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Merge origin/main into worktree-native-decode-m0
main moved 93 commits while this branch ran. Two conflicts, both where main's new
work sat next to M10's excision:

packaging/flatpak/io.unom.Punktfunk.yml — main added the vendored gamescope WSI
layer (the only route to HDR on a Deck) and, before it, a vulkan-headers module.
Took both: this branch predates them and deletes neither. But the headers module's
stated consumer was pf-ffvk's bindgen over FFmpeg's hwcontext_vulkan.h, and M10
deleted pf-ffvk — so it now reads as dead weight to the next person. It is not:
the WSI layer IS a Vulkan layer, compiles against those headers, and builds after
it, so module order is the dependency. Rewrote the rationale to say so, including
why dropping it would be expensive to discover — flatpak.yml has no pull_request:
trigger, so a manifest break reaches main invisibly and a tag then ships no Linux
flatpak. Also recorded that the native decoder needs nothing from there: pf-vkdecode
reaches Vulkan through ash, which is pure Rust bindings, no bindgen, no C headers.

crates/pf-console-ui/src/screens/settings.rs — main restructured the gamepad
settings into TABS, which removed the per-row section headers; this branch had left
Some("Video") untouched from the merge base and added the pre-M10 decoder migration
next to it. Git could not tell those apart. Took main's structure (no header, its
deliberate change) with this branch's migration layered on: a stored `vulkan`,
`vaapi` or `d3d11va` names no preset in the tabbed list and would render as "—",
then silently rewrite the user's preference on the next save.

Gates on the merged tree, Linux container: fmt clean; cargo check --workspace
--all-targets clean; clippy --workspace --all-targets -D warnings clean; tests
green across pf-vkdecode (187), pf-client-core (163), pf-console-ui (58) and
punktfunk-host (447 of 448 — the one failure is the pre-existing
gamestream::stream::tests::sender_delivers_batches, a UDP-loopback EINTR under
qemu that fails identically on a pristine HEAD).
2026-08-07 10:50:32 +02:00
..

punktfunk — Windows client

The native Windows app for streaming a punktfunk host to your PC. A modern WinUI 3 app that discovers hosts on your network, pairs with a PIN, and streams at your display's own resolution and refresh rate — with hardware-accelerated video decode and HDR.

It's pure Rust: the UI is WinUI 3 driven through windows-reactor (a declarative, React-like framework), and it links the shared punktfunk-core directly to speak the fast punktfunk/1 protocol.

Features

  • Hardware decode, GPU present — Punktfunk's own decoders, no FFmpeg anywhere in the client: Vulkan Video (pf-vkdecode) leads on NVIDIA and AMD, D3D11VA (pf-dxvadec driving ID3D11VideoDecoder) leads on Intel, whichever isn't first is the fallback, and an OpenH264/rav1d CPU rung is last. Either hardware rung hands its surface to the Vulkan presenter without a CPU copy.
  • HDR10 — advertise 10-bit/HDR, detect PQ in-band, and flip the swapchain to R10G10B10A2 + ST.2084 with HDR10 metadata.
  • Your display's native mode — the host builds a virtual display at exactly your WxH@Hz.
  • Audio both ways — WASAPI render + mic capture.
  • Full controller support — SDL3 gamepads with rumble, lightbar, and DualSense feedback.
  • Your display's native mode, really — "Native display" resolves the actual size + refresh of the monitor the window is on at connect time.
  • Find hosts automatically — mDNS discovery lists hosts on your LAN, alongside saved and manual entries. First connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a pinned identity. Saved hosts carry per-host actions: a network speed test (probe burst over the real data plane → recommended bitrate, applied in one tap) and forget.
  • Polished shell — host cards, settings (resolution / refresh / host compositor / decoder / codec / bitrate / HDR / forwarded controller / gamepad type / system shortcuts / audio channels / mic / stats-overlay level), the tiered stats overlay (Off / Compact / Normal / Detailed — Ctrl+Alt+Shift+S cycles it live in the session window), and the full trust surface. Stream input uses Win32 low-level hooks with Moonlight-style capture: Ctrl+Alt+Shift+Q releases the pointer, a click on the stream re-captures it, and system shortcuts (Alt+Tab, Win, …) can act locally or forward to the host.

Builds and ships for both x64 and ARM64 as a signed MSIX.

Get it

Install the signed MSIX from the package registry — see docs.punktfunk.unom.io/docs/install-client. A stock Moonlight client also works over GameStream if you prefer.

Build from source

Windows-only (the crate builds as a stub on other platforms so the workspace stays green). You need the MSVC toolchain and CMake (SDL3 builds from source) — nothing else: decode is native since M10, so there is no FFMPEG_DIR to point anywhere, and the Windows App SDK runtime bootstrap is staged next to the exe by windows-reactor-setup from this crate's own build.rs.

cargo build -p punktfunk-client-windows --target x86_64-pc-windows-msvc

# CLI paths for testing (no window):
punktfunk-client --discover                                   # list hosts on the LAN
punktfunk-client --headless --connect host[:port] [--pin HEX] # connect, count frames, print stats
punktfunk-client --headless --speed-test --connect host[:port]  # probe burst → recommended bitrate

CARGO_HOME must be an ASCII path — non-ASCII characters break SDL3's MSVC precompiled-header build. Packaging (MSIX manifest, signing) lives in packaging/.

Layout

Decode/present/input live in the spawned punktfunk-session binary (clients/session), not here — this crate is the shell that discovers, pairs, and launches it.

src/
  main.rs                 entry point + CLI paths (--discover · --headless · --speed-test)
  bin/punktfunk-console.rs  the couch/HTPC Start-menu entry (re-execs with --console)
  app/                    WinUI 3 shell (windows-reactor), one module per screen:
                          mod (root/router) · hosts · connect · pair · speed · settings ·
                          library · help · licenses · stream · style (shared cards/pills)
  deeplink.rs             punktfunk:// activation, single-instance hand-off, shortcut writer
  spawn.rs                punktfunk-session child process + its stdout event contract
  shell_window.rs         hide/restore the shell HWND around a session
  gpu.rs                  DXGI adapter enumeration for the GPU picker
  trust.rs · discovery.rs persistent identity, TOFU/PIN pairing, mDNS browse
  probe.rs · wol.rs       speed probe · Wake-on-LAN
  logfile.rs              log tee to %LOCALAPPDATA%
packaging/                MSIX manifest, signing, pack script

Manual smoke checklist

The windows-reactor pin is a moving target and WinUI regressions rarely show up in cargo check — walk this after a reactor bump or a change to the render/state architecture:

  • Hosts — discovery populates tiles; tile hover fill; "…" menu → Forget and Rename; add-host modal connects; WOL wait screen cancels.
  • Settings — every section renders; combos still show their selection after a section switch AND a scope switch (the historic blank-combo reconciler bug); profile create / rename / delete (with confirm); colour swatches repaint; the Overridden marker appears on edit and clears on Reset; GPU combo lists adapters.
  • Pair — PIN entry pairs (the typed PIN must reach the Connect click — use_ref mirror path).
  • Session — connect → session spawns → HUD stats tick; Ctrl+Alt+Shift+Q releases the pointer; shell window restores on exit.
  • Shell — speed test completes; library grid loads; punktfunk:// deep link routes (second instance hands off and exits); window icon appears; screen-entrance animations play.