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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

383 lines
25 KiB
YAML

# Flatpak manifest for the native punktfunk Linux client: the shell (crate
# punktfunk-client-linux, binary `punktfunk-client`) PLUS the Vulkan session binary (crate
# punktfunk-client-session, binary `punktfunk-session`) that the shell execs for
# `--connect`/`--browse` — both must ship or streaming from the Deck breaks (the Decky
# wrapper launches the shell with those flags and the shell resolves its sibling
# `punktfunk-session`, see clients/linux/src/spawn.rs). Built into a single-file `.flatpak`
# bundle and published to Gitea's generic package registry (see .gitea/workflows/flatpak.yml
# + packaging/flatpak/README.md).
#
# Why flatpak for the CLIENT (the host stays an RPM/deb — see packaging/README.md "Why not
# Flatpak"): on SteamOS the Steam Deck's /usr is read-only and image-based, so a bare
# `punktfunk-client` binary in ~/.local/bin can't bring its own libadwaita / SDL3 (both
# MISSING from the SteamOS system) — but flatpak is the Deck's native, update-survivable app
# path (the user already runs Moonlight + chiaki-ng as flatpaks). Unlike the host, the client
# is sandbox-friendly: it only needs the GPU render node, the host PipeWire socket, the
# network, Wayland, hidraw for DualSense, and its config dir — all expressible as finish-args.
#
# Runtime: GNOME 50 ships GTK 4.20 and libadwaita 1.8 — both far exceed the crate floors
# (gtk4 0.11 "v4_16", libadwaita 0.9 "v1_5"). GNOME 50 is built on freedesktop-sdk 25.08, so
# `org.freedesktop.Sdk.Extension.rust-stable` resolves to //25.08 (rustc 1.96 — the GTK4 dep
# chain, e.g. pango-sys 0.22, needs >= 1.92, which the older GNOME-48/24.08 rust-stable at 1.89
# could NOT satisfy). GNOME 50 is also a *supported* runtime (GNOME 48 went EOL in March 2026).
# libopus and the PipeWire client lib are in the freedesktop base; SDL3 is NOT, so it is built
# from source as a bundled module.
#
# HEVC decode needs NOTHING from the runtime since M10 (design/client-native-decode.md §6):
# the client links no FFmpeg at all. It decodes on the user's own GPU drivers — Vulkan Video
# through the loader in the GL runtime, or VAAPI through libva, which is dlopen'd and never
# linked — with openh264 + rav1d (both vendored, both BSD-2) as the CPU floor. Nothing here
# depends on the base runtime's stripped libavcodec, and nothing depends on
# `org.freedesktop.Platform.codecs-extra` shadowing it either; that whole arrangement (and the
# encumbered-codec question it existed to answer) is simply not this app's problem any more.
#
# ⚠ The one thing that follows: the CPU floor has no HEVC — no permissively-licensed HEVC
# decoder exists — so an HEVC session on a box whose GPU cannot decode HEVC reconnects on a
# codec this client can finish (pf-client-core's `last_rung_verdict`) instead of falling back
# to software. That is a refusal by design, not a packaging gap.
app-id: io.unom.Punktfunk
runtime: org.gnome.Platform
runtime-version: '50'
sdk: org.gnome.Sdk
# Build-time SDK extensions:
# - rust-stable: cargo/rustc 1.96 + the bundled mold linker (/usr/lib/sdk/rust-stable/bin).
# - llvm20: provides libclang (/usr/lib/sdk/llvm20/lib), which bindgen needs — sdl3-sys and
# pyrowave-sys generate their FFI bindings via bindgen at build time. The base SDK ships no
# clang/libclang, so without this the build panics ("Unable to find libclang").
# Both are added to PATH / LIBCLANG_PATH in build-options below.
sdk-extensions:
- org.freedesktop.Sdk.Extension.rust-stable
- org.freedesktop.Sdk.Extension.llvm20
command: punktfunk-client
cleanup:
- /include
- /lib/pkgconfig
- /lib/cmake
- /share/aclocal
- /man
- /share/man
- '*.a'
- '*.la'
finish-args:
# --- display ---
- --socket=wayland # GTK4 native Wayland window (the client is Wayland-first)
