d01a8fd17a
ci / web (push) Failing after 22s
windows-host / package (push) Failing after 4m16s
ci / rust (push) Failing after 4m56s
ci / docs-site (push) Successful in 1m7s
android / android (push) Successful in 9m19s
ci / bench (push) Successful in 4m47s
decky / build-publish (push) Successful in 11s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Failing after 3s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 3s
docker / deploy-docs (push) Has been skipped
deb / build-publish (push) Failing after 6m29s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Failing after 7m4s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Failing after 7m17s
apple / swift (push) Successful in 1m13s
apple / screenshots (push) Successful in 5m27s
NVIDIA/AMD Vulkan ICDs refuse to *advertise* an HDR color space for a surface on an
IddCx indirect/virtual display, so Vulkan games (Doom: The Dark Ages, id Tech, Indiana
Jones, …) report "device does not support HDR" — even though Windows HDR, DWM compose,
and the client PQ stream all work, and the ICD happily *accepts + presents* a forced HDR
swapchain there. The whole gap is enumeration; the community (Apollo/Sunshine/VDD) wrote
this off as kernel-side / unfixable.
Add VK_LAYER_PUNKTFUNK_hdr_inject (packaging/windows/pf-vkhdr-layer/): a standalone
cdylib Vulkan implicit layer that appends {A2B10G10R10, HDR10_ST2084} + {RGBA16F, scRGB}
to vkGetPhysicalDeviceSurfaceFormats[2]KHR (no need to hook vkCreateSwapchainKHR — the
ICD doesn't validate the color space there). Self-gated on the surface monitor's actual
advanced-color state (DisplayConfig GET_ADVANCED_COLOR_INFO), so it is a complete no-op
on SDR sessions and real monitors (dedup). Always-on (registry-discovered) so it works
regardless of how a game is launched — env-scoping silently fails for already-running
Steam. Escape hatches: DISABLE_PF_VKHDR, PF_VKHDR_EXCLUDE, and a built-in kernel-anti-
cheat denylist.
The installer builds/signs/stages it and registers it under
HKLM64\SOFTWARE\Khronos\Vulkan\ImplicitLayers (opt-out "Install the HDR Vulkan layer"
task); windows-host CI fmt+clippy-gates it (msvc-only FFI).
Live-validated on the RTX box: Doom: The Dark Ages enables HDR over the pf-vdisplay
virtual display.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
74 lines
4.9 KiB
Markdown
74 lines
4.9 KiB
Markdown
---
|
|
title: "gamescope Multi-User Isolation (deferred)"
|
|
description: "Research + design for concurrent INDEPENDENT gamescope desktops (multi-user), and why it's deferred. The shared-desktop multi-view case already landed."
|
|
---
|
|
|
|
**Status: deferred (2026-06-12).** Concurrent sessions landed for the **shared-desktop multi-view**
|
|
case — multiple devices viewing/controlling the *same* KWin/Mutter/wlroots desktop ([Status](/docs/status)).
|
|
This page captures the research for the *other* model — **independent desktops** (each client its own
|
|
gamescope instance: the multi-user / cloud-gaming-on-one-box case) — and why it's parked. Pick this
|
|
up from here if the use case becomes a priority.
|
|
|
|
## What landed vs what this is
|
|
|
|
| Model | Backends | Input | Audio | Status |
|
|
|---|---|---|---|---|
|
|
| **Shared-desktop multi-view** | kwin / mutter / wlroots | shared (all drive one desktop) | shared (all hear one desktop) | ✅ **landed** — correct semantics: stream *your* desktop to laptop + TV at once |
|
|
| **Independent desktops (multi-user)** | gamescope | **per-session** (each drives its own game) | **per-session** | ⏸ **deferred** — this page |
|
|
|
|
For independent desktops, shared input/audio is *wrong* — each user must drive and hear only their own
|
|
session. gamescope is the natural fit: each `create()` spawns a fresh nested compositor (own
|
|
rendering, own EIS input socket). The blocker is that the host's input/audio/mic are host-lifetime
