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punktfunk/crates/punktfunk-client-windows/Cargo.toml
T
enricobuehler 63285b41fa fix(host/windows): don't 2-way-split-encode Main10 — it's SLOWER on Ada (fixes broken HDR animations)
The "broken animations in HDR" was an encode-throughput cliff, not the ACCESS_LOST churn. Measured at
5120x1440@240 HEVC Main10 on the RTX 4090: forced 2-way split-encode = 7.6 ms/frame (~131 fps, well
over the 4.17 ms/240fps budget → choppy), while SINGLE engine = 2.8-3.9 ms/frame (~256-357 fps, fits
240). The split/merge overhead dominates for 10-bit; a single Ada NVENC engine already handles 5K@240
Main10 comfortably. So the split decision now forces DISABLE for Main10 (bit_depth >= 10), keeping the
existing forced-2 only for 8-bit above 1 Gpix/s. PUNKTFUNK_SPLIT_ENCODE still overrides. Added a
split-mode log line.

Validated live on the 4090: encode_us_p50 7.6 ms → 3.9 ms at 5K240 HDR with no env override.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 21:40:28 +00:00

39 lines
1.4 KiB
TOML

[package]
name = "punktfunk-client-windows"
description = "Native Windows punktfunk/1 client — winit/D3D11 shell, FFmpeg decode, WASAPI audio, SDL3 gamepads"
version.workspace = true
edition.workspace = true
rust-version.workspace = true
license.workspace = true
authors.workspace = true
repository.workspace = true
[[bin]]
name = "punktfunk-client"
path = "src/main.rs"
# Everything is Windows-gated so `cargo build --workspace` stays green on Linux/macOS (the
# other native clients live in crates/punktfunk-client-linux and clients/apple); on other
# platforms this builds as a stub binary. Mirrors the Linux client's cfg(target_os="linux")
# gating exactly.
[target.'cfg(windows)'.dependencies]
# The protocol core, linked directly (no C ABI) — same as the GTK Linux client. NativeClient
# is Sync (mutexed plane receivers), so it drops into a UI app cleanly.
punktfunk-core = { path = "../punktfunk-core", features = ["quic"] }
# Video decode (same FFmpeg pin as the host/Linux client) — software HEVC on the GPU-less dev
# box; D3D11VA hardware decode is a follow-up for the real-GPU box.
ffmpeg-next = "8"
opus = "0.3"
# Audio render + mic capture (the WASAPI analogue of the Linux client's PipeWire backend).
wasapi = "0.23"
mdns-sd = "0.20"
async-channel = "2"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
anyhow = "1"
tracing = "0.1"
tracing-subscriber = { version = "0.3", features = ["env-filter"] }