- --socket=fallback-x11 # Xwayland fallback when no Wayland socket is exposed
- --share=ipc # required alongside X11 for shared-memory surfaces
# --- GPU + all input devices ---
# --device=all (not just --device=dri): covers the GPU render node (VAAPI HEVC decode + GL),
# evdev joysticks, AND the hidraw CHAR devices SDL3's HIDAPI needs for DualSense touchpad/
# motion/adaptive-triggers/lightbar. flatpak cannot bind individual /dev/hidrawN via
# --filesystem (they are char devices — "unsupported type 0o20000"), and there is no granular
# --device=hidraw; --device=all is what game/emulator flatpaks (RetroArch, Dolphin) use. We
# self-host via the Gitea generic registry — NOT Flathub — so its --device=all review rule
# does not apply.
- --device=all
- --filesystem=/run/udev:ro # SDL/HIDAPI enumerates devices via udev
# --- audio: the client speaks the NATIVE PipeWire protocol (audio.rs `pw connect`), NOT the
# PulseAudio shim — so it needs the real `pipewire-0` socket in the sandbox. With only
# --socket=pulseaudio the sandbox has just `pulse/native`, no `pipewire-0`, and playback +
# mic both die with "pw connect (is PipeWire running in this session?)" (observed live on the
# Deck in Gaming Mode). We bind the native socket via --filesystem=xdg-run/pipewire-0 (NOT
# --socket=pipewire: this flatpak-builder toolchain rejects it as an "Unknown socket type",
# and the Deck's flatpak 1.16 override CLI does too — the filesystem bind is the portable
# form, validated on-Deck to make pipewire-0 appear + the client register its audio node).
# --socket=pulseaudio stays as a fallback for any pulse-only path. ---
- --filesystem=xdg-run/pipewire-0
- --socket=pulseaudio
# --- network: QUIC control + UDP data plane + mDNS discovery (_punktfunk._udp) ---
- --share=network
# --- persistent client identity / pairing store (shared with punktfunk-probe) ---
- --filesystem=~/.config/punktfunk:create # client-{cert,key}.pem, known-hosts, settings