|
|
**shared** services, and the gamescope EIS socket is relayed through a single global file.
|
|
|
|
## Current architecture (the research)
|
|
|
|
Each gamescope **process is per-session** (`vdisplay/gamescope.rs::create()` spawns one; the
|
|
`VirtualOutput.keepalive` owns it). But:
|
|
|
|
- **EIS input socket — single global file.** gamescope exports `LIBEI_SOCKET` for its children; a
|
|
shell wrapper relays it to the fixed path `/tmp/punktfunk-gamescope-ei` (`EI_SOCKET_FILE`).
|
|
**Two concurrent instances overwrite each other's socket name** in that one file.
|
|
- **Injector — one host-lifetime `!Send` service.** `punktfunk1.rs::InjectorService` opens **one**
|
|
`inject::open(backend)` for the whole run and forwards events over an mpsc channel. It was made
|
|
shared deliberately (the portal `CreateSession` churn wedged KWin's EIS — "EIS setup timed out").
|
|
For gamescope it reads the one global socket file, so all sessions' input lands in whichever
|
|
instance wrote last.
|
|
- **Audio — global default-sink monitor.** `audio::open_audio_capture()` sets
|
|
`STREAM_CAPTURE_SINK` and autoconnects to the host's **default sink monitor** (PW_ID_ANY) — the
|
|
whole system's output, not a per-gamescope node. gamescope exposes **no per-instance audio node**.
|
|
- **Mic — one global `Audio/Source`.** `MicService` feeds one PipeWire source named `punktfunk-mic`;
|
|
all clients' mic uplinks mix into it.
|
|
- Per-session already (no work): the gamescope process, the PipeWire video node, and the uinput
|
|
gamepads.
|
|
|
|
## What it would take
|
|
|
|
1. **Per-instance EIS socket** — give each gamescope a unique relay file
|
|
(`/tmp/punktfunk-gamescope-{id}-ei`) and carry the path on `VirtualOutput` (new field) so the
|
|
session can find its own socket.
|
|
2. **Per-session injector** — for gamescope sessions, create a **per-session** injector bound to that
|
|
socket (its own thread, since `InputInjector` is `!Send`), instead of the shared `InjectorService`.
|
|
Keep the shared service for the portal backends (kwin/mutter) where shared input is correct.
|
|
Ordering nuance: the input thread is wired before the gamescope socket exists, so the per-session
|
|
injector must open **lazily** (on first event, by which time gamescope is up) or be created after
|
|
`build_pipeline`.
|
|
3. **Per-session audio (the bigger piece).** gamescope has no per-instance audio node, but audio
|
|
*is* isolatable: create a **per-session PipeWire null-sink**, route that gamescope's apps to it
|
|
(`PULSE_SINK` / a target node on the spawn env), and capture **that sink's monitor** per session.
|
|
This is the largest addition — null-sink create/teardown + routing + per-session capture.
|
|
4. **Per-session mic** — a virtual `Audio/Source` per session (`punktfunk-mic-{id}`), routed into
|
|
that gamescope, instead of the one global source.
|
|
|
|
## Why deferred
|
|
|
|
- It's a **large multi-file refactor** — the whole input path (per-instance sockets + per-session
|
|
injector + the lazy-open ordering), **plus** per-session null-sink audio routing, **plus** per-session
|
|
mic — for a **niche** use case (multiple independent users gaming on one box).
|
|
- The **common** concurrency case — stream one desktop to several of *your own* devices — is the
|
|
shared-desktop multi-view model, which **already landed and is the correct semantics** for it.
|
|
- No correctness gap in what shipped: concurrent sessions work today; this is purely the *additional*
|
|
independent-desktops model.
|
|
|
|
Revisit when there's a real multi-user requirement. The plumbing list above is the whole job.
|