfunk/1 host (QUIC control + native-thread UDP data plane)
mgmt.rs · native_pairing.rs · stats_recorder.rs management API, pairing, perf capture
hdr.rs · library.rs HDR metadata; multi-store game library
linux/ · windows/ platform-confined backends
```
## Related
- **[`punktfunk-core`](../punktfunk-core/README.md)** — the shared protocol · FEC · crypto core
- **[Clients](../../clients/)** — the apps that connect (Apple · Linux · Windows · Android · probe)
- **[Packaging](../../packaging/README.md)** & **[docs](https://docs.punktfunk.unom.io)** — install & operate
- **[`design/`](../../design/README.md)** — architecture rationale and deep-dive plans