Files
punktfunk/crates/punktfunk-client-windows/src/present.rs
T
enricobuehler 4994f7f4ba
audit / cargo-audit (push) Failing after 1m5s
apple / swift (push) Successful in 3m37s
ci / rust (push) Failing after 3m46s
android / android (push) Successful in 5m20s
ci / web (push) Successful in 33s
ci / docs-site (push) Successful in 27s
ci / bench (push) Successful in 4m39s
decky / build-publish (push) Successful in 22s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 3m12s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 16s
deb / build-publish (push) Successful in 9m20s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 2m38s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 21s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 2m10s
flatpak / build-publish (push) Failing after 4m55s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Failing after 4m36s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 8m18s
docker / deploy-docs (push) Successful in 20s
feat(windows-client): WinUI 3 (windows-reactor) UI — host list, settings, pairing, SwapChainPanel present
Replaces the winit + raw-HWND-D3D11 shell with a native WinUI 3 UI via windows-reactor (a
declarative React-like framework backed by WinUI). The earlier "Reactor can't host a
swapchain" read was wrong — PR #4499 (merged 2026-06-01) added a SwapChainPanel widget with
`set_swap_chain` over `CreateSwapChainForComposition`. Builds + clippy + fmt green on
x86_64-pc-windows-msvc.

- Cargo: drop winit/raw-window-handle; add windows-reactor + the `windows` crate, both pinned
  to the SAME windows-rs commit (b4129fcc) so the `IDXGISwapChain1` handed to `set_swap_chain`
  satisfies reactor's `windows_core::Interface`. Reactor's build.rs downloads the Windows App
  SDK NuGets + stages the bootstrap DLL/resources.pri — it requires `CARGO_WORKSPACE_DIR` set
  (now in the VM build env); /temp + /winmd gitignored.
- present.rs: composition swapchain (B8G8R8A8 FLIP_SEQUENTIAL premultiplied) bound to the
  SwapChainPanel; WARP fallback, runtime D3DCompile shaders, dynamic RGBA texture, Contain-fit
  letterbox; driven by reactor's per-frame `on_rendering`.
- app.rs: the WinUI 3 shell — host list (live mDNS + saved + manual), settings (resolution/
  refresh/mic combos+toggle), in-app SPAKE2 PIN pairing screen, and the stream page. Trust gate
  mirrors the GTK client (pinned → silent, pair=optional → TOFU, else PIN); a pinned-fp
  mismatch routes to re-pair. The session pump + decoded-frame handoff cross to the UI thread
  via a Mutex side-channel + thread-locals (the SwapChainPanel sample's pattern).
- gamepad: `ctl` sender now `Arc<Mutex<…>>` so GamepadService is `Sync` (shared across the UI
  and session-pump threads). main.rs: windowed = in-app UI; `--headless`/`--discover` keep the
  CLI paths.

Not yet wired: raw stream keyboard/mouse input (next commit — reactor exposes no raw key/
pointer events, so it needs Win32 low-level hooks or Microsoft.UI.Xaml bindings). On-glass
validation pending a display (the dev VM is headless/GPU-less).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 22:58:48 +00:00

357 lines
13 KiB
Rust

//! Direct3D11 presenter for a WinUI 3 `SwapChainPanel`: upload a decoded `CpuFrame` (RGBA)
//! into a dynamic texture and draw it Contain-fit into a **composition** flip-model swapchain,
//! which the reactor stream page binds to the panel via `SwapChainPanelHandle::set_swap_chain`.
//!
//! The device prefers a hardware adapter and falls back to **WARP** (the GPU-less dev box runs
//! the whole present path in software). The draw is a single full-screen triangle sampling the
//! video texture; a letterbox is produced by clearing the back buffer black and setting the
//! viewport to the Contain-fit rect (no per-frame vertex buffer). SDR 8-bit path; the
//! 10-bit/HDR present (`R10G10B10A2` + `SetColorSpace1`) is a follow-up alongside P010 decode.
//!
//! All `windows` types here come from the same windows-rs commit as `windows-reactor`, so the
//! `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`.
use crate::video::CpuFrame;
use anyhow::{anyhow, Context, Result};
use windows::core::{Interface, PCSTR};
use windows::Win32::Graphics::Direct3D::Fxc::{D3DCompile, D3DCOMPILE_OPTIMIZATION_LEVEL3};
use windows::Win32::Graphics::Direct3D::{
ID3DBlob, D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_FEATURE_LEVEL_11_0,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
};
use windows::Win32::Graphics::Direct3D11::*;
use windows::Win32::Graphics::Dxgi::Common::*;
use windows::Win32::Graphics::Dxgi::*;
const SHADER_HLSL: &str = r#"
struct VSOut { float4 pos : SV_Position; float2 uv : TEXCOORD0; };
VSOut vs_main(uint vid : SV_VertexID) {
float2 uv = float2((vid << 1) & 2, vid & 2);
VSOut o;
o.pos = float4(uv * float2(2, -2) + float2(-1, 1), 0, 1);
o.uv = uv;
return o;
}
Texture2D tex : register(t0);
SamplerState smp : register(s0);
float4 ps_main(VSOut i) : SV_Target { return tex.Sample(smp, i.uv); }
"#;
pub struct Presenter {
device: ID3D11Device,
context: ID3D11DeviceContext,
vs: ID3D11VertexShader,
ps: ID3D11PixelShader,
sampler: ID3D11SamplerState,
swap: IDXGISwapChain1,
rtv: Option<ID3D11RenderTargetView>,
/// Video texture + SRV + dimensions; recreated when the decoded size changes.
