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HDR (display-driven, matching the WGC path): - CTA-861.3 HDR EDID (BT.2020 primaries + HDR Static Metadata block) so Windows offers "Use HDR" on the virtual display. The host FOLLOWS the display's live advanced-color state, recreating the shared ring at the matching format (FP16 in HDR / BGRA in SDR) on a toggle — no freeze. - Always emit Main10/BT.2020-PQ Rgb10a2 while the display is HDR; the client auto-detects PQ from the HEVC VUI (clients under-report VIDEO_CAP_10BIT). Generic HDR10 mastering SEI on every IDR. - Generation-tagged `latest` (gen<<40|seq<<8|slot) + driver `is_stale` re-attach kill the toggle-time garbage frame and any stale-ring read. Perf: - Pipeline the encode loop (Capturer::pipeline_depth; IDD-push = 2): submit N+1 before polling N so the convert/copy on the 3D engine overlaps the NVENC encode of N on the ASIC. PUNKTFUNK_IDD_DEPTH overrides (1 = synchronous). - Rotating host output ring (OUT_RING) so the in-flight encode and the next convert never touch the same texture. - HDR converts directly from the keyed-mutex slot's SRV into the output ring (drops the redundant slot->fp16 scratch copy); SDR copies the BGRA slot in. The slot mutex is held only across the convert/copy, not the encode. RING_LEN 3->6 for publish headroom. - Capture-health diagnostic: new_fps vs repeat_fps under PUNKTFUNK_PERF (a low new_fps at a high send rate means the source isn't compositing, not an encode stall). Validated live on the RTX box: 5120x1440@240 HDR streams; driver composes ~180 new fps, encode 240 fps @ ~4.3 ms p50. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
110 lines
7.4 KiB
Markdown
110 lines
7.4 KiB
Markdown
# Windows host packaging — signed Inno Setup installer
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A one-file, signed `setup.exe` for the punktfunk streaming **host** on Windows, published to Gitea's
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generic package registry (`punktfunk-host-windows`) by `.gitea/workflows/windows-host.yml`.
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## x64 only (no ARM64)
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Unlike the client (which ships x64 + ARM64 MSIX), the host is **x64-only by design**. It is coupled to
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an NVIDIA GPU (NVENC, via `nvEncodeAPI64.dll` from the driver) and the **pf-vdisplay** virtual-display
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driver — neither exists on Windows ARM64 (no ARM64 NVIDIA driver; the driver builds x64-only). An
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ARM64 host would install but couldn't encode or create a virtual display, so we don't build one.
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Revisit if NVIDIA-ARM Windows PCs ever ship.
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## Why not MSIX (like the client)
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The host installs a **`LocalSystem` SCM service** that `CreateProcessAsUserW`'s from Session 0 into the
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interactive session for secure-desktop (UAC / lock screen) capture, adds firewall rules, and depends
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on the **pf-vdisplay** UMDF/IDD virtual-display driver. MSIX's sandbox can install **neither** a SYSTEM
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service of this kind **nor** a driver. So the host ships as a classic elevated installer.
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The installer is deliberately thin: the real install logic — SCM registration, firewall rules, the
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default `host.env`, and the SYSTEM→interactive-session supervisor — already lives in
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`punktfunk-host service install` (`crates/punktfunk-host/src/service.rs`). The installer just lays the
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exe into `C:\Program Files\punktfunk\` and calls that subcommand, elevated.
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## What the installer does
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- Installs `punktfunk-host.exe` (+ `host.env.example`, this README) to `{app}` (`C:\Program Files\punktfunk`).
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- **Optional task** *Install the pf-vdisplay virtual display driver* — imports the driver's self-signed
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cert (machine `Root` + `TrustedPublisher`), creates the `root\pf_vdisplay` device node (only
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if absent, via nefconc — never devgen — `install-pf-vdisplay.ps1`), and stages the driver with
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`pnputil /add-driver /install`.
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Best-effort: a driver failure warns but never aborts the install (the host degrades to a physical
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display without it).
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- Runs `punktfunk-host service install` (idempotent; writes a default `host.env` only if absent, so
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user config survives upgrades) and, by the *Start service now* task, `service start`.
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- **Web management console** (bundled when packed with `-WebDir`/`-BunExe`, which the CI always is):
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lays down the built **self-contained** `.output` server (Nitro `noExternals` — deps bundled +
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tree-shaken, ~75 files, no `node_modules`) + a portable **bun**, prompts for a console login
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password (pre-filled with a secure random default, shown again on the final page; kept on upgrade),
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then `web-setup.ps1` writes the ACL'd `%ProgramData%\punktfunk\web-password`, registers the
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**`PunktfunkWeb`** scheduled task (boot, SYSTEM, restart-on-failure → `web-run.cmd` → `bun` on
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`:3000`), opens TCP 3000, and starts it. It proxies the host's loopback mgmt API with the host's
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own `%ProgramData%\punktfunk\mgmt-token`.
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- **Upgrade:** stops a running `PunktfunkHost` service and waits for `STOPPED` before replacing files
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(otherwise the locked exe / respawning supervisor would block the copy), then re-points the service;
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the existing console password is kept (the wizard page is skipped).
