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Flip the `pyrowave` cargo feature into the default set across punktfunk-host, pf-client-core, pf-presenter and the session client — every packaged build (flatpak, arch/rpm/copr, windows x64 client) now carries the codec. Selection stays strictly per-session opt-in: a client must pick "PyroWave (wired LAN)" in Settings (or PUNKTFUNK_PREFER_PYROWAVE=1); nothing changes for normal HEVC/AV1 sessions. The Windows ARM64 client leg builds --no-default-features and keeps skipping it (decode is Linux-native + Apple Metal today). Advertisement no longer waits for the PUNKTFUNK_ENCODER=pyrowave lab override on NVIDIA: host_wire_caps sets the bit whenever the feature is present and the host isn't the GPU-less software pref, and SessionPlan::output_format flips a PyroWave session on the NVIDIA-auto capture path to CPU RGB frames (the EGL→CUDA import only NVENC consumes; the wavelet backend ingests raw dmabufs or CPU RGB). AMD/Intel keep their raw-dmabuf zero-copy unchanged; per-session raw-dmabuf passthrough on NVIDIA (true zero-copy without the env's global capture policy) stays a follow-up. On-glass on .21 (RTX 5070 Ti, default-features binaries, NO env overrides): host advertises + negotiates PyroWave, the CPU-capture fallback engages, 60 fps at e2e 3.2-5.7 ms p50, and a mid-stream 1080p→720p resize rides on top cleanly. Workspace clippy --locked clean; 33 client + 314 host tests. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
72 lines
3.4 KiB
TOML
72 lines
3.4 KiB
TOML
[package]
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name = "pf-client-core"
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description = "Shared client plumbing (Linux + Windows) — session pump, FFmpeg decode, PipeWire/WASAPI audio, SDL3 gamepads, trust store, discovery — extracted from the GTK client so the shells and the Vulkan session binary build on one implementation"
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version.workspace = true
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edition.workspace = true
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rust-version.workspace = true
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license.workspace = true
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authors.workspace = true
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repository.workspace = true
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# Linux + Windows: the Vulkan session client builds on both; `cargo build --workspace`
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# stays green on macOS (the Mac client lives in clients/apple) — there this crate is
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# `wol` plus stubs-free emptiness. `wol` is pure std and stays cross-platform, matching
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# the old main.rs. Audio is the one per-OS swap: PipeWire on Linux, WASAPI on Windows
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# (same public surface — see lib.rs).
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[target.'cfg(any(target_os = "linux", windows))'.dependencies]
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punktfunk-core = { path = "../punktfunk-core", features = ["quic"] }
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# FFmpeg's Vulkan hwcontext surface (Vulkan Video decode on the presenter's device).
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pf-ffvk = { path = "../pf-ffvk" }
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async-channel = "2"
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# Video decode (same FFmpeg pin as the host) and Opus for the audio planes.
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ffmpeg-next = "8"
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opus = "0.3"
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mdns-sd = "0.20"
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# Game-library fetch from the host's management API over mTLS + fingerprint pinning.
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# `ureq` is small + sync (the host uses it too) and its rustls unifies with the
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# workspace's (quinn's) 0.23; the pinning verifier mirrors core's private `PinVerify`.
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ureq = "2"
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rustls = { version = "0.23", features = ["ring"] }
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serde = { version = "1", features = ["derive"] }
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serde_json = "1"
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anyhow = "1"
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tracing = "0.1"
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# Gamepads: capture + feedback (full DualSense fidelity — touchpad/motion/triggers/LEDs
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# need the hidapi driver). Linux links the system SDL3; Windows builds it from source
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# (no system SDL3 there — same choice as clients/windows).
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[target.'cfg(target_os = "linux")'.dependencies]
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pipewire = "0.9"
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sdl3 = { version = "0.18", features = ["hidapi"] }
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# PyroWave decode (the opt-in wired-LAN wavelet codec, design/pyrowave-codec-plan.md
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# §4.5) — pure Vulkan compute on the presenter's shared device. `ash` only wraps the
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# presenter's existing raw handles (same pinned version as pf-presenter).
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pyrowave-sys = { path = "../pyrowave-sys", optional = true }
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ash = { version = "0.38", optional = true }
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[target.'cfg(windows)'.dependencies]
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wasapi = "0.23"
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sdl3 = { version = "0.18", features = ["hidapi", "build-from-source"] }
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# D3D11VA decode (video_d3d11.rs): device/adapter selection, DXVA probes, and the shared
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# NT-handle hand-off ring. Same pinned rev as clients/windows so the workspace builds ONE
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# windows-rs.
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windows = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f", features = [
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"Win32_Foundation",
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"Win32_Graphics_Direct3D",
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"Win32_Graphics_Direct3D11",
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"Win32_Graphics_Dxgi",
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"Win32_Graphics_Dxgi_Common",
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# IDXGIResource1::CreateSharedHandle takes an optional SECURITY_ATTRIBUTES — the
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# method itself is feature-gated behind this.
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"Win32_Security",
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] }
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[features]
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# PyroWave client decode ships in every default build (flatpak included; pyrowave-sys is a
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# vendored in-repo tree, offline-safe, and an empty stub off Linux/Windows). The codec is
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# still strictly per-session opt-in (Settings codec pick / PUNKTFUNK_PREFER_PYROWAVE=1).
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default = ["pyrowave"]
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pyrowave = ["dep:pyrowave-sys", "dep:ash"]
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