# --- HDR under gamescope (Steam Deck Game Mode) ---
# A flatpak's Vulkan loader can't see the host's gamescope WSI layer, so without help the SDL3
# surface never offers the HDR10 (ST.2084) colorspace and the presenter silently tone-maps
# PQ->SDR — the field-reported "HDR->SDR" badge. The layer is now VENDORED (see the
# gamescope-wsi-layer module below), so it is always present and there is no longer any
# manual `flatpak install ... VulkanLayer.gamescope` step for the user.
# FOUR things are needed. An earlier revision of this block claimed three and was WRONG: the
# fourth is the gate that makes the other three moot, so the Deck sat at hdr10_format=None with
# all of (1)-(3) in place, which is exactly the field report ("HDR->SDR" in the stats overlay).
# (1) the layer's implicit-layer JSON must be on the Vulkan loader's search path — now
# automatic, the vendored module installs it to /app/share/vulkan/implicit_layer.d which
# XDG_DATA_DIRS already covers. (2) ENABLE_GAMESCOPE_WSI
# flips the layer's own `enable_environment` gate. (3) --filesystem=xdg-run/gamescope-0 binds
# gamescope's private Wayland socket: the layer must reach the compositor over it to negotiate
# HDR10, and the Deck runs games as X11 clients (DISPLAY=:1, no WAYLAND_DISPLAY exported) so
# --socket=wayland binds nothing (chiaki-ng does the same). (4) GAMESCOPE_WAYLAND_DISPLAY must be
# set INSIDE the sandbox. The layer's `isRunningUnderGamescope()` reads that env var and nothing
# else; flatpak does not forward host env, so it arrives unset and the layer's CreateInstance
# early-returns before it ever creates a GamescopeInstance. The layer still LOADS and still logs
# its generic bits ("Forcing on VK_EXT_swapchain_maintenance1", swapchain destroys), which is why
# this reads as working — but no gamescope surface is made, so no HDR10 format is ever appended
# and (1)-(3) buy nothing. Measured on a Deck OLED (Galileo, SteamOS 3.8.16) 2026-08-05, client
# `--browse`, reading `pf_presenter::vk::setup` "swapchain config":
# unset -> no "[Gamescope WSI] Surface state" block at all, hdr10_format=None
# set, hdr_enabled=0 -> "server hdr output enabled: false", hdr10_format=None
# set, hdr_enabled=1 -> "hdr formats exposed to client: true",
# hdr10_format=Some(A2B10G10R10_UNORM_PACK32, HDR10_ST2084_EXT)
# DXVK_HDR is NOT the gate for us and was ruled out by measurement: the layer forces it OFF for
# clients it has already decided to deny, it does not turn HDR on.
# Hardcoding `gamescope-0` matches the socket bound just below, and is safe off-Deck both ways:
# on a normal Wayland desktop --socket=wayland sets WAYLAND_DISPLAY=wayland-0 inside the sandbox
# and the layer bails on the mismatch; on X11-only there is no gamescope socket to connect to, so
# it prints one "Bypass layer will be unavailable" line and passes through.
# The REMAINING gate is not ours: gamescope's `hdr_enabled` convar (Steam's HDR display setting)
# drives the GAMESCOPE_HDR_OUTPUT_FEEDBACK X property the layer reads, and with it off no app on
# the Deck gets HDR. See docs — that one is a user/Decky-side step, not a packaging one.
- --env=ENABLE_GAMESCOPE_WSI=1
- --env=GAMESCOPE_WAYLAND_DISPLAY=gamescope-0 # the layer's ONLY "am I under gamescope?" signal
- --filesystem=xdg-run/gamescope-0 # gamescope's private Wayland socket (HDR negotiation)
build-options:
append-path: /usr/lib/sdk/rust-stable/bin:/usr/lib/sdk/llvm20/bin
# The rust build resolves everything via pkg-config: gtk4/libadwaita/pipewire/opus AND a
# the SDK's own .pc files from the multiarch /usr dir (libopus for audiopus_sys, the
# PipeWire client lib, GTK4/libadwaita), plus the bundled SDL3's .pc from /app.
env:
PKG_CONFIG_PATH: /app/lib/pkgconfig:/usr/lib/x86_64-linux-gnu/pkgconfig:/usr/lib/pkgconfig
# bindgen (sdl3-sys, pyrowave-sys) loads libclang from the llvm20 extension.
LIBCLANG_PATH: /usr/lib/sdk/llvm20/lib
# mold (shipped in rust-stable) speeds the ~450-crate link on the Deck APU.
RUSTFLAGS: -C link-arg=-fuse-ld=mold
# The multiarch directory in PKG_CONFIG_PATH is per-architecture, and flatpak-builder does NOT
# shell-expand `env` values — so ${FLATPAK_ARCH} would be taken literally. An `arch` override is
# the supported way to vary it; everything else above is inherited. Only the runtime's own
# /usr/lib/<triple> changes, so aarch64 differs from x86_64 in exactly this one string.
arch:
aarch64:
env:
PKG_CONFIG_PATH: /app/lib/pkgconfig:/usr/lib/aarch64-linux-gnu/pkgconfig:/usr/lib/pkgconfig
modules:
# ---------------------------------------------------------------------------------------
# SDL3 — NOT provided as a linkable libSDL3.so.0 by org.gnome.Platform/freedesktop-sdk
# 25.08, and there is no SDL3 recipe in flathub/shared-modules. Build it from source.
# Pinned to 3.4.10 to match the crate exactly: sdl3-sys is `0.6.6+SDL-3.4.10`, i.e. its
# bindings target SDL 3.4.10 — building an older SDL risks missing symbols at link time.
# HIDAPI is enabled (DualSense touchpad/motion/triggers/lightbar over hidraw).
# ---------------------------------------------------------------------------------------
- name: sdl3
buildsystem: cmake-ninja
config-opts:
- -DCMAKE_BUILD_TYPE=Release
- -DSDL_SHARED=ON
- -DSDL_STATIC=OFF
- -DSDL_HIDAPI=ON # DualSense full fidelity over hidraw
- -DSDL_TEST_LIBRARY=OFF
- -DSDL_EXAMPLES=OFF
sources:
- type: archive
url: https://github.com/libsdl-org/SDL/releases/download/release-3.4.10/SDL3-3.4.10.tar.gz
# `sha256sum SDL3-3.4.10.tar.gz` (verified 2026-06-15). Bump url + sha together.
sha256: 12b34280415ec8418c864408b93d008a20a6530687ee613d60bfbd20411f2785
x-checker-data:
type: anitya
project-id: 4974
stable-only: true
url-template: https://github.com/libsdl-org/SDL/releases/download/release-$version/SDL3-$version.tar.gz
cleanup:
- /bin
- /include
- /lib/cmake
- /lib/pkgconfig
# ---------------------------------------------------------------------------------------
# Vulkan-Headers — build-time `vulkan/vulkan.h` for anything below that compiles against
# Vulkan, which the GNOME SDK is not guaranteed to ship dev headers for. Headers only, no
# compile, and `cleanup: '*'` so nothing reaches the runtime (the Vulkan LOADER comes from
# the GL runtime).
#
# It was added for the session binary's pf-ffvk crate, which ran bindgen over FFmpeg's
# libavutil/hwcontext_vulkan.h. M10 deleted pf-ffvk along with the rest of the client's
# FFmpeg (design/client-native-decode.md §6), so that consumer is gone — but the module
# stays, because the gamescope WSI layer built two modules below is itself a VULKAN LAYER
# and compiles against these headers. Module order is the dependency: this one must build
# first. Do not drop it as dead weight; flatpak.yml has no `pull_request:` trigger, so a
# manifest break of that kind reaches main invisibly and a tag then ships no Linux flatpak.
# The native decoder needs nothing from here — pf-vkdecode reaches Vulkan through `ash`,
# which is pure Rust bindings with no bindgen and no C headers.
# ---------------------------------------------------------------------------------------
- name: vulkan-headers
buildsystem: cmake-ninja
sources:
- type: archive
url: https://github.com/KhronosGroup/Vulkan-Headers/archive/refs/tags/vulkan-sdk-1.4.313.0.tar.gz
# `sha256sum vulkan-sdk-1.4.313.0.tar.gz` (verified 2026-07-07). Bump url + sha together.
sha256: 20743c99a96c07290f24377360e7a12bdd2c465ba202e0c7ef2ec25d446cf61d
cleanup:
- '*'
