Files
punktfunk/clients/windows
enricobuehler a4c84ac620 feat(clients/windows): all-vendor video pipeline rewrite + app icon + hosts-page tiles
Decode+present rewrite (first real pixels on glass for this client):

- Decode: FFmpeg D3D11VA on NVIDIA/AMD/Intel. get_format now only returns
  AV_PIX_FMT_D3D11 and lets libavcodec build the decode pool from
  hw_device_ctx (hand-built frames contexts failed three different ways:
  NVIDIA rejects DECODER|SHADER_RESOURCE arrays, BindFlags=0 fails texture
  creation, Intel rejects non-128-aligned HEVC surfaces at the first
  SubmitDecoderBuffers). A DXVA profile probe before the hwdevice commits
  hardware-vs-software up front instead of burning the opening IDR;
  extra_hw_frames covers the frames the client holds.
- Present: the decoded slice is copied with ONE display-size-boxed
  CopySubresourceRegion (a planar slice is a single subresource in D3D11;
  the old two-copy D3D12-style code silently no-opped - the black screen)
  into a sampleable NV12/P010 texture, per-plane SRVs + YUV->RGB shaders.
- New dedicated render thread (render.rs): presenting is decoupled from the
  XAML thread; frame-latency-waitable swapchain + SetMaximumFrameLatency(1),
  newest-wins drain after the wait, crossbeam frame channel with pts for a
  capture->presented p50 log.
- HiDPI: pixel-sized buffers + SetMatrixTransform(96/dpi) - was blurry at
  125/150 % scaling.
- Software fallback now feeds the same shaders (swscale -> NV12/P010 planes
  -> two dynamic plane textures); ps_rgba/X2BGR10 path deleted, hw/sw colour
  math identical.
- Adapter selection for hybrid boxes: PUNKTFUNK_ADAPTER > the window's
  monitor's adapter > default; PUNKTFUNK_D3D_DEBUG=1 debug layer.
- Session pump: request_keyframe at start and on hw->sw demotion (infinite
  GOP would otherwise sit on a black screen).

Validated live on the Arc Pro + RTX 3500 Ada laptop against the local
Windows host: 60 fps D3D11VA on both vendors, software path, GUI on glass.

Also: embedded app icon (build.rs winresource + WM_SETICON, MSIX
Square44x44 targetsize assets, pack-msix stages them) and the hosts-page
tile rework (tap-to-connect tiles with sibling overflow menu - fixes
forget-also-connects - in-tile rename editor, add-host modal via root state).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:24:23 +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 a hardware-accelerated D3D11 video path 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 — FFmpeg HEVC with a D3D11VA zero-copy path (decoder and presenter share one D3D11 device; NV12/P010 textures sampled straight into a SwapChainPanel composition swapchain), with a robust software-decode fallback.
  • 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), a status-chip stream HUD, 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, an FFMPEG_DIR FFmpeg tree, and CMake (SDL3 builds from source). windows-reactor's build.rs downloads the Windows App SDK NuGets and needs CARGO_WORKSPACE_DIR set.

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

src/
  main.rs                 entry point + CLI paths (--discover · --headless · --speed-test)
  app/                    WinUI 3 shell (windows-reactor), one module per screen:
                          mod (root/router) · hosts · connect · pair · speed · settings ·
                          licenses · stream · style (shared cards/pills/monograms)
  present.rs · gpu.rs      SwapChainPanel D3D11 composition swapchain; shared D3D11 device
  video.rs                FFmpeg HEVC decode (D3D11VA zero-copy + software fallback)
  audio.rs                WASAPI render + mic capture
  gamepad.rs              SDL3 controllers + rumble/lightbar/DualSense feedback
  input.rs                Win32 low-level hooks → host input (pointer lock · click-to-capture)
  session.rs              session lifecycle over the NativeClient connector (+ speed probe)
  trust.rs · discovery.rs persistent identity, TOFU/PIN pairing, mDNS browse
packaging/                MSIX manifest, signing, pack script