tex: Option<(ID3D11Texture2D, ID3D11ShaderResourceView, u32, u32)>,
/// Panel (swapchain) size in pixels, updated on resize.
panel_w: u32,
panel_h: u32,
}
impl Presenter {
/// Create the D3D11 device + composition swapchain + shaders, sized to the panel.
pub fn new(width: u32, height: u32) -> Result<Presenter> {
let (device, context) = create_device()?;
let (vs, ps, sampler) = build_pipeline(&device)?;
let swap = create_composition_swapchain(&device, width.max(1), height.max(1))?;
Ok(Presenter {
device,
context,
vs,
ps,
sampler,
swap,
rtv: None,
tex: None,
panel_w: width.max(1),
panel_h: height.max(1),
})
}
/// The DXGI swapchain to hand to `SwapChainPanelHandle::set_swap_chain`.
pub fn swap_chain(&self) -> &IDXGISwapChain1 {
&self.swap
}
/// Resize the back buffers to the panel's new size (drops the stale RTV).
pub fn resize(&mut self, width: u32, height: u32) {
if width == 0 || height == 0 || (width == self.panel_w && height == self.panel_h) {
return;
}
self.rtv = None; // release all back-buffer refs before ResizeBuffers
unsafe {
let _ = self.swap.ResizeBuffers(
0,
width,
height,
DXGI_FORMAT_UNKNOWN,
DXGI_SWAP_CHAIN_FLAG(0),
);
}
self.panel_w = width;
self.panel_h = height;
}
/// Present one decoded frame (Contain-fit) — or, when `frame` is `None`, just re-present the
/// last texture (or black). Called from the reactor `on_rendering` per-frame callback.
pub fn present(&mut self, frame: Option<&CpuFrame>) {
if let Some(f) = frame {
if let Err(e) = self.upload(f) {
tracing::warn!(error = %e, "frame upload failed");
}
}
let Ok(rtv) = self.rtv() else {
return;
};
let (pw, ph) = (self.panel_w, self.panel_h);
unsafe {
let c = &self.context;
c.ClearRenderTargetView(&rtv, &[0.0, 0.0, 0.0, 1.0]);
if let Some((_, srv, vw, vh)) = &self.tex {
// Contain-fit viewport: scale to the smaller axis, centre, letterbox the rest.
let (ww, wh, vfw, vfh) = (
pw as f32,
ph as f32,
(*vw).max(1) as f32,
(*vh).max(1) as f32,
);
let scale = (ww / vfw).min(wh / vfh);
let (dw, dh) = (vfw * scale, vfh * scale);
let (ox, oy) = ((ww - dw) / 2.0, (wh - dh) / 2.0);
c.OMSetRenderTargets(Some(&[Some(rtv.clone())]), None);
let vp = D3D11_VIEWPORT {
TopLeftX: ox,
TopLeftY: oy,
Width: dw,
Height: dh,
MinDepth: 0.0,
MaxDepth: 1.0,
};
c.RSSetViewports(Some(&[vp]));
c.IASetInputLayout(None);
c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
c.VSSetShader(&self.vs, None);
c.PSSetShader(&self.ps, None);
c.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
c.Draw(3, 0);
}
let _ = self.swap.Present(1, DXGI_PRESENT(0));
}
}
fn upload(&mut self, frame: &CpuFrame) -> Result<()> {
let (w, h) = (frame.width, frame.height);
let need_new = !matches!(&self.tex, Some((_, _, tw, th)) if *tw == w && *th == h);
if need_new {
let desc = D3D11_TEXTURE2D_DESC {
Width: w,
Height: h,
MipLevels: 1,
ArraySize: 1,
Format: DXGI_FORMAT_R8G8B8A8_UNORM,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Usage: D3D11_USAGE_DYNAMIC,
BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
MiscFlags: 0,
};
let texture = unsafe {
let mut t = None;
self.device
.CreateTexture2D(&desc, None, Some(&mut t))
.context("CreateTexture2D")?;
t.unwrap()
};
let srv = unsafe {
let mut s = None;
self.device
.CreateShaderResourceView(&texture, None, Some(&mut s))
.context("CreateShaderResourceView")?;
s.unwrap()
};
self.tex = Some((texture, srv, w, h));
}
let (texture, _, _, _) = self.tex.as_ref().unwrap();
unsafe {
let mut mapped = D3D11_MAPPED_SUBRESOURCE::default();
self.context
.Map(texture, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped))
.context("Map video texture")?;
let dst = mapped.pData as *mut u8;
let dst_pitch = mapped.RowPitch as usize;
let src_pitch = frame.stride;
let row_bytes = (w as usize) * 4;
for y in 0..h as usize {
std::ptr::copy_nonoverlapping(
frame.rgba.as_ptr().add(y * src_pitch),
