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Phases 4+5 of design/pyrowave-444-hdr.md. The Metal decoder needs NO new ABI: every frame's sequence header carries chroma (444) and, since the Phase-3 stamps, the PQ/BT.2020 bits — so the decoder self-configures per session. Decoder: WaveletLayout grows the 4:4:4 block space (chroma runs the full pyramid like luma — no level-0 skip, no early half-res emit; the Metal kernels were already chroma-agnostic, only the dispatch structure changes); the parser accepts chroma_resolution=444, reads the PQ transfer bit, and lifts the even-dims rule for 444; the plane ring allocates full-res chroma and r16Unorm for PQ streams; CSC rows switch to depth-10 MSB-packed. Presenter: planar HDR passthrough reuses pf_frag_planar on an rgba16Float drawable (itur_2100_PQ + EDR metadata interpret the samples — same split as pf_frag/pf_frag_hdr), plus a new pf_frag_planar_tm PQ->SDR tone-map (shared pqToSdr tail refactored out of pf_frag_hdr_tv) for tvOS-without-headroom AND macOS WINDOWED sessions, whose IOSurface present path (the DCP-panic mitigation) is BGRA8-only. SessionModel stops stripping the HDR/10-bit/444 caps on the PyroWave opt-in. New golden: au-dense444 + upstream's own 4:4:4 reference planes (regenerated via the extended pyrowave_dump_golden); Metal decode matches at 64-67 dB (420 fixtures re-verify 77-88 dB). Full Apple suite 157 tests green on a real M-series GPU. Docs updated: the 8-bit-SDR-only wording is gone, the Windows host is no longer 'on the roadmap', bpp scaling documented. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
75 lines
4.2 KiB
Markdown
75 lines
4.2 KiB
Markdown
---
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title: PyroWave (wired-LAN codec)
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description: The opt-in ultra-low-latency wavelet codec for wired links — what it is, the bandwidth it needs, and how to turn it on.
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---
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PyroWave is an **opt-in** video codec mode for links that can afford real bandwidth: wired
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Ethernet, a docked Steam Deck, a 2.5GbE LAN. It trades bitrate for latency — instead of
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H.264/HEVC/AV1 on the GPU's video engine, frames are compressed with
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[PyroWave](https://github.com/Themaister/pyrowave), an intra-only wavelet codec running as plain
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Vulkan compute. Punktfunk vendors a pinned copy and runs it on both ends.
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**It is never selected automatically.** HEVC/AV1 remain the codecs for Wi-Fi and everything
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else; PyroWave engages only when *you* pick it on the client **and** the host supports it. If
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either side can't, the session silently falls back to the normal codec ladder.
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## Why you'd want it
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- **Codec latency drops by an order of magnitude.** Encode and decode each take a fraction of a
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millisecond of GPU compute (measured ~0.15 ms encode / ~0.07 ms decode at 1080p on an
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RTX 5070 Ti), versus one-to-several milliseconds per side for the hardware H.26x pipelines.
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- **Every frame is a keyframe.** There is no GOP, no reference chain, no keyframe round-trip
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after packet loss — a lost frame costs exactly that frame, and the next one is already a
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complete picture. The whole IDR/recovery apparatus that produces loss-time stutter simply
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doesn't exist in this mode.
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- **Uniform frame sizes.** The rate control hits its per-frame byte budget exactly, so the
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pacer sees a flat load instead of 20–40× keyframe spikes.
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## What it costs
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Bandwidth. At the codec's ~1.6 bits-per-pixel operating point (4:2:0, 60 fps):
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| Mode | Bitrate |
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|---|---|
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| 1280×800 @ 60 (Deck) | ≈ 100 Mbps |
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| 1920×1080 @ 60 | ≈ 200 Mbps |
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| 2560×1440 @ 60 | ≈ 355 Mbps |
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| 3840×2160 @ 60 | ≈ 800 Mbps |
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120 Hz doubles these, 4:4:4 multiplies them by ~1.6, and an HDR (10-bit) session adds ~15 %.
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Gigabit Ethernet tops out around 940 Mbps of payload, so 4K60 wants 2.5GbE (or a lower
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rate). **Do not run this over Wi-Fi** — that's what HEVC/AV1 are for.
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PyroWave follows the same 4:4:4 and HDR settings as HEVC/AV1: a session negotiates
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full-chroma 4:4:4 when your client's 4:4:4 setting is on, and HDR (BT.2020 PQ, carried in
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16-bit planes) when the host's display pipeline is HDR — currently the Windows host only
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(the Linux host's capture path has no HDR source yet, so Linux-hosted sessions are SDR).
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## Turning it on
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1. **Host** (Linux): nothing to do — default builds ship the codec and every Linux GPU host
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advertises it. AMD/Intel hosts encode from the capture dmabuf zero-copy; on an NVIDIA host
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a PyroWave session currently captures via CPU RGB (a modest host-side cost that only
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affects sessions that picked this codec — everything else keeps its zero-copy path).
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2. **Client**:
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- Linux session client: set **Settings → Video codec → PyroWave (wired LAN)** in the
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gamepad console, or launch with `PUNKTFUNK_PREFER_PYROWAVE=1`.
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- Apple (Mac, Apple TV 4K, iPad — wired networking strongly recommended): set
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**Settings → Codec → PyroWave (wired LAN)**. The option appears only on devices whose
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GPU passes the decode probe (Apple Silicon and A13-class or newer). The decoder follows
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the stream: 4:2:0 or 4:4:4, SDR or HDR, per what the session negotiated.
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3. Leave the bitrate on Automatic: a PyroWave session pins itself to the ~1.6 bpp rate for
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your mode (≈200 Mbps at 1080p60; ~2.6 bpp for 4:4:4, +15 % for HDR). An explicit bitrate is honored if you set one, but the
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adaptive-bitrate controller stays off either way — this codec has no useful low-rate
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regime, so under sustained loss the right move is switching back to HEVC, not degrading.
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The pin follows the resolution: a mid-stream resize (e.g. Match window) re-pins the rate
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for the new mode, so resizing a window down also cuts the bandwidth.
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The stats overlay shows `pyrowave` as the decode path when the mode is active.
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## Current limits
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- Linux and Windows hosts; Linux clients (including docked Deck) and Apple clients (native
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Metal decode on Mac / Apple TV 4K / iPad) today.
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- HDR needs a Windows host (the Linux host's capture path has no HDR source yet).
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