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- **Uninstall** (Add/Remove Programs): runs `service uninstall` (stop + delete service + remove
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firewall rules) and removes the `PunktfunkWeb` task + its firewall rule. The pf-vdisplay driver and the
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`%ProgramData%\punktfunk` config (incl. `web-password`) are intentionally left in place.
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Silent install: `punktfunk-host-setup-<ver>.exe /VERYSILENT` (omit the driver with
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`/MERGETASKS="!installdriver"`). A silent fresh install uses the generated random console password —
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read it from `%ProgramData%\punktfunk\web-password`.
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## Prerequisites on the target box
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- A **GPU for hardware encode**: an NVIDIA GPU + driver (NVENC), or an AMD/Intel GPU (AMF/QSV) — the
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exe is built `--features nvenc,amf-qsv`. Software H.264 is the GPU-less fallback.
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- **Virtual gamepads need no prerequisite.** The DualSense / DualShock 4 / Xbox 360 (XUSB) UMDF drivers
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are **bundled** in the installer (the *Install the virtual gamepad drivers* task) and
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`pnputil`-installed. **ViGEmBus is no longer used.**
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## Files here
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| File | Role |
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| `punktfunk-host.iss` | Inno Setup script (the installer definition). |
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| `pack-host-installer.ps1` | Orchestrator: cert + sign, stage the driver + FFmpeg + **web console** (`.output` + bun) bundles, run ISCC, sign setup.exe, emit registry paths. |
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| `stage-pf-vdisplay.ps1` | Stage the **vendored** pf-vdisplay driver + fetch/verify the **pinned** nefcon release into the bundle. |
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| `install-pf-vdisplay.ps1` | Runs at install time (elevated): trust cert → gated device-node create (nefconc) → `pnputil` install. |
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| `../../scripts/windows/web-run.cmd` | The `PunktfunkWeb` task action: loads the mgmt token + login password env, runs the bundled `bun` on the Nitro server (`:3000`). |
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| `../../scripts/windows/web-setup.ps1` | Install-time (elevated): write the ACL'd console password, register the `PunktfunkWeb` task + firewall rule, start it. |
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| `pf-vdisplay/` | **Vendored** signed pf-vdisplay driver: `pf_vdisplay.inf` / `pf_vdisplay.cat` / `pf_vdisplay.dll` / `punktfunk-driver.cer`. Built from `vdisplay-driver/`. |
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| `vdisplay-driver/` | The all-Rust IddCx **driver source** (`pf-vdisplay` crate + vendored `wdf-umdf*` bindings) + `deploy-dev.ps1` (build/sign/install for dev). |
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| `nvenc/nvenc.def`, `nvenc/gen-nvenc-importlib.ps1` | Synthesise `nvencodeapi.lib` for the `--features nvenc` link (llvm-dlltool / lib.exe). |
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> **Vendored driver:** pf-vdisplay is our **all-Rust IddCx** virtual display (UMDF2), built from
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> `packaging/windows/vdisplay-driver/`. It replaced the vendored SudoVDA C++ driver — full story in
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> [`docs/windows-virtual-display-rust-port.md`](../../docs/windows-virtual-display-rust-port.md). The
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> **signed** output (`pf_vdisplay.dll`/`.inf`/`.cat` + `punktfunk-driver.cer`; signer
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> `punktfunk-ds-test` — the same cert the gamepad drivers ship, Class=Display, HWID `root\pf_vdisplay`)
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> is checked in under `pf-vdisplay/`. To refresh it after a driver-source change, rebuild + re-sign with
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> `vdisplay-driver/deploy-dev.ps1` and copy the staged `pf_vdisplay.{dll,inf,cat}` over the vendored
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> copies. nefcon (the device-node tool — the install creates the node with it, **never** `devgen`, which
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> leaves persistent phantom devices) **is** fetched + SHA-256-verified from its pinned release in
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> `stage-pf-vdisplay.ps1`.
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## Build locally (Windows, MSVC + Windows SDK + Inno Setup)
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```powershell
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# 1. import lib for the nvenc link
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pwsh -File packaging\windows\nvenc\gen-nvenc-importlib.ps1 -OutDir C:\t\nvenc
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$env:PUNKTFUNK_NVENC_LIB_DIR = 'C:\t\nvenc'
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# 2. build the host
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cargo build --release -p punktfunk-host --features nvenc
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# 3. pack (self-signed unless MSIX_CERT_PFX_B64/MSIX_CERT_PASSWORD are set; -NoDriver to skip pf-vdisplay)
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pwsh -File packaging\windows\pack-host-installer.ps1 -Version 0.0.0-dev -TargetDir C:\t\release -OutDir C:\t\out
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```
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## Release
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Push a `vX.Y.Z` tag — one tag releases every platform (see
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[Release Channels](https://punktfunk.unom.io/docs/channels)). The workflow builds, signs, and
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publishes `punktfunk-host-setup-X.Y.Z.exe` + the public `.cer`, refreshes the stable `latest/`
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alias, and attaches the installer to the unified Gitea Release. Main pushes publish rolling
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`0.3.<run>` **canary** builds to the `canary/` alias.
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