dst.add(y * dst_pitch),
row_bytes.min(src_pitch),
);
}
self.context.Unmap(texture, 0);
}
Ok(())
}
fn rtv(&mut self) -> Result<ID3D11RenderTargetView> {
if self.rtv.is_none() {
let back: ID3D11Texture2D = unsafe { self.swap.GetBuffer(0).context("GetBuffer")? };
let rtv = unsafe {
let mut v = None;
self.device
.CreateRenderTargetView(&back, None, Some(&mut v))
.context("CreateRenderTargetView")?;
v.unwrap()
};
self.rtv = Some(rtv);
}
Ok(self.rtv.clone().unwrap())
}
}
fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
for driver in [D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP] {
let mut device = None;
let mut context = None;
let r = unsafe {
D3D11CreateDevice(
None,
driver,
None,
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
Some(&[D3D_FEATURE_LEVEL_11_0]),
D3D11_SDK_VERSION,
Some(&mut device),
None,
Some(&mut context),
)
};
if r.is_ok() {
let name = if driver == D3D_DRIVER_TYPE_HARDWARE {
"hardware"
} else {
"WARP (software)"
};
tracing::info!(driver = name, "D3D11 device created");
return Ok((device.unwrap(), context.unwrap()));
}
}
Err(anyhow!(
"D3D11CreateDevice failed for both hardware and WARP"
))
}
/// A composition flip-model swapchain (no HWND) for binding to a XAML `SwapChainPanel`.
fn create_composition_swapchain(
device: &ID3D11Device,
width: u32,
height: u32,
) -> Result<IDXGISwapChain1> {
let dxdev: IDXGIDevice = device.cast().context("IDXGIDevice cast")?;
let factory: IDXGIFactory2 = unsafe {
let adapter = dxdev.GetAdapter().context("GetAdapter")?;
adapter.GetParent().context("GetParent (IDXGIFactory2)")?
};
let desc = DXGI_SWAP_CHAIN_DESC1 {
Width: width,
Height: height,
Format: DXGI_FORMAT_B8G8R8A8_UNORM,
Stereo: false.into(),
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
BufferCount: 2,
Scaling: DXGI_SCALING_STRETCH,
SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
AlphaMode: DXGI_ALPHA_MODE_PREMULTIPLIED,
Flags: 0,
};
unsafe {
factory
.CreateSwapChainForComposition(device, &desc, None)
.context("CreateSwapChainForComposition")
}
}
fn build_pipeline(
device: &ID3D11Device,
) -> Result<(ID3D11VertexShader, ID3D11PixelShader, ID3D11SamplerState)> {
let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?;
let ps_blob = compile(SHADER_HLSL, "ps_main", "ps_5_0")?;
unsafe {
let mut vs = None;
device
.CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs))
.context("CreateVertexShader")?;
let mut ps = None;
device
.CreatePixelShader(blob_bytes(&ps_blob), None, Some(&mut ps))
.context("CreatePixelShader")?;
let sdesc = D3D11_SAMPLER_DESC {
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
MaxLOD: D3D11_FLOAT32_MAX,
..Default::default()
};
let mut sampler = None;
device
.CreateSamplerState(&sdesc, Some(&mut sampler))
.context("CreateSamplerState")?;
Ok((vs.unwrap(), ps.unwrap(), sampler.unwrap()))
}
}
fn compile(src: &str, entry: &str, target: &str) -> Result<ID3DBlob> {
let entry_c = std::ffi::CString::new(entry).unwrap();
let target_c = std::ffi::CString::new(target).unwrap();
let mut code = None;
let mut errors = None;
let r = unsafe {
D3DCompile(
src.as_ptr() as *const _,
src.len(),
PCSTR::null(),
None,
None,
PCSTR(entry_c.as_ptr() as *const u8),
PCSTR(target_c.as_ptr() as *const u8),
D3DCOMPILE_OPTIMIZATION_LEVEL3,
0,
&mut code,
Some(&mut errors),
)
};
if r.is_err() {
let msg = errors
.as_ref()
.map(|b| unsafe {
let p = b.GetBufferPointer() as *const u8;
let n = b.GetBufferSize();
String::from_utf8_lossy(std::slice::from_raw_parts(p, n)).to_string()
})
.unwrap_or_default();
return Err(anyhow!("D3DCompile {entry}: {msg}"));
}
code.ok_or_else(|| anyhow!("D3DCompile produced no bytecode"))
}
fn blob_bytes(blob: &ID3DBlob) -> &[u8] {
unsafe {
let p = blob.GetBufferPointer() as *const u8;
let n = blob.GetBufferSize();
std::slice::from_raw_parts(p, n)
}
}