# ---------------------------------------------------------------------------------------
# gamescope WSI layer — VENDORED, so HDR works from a plain `flatpak install` with no
# second step. This is the ONLY route to HDR on a Deck: measured on SteamOS 3.8.16
# (gamescope 3.16.23.4), the gamescope-0 socket advertises `gamescope_swapchain_factory_v2`
# but NOT `wp_color_manager_v1` (checked with HDR both off and on), so Mesa's Wayland WSI
# has no colour-management protocol to negotiate HDR10 through and only this layer can add
# the ST.2084 surface formats. Without it: zero `[Gamescope WSI]` lines, hdr10_format=None.
#
# It used to come from the flathub runtime extension
# `org.freedesktop.Platform.VulkanLayer.gamescope`, which every user had to install BY HAND
# (documented only in a comment here — so in practice nobody did, and the field report was
# "HDR->SDR" in the stats overlay). Vendoring instead of `add-extensions` autodownload,
# deliberately: that extension is 94 MB of whole-gamescope to deliver one 4 MB .so, its
# layer JSON hardcodes a /usr `library_path` that an app-scoped extension (mounted under
# /app) would not satisfy, and it would make flathub a hard install-time dependency of an
# app we self-host on flatpak.unom.io.
#
# Pinned to the SAME gamescope rev as packaging/gamescope/PKGBUILD (`_gsrev`) so the
# client's layer and the host's punktfunk-gamescope always come from one tree — bump both
# together. `enable_gamescope=false` skips subdir('src') and every compositor dependency
# (wlroots, SDL2, libliftoff, ...); only protocol/ and layer/ are built.
#
# `buildsystem: simple` rather than `meson` because two subprojects need their wrap
# `patch_directory` applied by hand: glm and stb ship NO meson.build of their own, and the
# one meson would normally inject lives in subprojects/packagefiles/. Cloning them as plain
# sources without that copy fails at configure with "Subproject exists but has no
# meson.build file". `--wrap-mode=nodownload` then proves the build is genuinely offline.
#
# The layer JSON is generated by meson from prefix+libdir, so it self-writes
# `library_path: /app/lib/libVkLayer_FROG_gamescope_wsi_x86_64.so` and lands in
# /app/share/vulkan/implicit_layer.d — already on the loader's search path via
# XDG_DATA_DIRS, which is why no VK_ADD_IMPLICIT_LAYER_PATH is needed (and why it was
# dropped from finish-args: pointing at the old /usr extension path too would risk
# double-loading two layers of the same name).
#
# Verified on a Deck OLED 2026-08-05: builds offline in org.gnome.Sdk//50, and the
# resulting .so drives the Deck's system gamescope to
# "hdr formats exposed to client: true" + hdr10_format=Some(...).
# ---------------------------------------------------------------------------------------
- name: gamescope-wsi-layer
buildsystem: simple
build-commands:
# Apply the wraps' patch_directory by hand (see above) — these supply the meson.build
# that glm and stb do not ship themselves.
- cp -r subprojects/packagefiles/glm/. subprojects/glm/
- cp -r subprojects/packagefiles/stb/. subprojects/stb/
- meson setup _build --prefix=/app --libdir=lib --wrap-mode=nodownload
-Denable_gamescope=false -Denable_gamescope_wsi_layer=true
-Denable_tests=false -Denable_openvr_support=false
- ninja -C _build
- ninja -C _build install
sources:
- type: git
url: https://github.com/ValveSoftware/gamescope.git
# KEEP IN SYNC with `_gsrev` in packaging/gamescope/PKGBUILD.
commit: 8c676c399c761e4540587f61004c957993d12fea
# Wrap pins as of that rev (`subprojects/*.wrap`). These are meson WRAPS, not gamescope
# submodules, so nothing else populates them and they need explicit sources.
#
# vkroots is deliberately NOT listed here. It is a real gamescope SUBMODULE, and
# flatpak-builder clones git sources with submodules by default — so it is already
# checked out at exactly the rev above (`git ls-tree <rev> subprojects/vkroots`), which
# leaves `subprojects/vkroots/.git` as a gitlink FILE. Declaring it again with
# `dest: subprojects/vkroots` made the extractor copy the bare mirror onto that path and
# die before any build command ran:
# cp: cannot overwrite non-directory '.../subprojects/vkroots/.git' with directory
# Re-adding it re-breaks the whole flatpak. If the submodule ever needs to be pinned away
# from the gamescope rev, set `disable-submodules: true` on the source above and then
# declare ALL THREE subprojects explicitly — not one of them alone.
- type: git
url: https://github.com/g-truc/glm.git
commit: 0af55ccecd98d4e5a8d1fad7de25ba429d60e863
dest: subprojects/glm
- type: git
url: https://github.com/nothings/stb.git
commit: 5736b15f7ea0ffb08dd38af21067c314d6a3aae9
dest: subprojects/stb
cleanup:
# Only the .so and its implicit-layer JSON are runtime. vkroots installs its dev files
# from the subproject, and the layer-only install still drops gamescope's display .lua
# scripts + LUT .cube files, none of which a client uses.
- /include
- /lib/pkgconfig
- /share/gamescope
# ---------------------------------------------------------------------------------------
# The client. cargo-sources.json is the GENERATED offline crate cache:
# python3 flatpak-cargo-generator.py Cargo.lock -o packaging/flatpak/cargo-sources.json
# (run from the repo root; the CI step does exactly this). With it present the build is fully
# offline (CARGO_NET_OFFLINE). For quick LOCAL iteration WITHOUT regenerating it, drop the
# cargo-sources.json source and pass --build-args=--share=network to flatpak-builder
# (non-reproducible; cargo fetches from crates.io during the build).
# ---------------------------------------------------------------------------------------
- name: punktfunk-client
buildsystem: simple
build-options:
env:
CARGO_HOME: /run/build/punktfunk-client/cargo
CARGO_NET_OFFLINE: 'true'
# The session binary's Skia (pf-console-ui → skia-safe) fetches prebuilt libskia in
# its build script — dead in the offline sandbox. skia-bindings accepts a file://
# override (read directly, no curl), so we point it at the archive that
# flatpak-builder pre-downloaded as a pinned source below. No {tag}/{key}
# placeholders needed: a template without them is used verbatim.
SKIA_BINARIES_URL: file:///run/build/punktfunk-client/skia-binaries.tar.gz
build-commands:
# Drop every reference to the windows-rs GIT dependency before building. That git
# source is deliberately NOT vendored into cargo-sources.json — see
# packaging/flatpak/prune-windows-lock.py, which strips it so flatpak-builder doesn't
# full-clone the multi-GB windows-rs repo. But `cargo --offline` needs every DECLARED
# dependency's source just to build the unit graph (cfg(windows)-gated or not), so any
# manifest still pinning it fails with "can't checkout ... you are in the offline
# mode". Two declare it: the Windows client (removed from the workspace members) and
# pf-client-core's D3D11VA backend (entry pruned in place — nothing cfg(windows)
# compiles here). Both edits touch only the sandbox copies. (No --locked: the lock no
# longer matches the reduced graph; --offline still pins every crate to the vendored
# cargo-sources.json, so the build stays reproducible.)
- sed -i '\#"clients/windows",#d' Cargo.toml
- python3 packaging/flatpak/prune-windows-toml.py crates/pf-client-core/Cargo.toml
# One cargo invocation for both binaries: the shell and the Vulkan session binary it
# execs for --connect/--browse. Building them together keeps skia-bindings' feature
# unification identical to a workspace build (the pinned skia-binaries archive's
# `pdf-textlayout-vulkan` key must match the resolved feature set).
- cargo --offline build --release -p punktfunk-client-linux -p punktfunk-client-session
-p punktfunk-cli
- install -Dm0755 target/release/punktfunk-client ${FLATPAK_DEST}/bin/punktfunk-client
- install -Dm0755 target/release/punktfunk-session ${FLATPAK_DEST}/bin/punktfunk-session
# The headless CLI (design/client-architecture-split.md §4) — reachable as
# `flatpak run --command=punktfunk io.unom.Punktfunk …`.
- install -Dm0755 target/release/punktfunk ${FLATPAK_DEST}/bin/punktfunk
# Desktop entry (renamed to the app id; Exec is the in-sandbox binary).
- install -Dm0644 packaging/flatpak/io.unom.Punktfunk.desktop
${FLATPAK_DEST}/share/applications/io.unom.Punktfunk.desktop
# AppStream metainfo (required for a well-formed flatpak / Software listings).
- install -Dm0644 packaging/flatpak/io.unom.Punktfunk.metainfo.xml
${FLATPAK_DEST}/share/metainfo/io.unom.Punktfunk.metainfo.xml
# Scalable icon named for the app id (GNOME runtime renders SVG via librsvg).
# One icon source for every Linux packaging (it used to live under packaging/flatpak,
# which is why the deb/rpm/arch entries shipped a stock `video-display` instead).
- install -Dm0644 packaging/linux/icons/hicolor/scalable/apps/io.unom.Punktfunk.svg
${FLATPAK_DEST}/share/icons/hicolor/scalable/apps/io.unom.Punktfunk.svg
sources:
# The repo checkout. For a Flathub/published build, replace with a pinned git source:
# - type: git
# url: https://git.unom.io/unom/punktfunk
# tag: vX.Y.Z
# commit: <sha>
# For ON-DECK / CI builds we build the checked-out working tree in place:
- type: dir
path: ../..
# Generated offline crate cache (see the comment block above). Remove for --share=network.
- cargo-sources.json
# Prebuilt Skia for skia-bindings 0.87.0 (SKIA_BINARIES_URL above). The key encodes the
# crate's pinned skia commit + target + resolved features — when bumping skia-safe, build
# the workspace once locally and take the new name from
# target/release/build/skia-bindings-*/out/.cache/, then update url + sha256 together.
# One entry per architecture, selected by `only-arches`; both land on the SAME
# dest-filename, so SKIA_BINARIES_URL above stays a single literal path. The upstream
# release publishes the aarch64 archive under the same skia commit hash and the same
# resolved-feature key, so the two stay in lockstep on a skia-safe bump — take both new
# names and sha256s together.
- type: file
only-arches: [x86_64]
url: https://github.com/rust-skia/skia-binaries/releases/download/0.87.0/skia-binaries-e551f334ad5cbdf43abf-x86_64-unknown-linux-gnu-pdf-textlayout-vulkan.tar.gz
sha256: b46e7061e6b9df792025acaf9b8b90180224c7cec63f4c3ce09af7ddddb8abfa
dest-filename: skia-binaries.tar.gz
- type: file
only-arches: [aarch64]
url: https://github.com/rust-skia/skia-binaries/releases/download/0.87.0/skia-binaries-e551f334ad5cbdf43abf-aarch64-unknown-linux-gnu-pdf-textlayout-vulkan.tar.gz
sha256: 6994fb993064d7d4fff00bf7c79544ffc881bb5441b6768b31cc088540f4bef7
dest-filename: skia-binaries.tar.gz