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punktfunk/clients/decky/src/settings.tsx
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enricobuehler 838a1239cf
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feat(codec): make client codec selection real — GPU-aware native advertisement
The clients' codec pickers sent a preference the host threw away:
host_wire_caps() hardcoded HEVC for every GPU backend, so the native
path never emitted H.264/AV1 regardless of what the user chose.

Host: advertise what the backend actually encodes, mirroring the
GameStream serverinfo logic — software openh264 emits H.264; probed
backends (Linux VAAPI, Windows AMF/QSV) advertise their per-GPU
CodecSupport via the new wire_mask(); NVENC keeps the
Moonlight-validated H.264|HEVC|AV1 static superset; an empty probe
falls back to the superset so auto clients still resolve HEVC. Gate
10-bit to HEVC (like the 4:4:4 gate) now that a client can steer the
codec — Main10 is the only 10-bit encode path. Fix the web-console
stats label hardcoded to "hevc" (new Codec::label(), shared with the
GameStream register_session mapping).

Android: replace the hardcoded H264|HEVC Hello advertisement with a
videoCodecs param fed by VideoDecoders.decodableCodecBits() (AV1 bit
only when a real hardware video/av01 decoder exists — the decode loop
was already mime-driven); offer AV1 in the codec picker on capable
devices.

Decky: add the missing "Video codec" dropdown (auto/hevc/h264/av1) to
the plugin settings, round-tripping the same codec key the flatpak
client reads.

Apple: unchanged by design (AnnexB.swift is NAL-only, AV1 is never
advertised); refresh the stale "hosts don't emit AV1 on the native
path yet" comments here and host-side.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 16:45:37 +02:00

180 lines
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// Stream settings — resolution / refresh / bitrate / gamepad / compositor / mic, written to
// the flatpak client's JSON (main.py set_settings), which the client reads on launch. The
// accepted gamepad/compositor names mirror punktfunk-core's `*Pref::from_name`.
import { Dropdown, Field, SliderField, Spinner, ToggleField } from "@decky/ui";
import { CSSProperties, FC, useEffect, useState } from "react";
import { getSettings, setSettings, StreamSettings } from "./backend";
import { RowActions } from "./ui";
// Decky's Dropdown has no width prop — it fills whatever container it's in, and a
// `childrenContainerWidth="max"` Field is the whole row. Wrapping it in this fit-content shell
// (inside the right-aligned RowActions) shrinks the control to its selected label, with a floor
// so short values like "60 Hz" don't collapse to a nub and a ceiling so nothing runs edge to
// edge. Matches the right-aligned, content-sized buttons everywhere else.
const selectShell: CSSProperties = {
width: "fit-content",
minWidth: "10em",
maxWidth: "24em",
};
const RESOLUTIONS: [number, number, string][] = [
[0, 0, "Native display"],
[1280, 720, "1280 × 720"],
[1280, 800, "1280 × 800 (Deck)"],
[1920, 1080, "1920 × 1080"],
[2560, 1440, "2560 × 1440"],
];
const REFRESH = [0, 30, 60, 90, 120];
const GAMEPADS = ["auto", "xbox360", "xboxone", "dualsense", "dualshock4", "steamdeck"];
const GAMEPAD_LABELS: Record<string, string> = {
auto: "Automatic",
xbox360: "Xbox 360",
xboxone: "Xbox One",
dualsense: "DualSense",
dualshock4: "DualShock 4",
steamdeck: "Steam Deck",
};
// Mirrors the desktop client's picker (ui_settings.rs CODECS) — a soft preference the host
// falls back from when its GPU can't encode it.
const CODECS = ["auto", "hevc", "h264", "av1"];
const CODEC_LABELS: Record<string, string> = {
auto: "Automatic",
hevc: "HEVC (H.265)",
h264: "H.264 (AVC)",
av1: "AV1",
};
const COMPOSITORS = ["auto", "kwin", "wlroots", "mutter", "gamescope"];
const COMPOSITOR_LABELS: Record<string, string> = {
auto: "Automatic",
kwin: "KDE Plasma (KWin)",
wlroots: "Sway (wlroots)",
mutter: "GNOME (Mutter)",
gamescope: "gamescope",
};
export const SettingsSection: FC = () => {
const [s, setS] = useState<StreamSettings | null>(null);
useEffect(() => {
void getSettings().then(setS);
}, []);
const patch = (p: Partial<StreamSettings>) => {
setS((cur) => {
if (!cur) return cur;
const next = { ...cur, ...p };
void setSettings(next);
return next;
});
};
if (!s) return <Spinner style={{ height: "1.5em" }} />;
const resIdx = Math.max(
0,
RESOLUTIONS.findIndex(([w, h]) => w === s.width && h === s.height),
);
return (
<>
<Field
label="Resolution"
description="The host creates a virtual output at exactly this size"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={RESOLUTIONS.map(([, , label], i) => ({ data: i, label }))}
selectedOption={resIdx}
onChange={(o) => {
const [w, h] = RESOLUTIONS[o.data as number];
patch({ width: w, height: h });
}}
/>
</div>
</RowActions>
</Field>
<Field label="Refresh rate" childrenContainerWidth="max">
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={REFRESH.map((r) => ({ data: r, label: r === 0 ? "Native" : `${r} Hz` }))}
selectedOption={s.refresh_hz}
onChange={(o) => patch({ refresh_hz: o.data as number })}
/>
</div>
</RowActions>
</Field>
<SliderField
label="Bitrate"
description="Mbit/s · 0 = host default"
value={Math.round(s.bitrate_kbps / 1000)}
min={0}
max={150}
step={5}
showValue
valueSuffix=" Mbit/s"
onChange={(v) => patch({ bitrate_kbps: v * 1000 })}
/>
<Field
label="Video codec"
description="Preferred stream codec — the host falls back when its GPU can't encode it"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={CODECS.map((c) => ({ data: c, label: CODEC_LABELS[c] ?? c }))}
selectedOption={s.codec ?? "auto"}
onChange={(o) => patch({ codec: o.data as string })}
/>
</div>
</RowActions>
</Field>
<Field
label="Gamepad type"
description="Which virtual controller the host creates for your inputs"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={GAMEPADS.map((g) => ({ data: g, label: GAMEPAD_LABELS[g] ?? g }))}
selectedOption={s.gamepad}
onChange={(o) => patch({ gamepad: o.data as string })}
/>
</div>
</RowActions>
</Field>
{(s.gamepad === "steamdeck" || s.gamepad === "auto") && (
<Field
label="⚠ Disable Steam Input"
description="On a Deck, Automatic forwards the built-in controller as a Steam Deck pad — paddles, both trackpads, and gyro included. For that, Steam Input must be OFF for Punktfunk: on the game page tap ⚙ → Controller Settings → set Steam Input to Off. Otherwise Steam keeps the Deck's controls and only the sticks + buttons reach the host."
/>
)}
<Field
label="Host compositor"
description="Which compositor backend the host uses for the virtual display — Automatic suits almost every host"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={COMPOSITORS.map((c) => ({ data: c, label: COMPOSITOR_LABELS[c] ?? c }))}
selectedOption={s.compositor}
onChange={(o) => patch({ compositor: o.data as string })}
/>
</div>
</RowActions>
</Field>
<ToggleField
label="Stream microphone"
description="Send the Deck's microphone to the host's virtual mic"
checked={s.mic_enabled}
onChange={(v) => patch({ mic_enabled: v })}
/>
</>
);
};