enricobuehler cab3aa1726 feat(vkdecode): M7's Vulkan AV1 rung — GPU half, and the review that saved it
caps_av1 / session_av1 / decoder_av1, over the CPU half already committed,
sharing the picture pool, bitstream ring, op ring, DPB settling and frame
delivery with H.264 and H.265 rather than forking them. AV1 session
parameters carry exactly one sequence header — no PPS, no VPS — so the
parameters ledger is two-state: current, or recreate.

The GPU plumbing came through review clean. The damage was all in the
conversion committed two rounds ago, which nothing tested against a
reference, and none of it would have failed a gate: clippy was clean, the
tests were green, and the rung would have decoded its own conformance vector
wrong on essentially every frame on AMD, silently.

Four blocking defects, each measured on the vendored vector rather than
argued:

Nine StdVideoDecodeAV1PictureInfo flags were never set. Four change
reconstruction — allow_screen_content_tools on 274 frames of 274,
allow_warped_motion on 273, is_filter_switchable on 172, force_integer_mv on
1 — and RADV reads three of them directly. The block already set
allow_intrabc, which is only codeable when screen-content tools are on, so
it contradicted itself.

LoopRestorationSize sent the pixel size where the field is log2(size) - 5.
cros-codecs stores 64/128/256; RADV names its destination
log2_restoration_size_minus5 and reads 1/2/3. Nothing truncates, nothing
errors, and every frame with loop restoration reconstructs against a
nonsense unit size.

Per-reference Std info answered questions about the wrong picture: every
reference carried the CURRENT frame's type, and RefFrameSignBias was never
set at all. Sign bias is what tells a decoder a reference lies in the
future, and this vector is the hidden-ALTREF one, so all-zero meant every
reference was treated as past. Fixed at the source: pf-bitstream now records
a RefState when a picture is stored — its own frame type, sign-bias mask,
saved order hints — and carries it on the slot, so all three backends get
answers about the reference rather than about the frame reading it.

Film grain's six chroma-scaling fields were zero, which defeats the profile
machinery that exists to refuse devices unable to synthesise grain.

The reference-name compaction is fixed in the PLANNER, once. AuPlan::refs is
now name-indexed with holes preserved, so a lost reference can no longer
renumber every later AV1 reference name — a class that was live in both
conversions and armed for the VAAPI rung that does not exist yet. The DXVA
twin had a second name-versus-slot confusion: it read global motion by DPB
slot from an array the spec indexes by reference name, and slot 0's matrix
is all-zero rather than identity, so 273 references were given a zero warp.

Also closed: pTileOffsets/pTileSizes were sized to tileCount while RADV
reads AV1_MAX_NUM_TILES entries unconditionally — a 4-byte allocation read a
kilobyte deep — now fixed 256-entry arrays with zeroed tails. And the test
guarding the lost-reference refusal re-implemented the predicate inline, so
deleting the guard left it green; both now call one named function.

The bitstream layout now matches libavcodec: raw tile payloads only,
frameHeaderOffset 0. The review established the spec-literal layout was NOT
wrong — AV1 has no start-code scanning, so the 3-versus-4-byte and
slices-only scars do not transfer, and no driver in the fleet reads
frameHeaderOffset — but matching the validated reference deletes code,
uploads 5835 fewer bytes over the vector, and removes the untested-driver
tail.

Upstream, and the third of its kind: the vendored parser writes
ref_frame_sign_bias[i] in the same loop body where it writes
order_hints[LAST_FRAME + i], so its array is shifted one down and index 7 is
never written. Corrected in RefState::of with the shift documented, the
vendored tree untouched, and pinned by a test that recomputes the bias from
order_hints through the parser's own get_relative_dist.

Gates: macOS fmt/clippy/tests, container clippy -D warnings over six crates,
845 tests, workspace check. No hardware: nothing here has reached a driver.
2026-08-06 21:15:39 +02:00
2026-06-19 15:49:48 +02:00

Punktfunk

Low-latency desktop and game streaming with first-class Linux and Windows hosts.

Run the host on a Linux machine or a Windows PC, connect from a Mac, PC, phone, tablet, or TV, and stream your desktop or games — each device at its own native resolution and refresh rate, over your local network.

📖 Documentation: docs.punktfunk.unom.io — start with How It Works or the Quick Start.

💬 Community: Discord — chat, support, and Android beta access · r/Punktfunk.

🔒 Security: found a vulnerability? Report it privately to security@punktfunk.com — see SECURITY.md. Please don't open a public issue.

Punktfunk pairs a virtual-display streaming host with native clients on every platform. It speaks the existing GameStream protocol, so any Moonlight client works day one — and adds its own faster punktfunk/1 protocol that breaks the ~1 Gbps FEC wall with a GF(2¹⁶) Leopard-RS transport. A single shared Rust core (punktfunk-core) holds the protocol, FEC, and crypto, linked into the host and every native client — directly as a Rust crate on Linux and Windows, and over a stable C ABI from the Apple and Android apps.

What makes it different

  • Your device's exact mode. For each client that connects, the host spins up a virtual display sized to that device — 1080p60 to a laptop, 1440p120 to a desktop, 4K to a TV, all at once. No letterboxing, no scaling, no rearranging your real monitors.
  • Displays you configure, not just create. Keep a game's display (and the game) alive across disconnects so a reconnect drops straight back in; make the stream your sole desktop or extend alongside your monitors; let several devices become monitors of one desktop; keep each client's scaling. One-click presets in the console — a dedicated couch box, a shared desktop, a multi-monitor workstation. See Virtual displays.
  • A real virtual display on Windows, too. On Linux the host uses per-compositor virtual outputs; on Windows you get the same on-the-fly virtual display — at the client's exact mode, no physical monitor or dummy HDMI plug, even on the secure desktop (UAC / lock screen). It also has its own indirect display driver (IDD) the host pushes finished frames straight into, rather than scraping a screen — tight, push-based integration that's unusual for a Windows streaming host.
  • Low latency, GPU end to end. Frames go straight from the compositor to the NVENC encoder with zero CPU copies (dmabuf → CUDA/Vulkan → NVENC), over a transport tuned for responsiveness rather than throughput. Stable 240 fps at 5120×1440; sub-millisecond capture-to-reassembly on-box, ~1.3 ms cross-machine on a LAN. (On Linux AMD/Intel, Vulkan Video for HEVC and AV1 with VAAPI for H.264 and as the fallback; a GPU-less software H.264 encoder exists as a last resort.)
  • A library that fills itself. Steam and non-Steam titles show up as a grid on every client, and plugins add their own sources — ROM Manager (your ROM collection, matched to installed emulators), Playnite, VirtualHere. Install them from the console's Plugins page or with punktfunk-host plugins add. See Plugins.
  • Works with what you already have. Any Moonlight/Artemis client connects over GameStream — and native apps for macOS, Linux, Windows, and Android use the lower-latency punktfunk/1 protocol.
  • Secure by default. Hosts require a one-time SPAKE2 PIN pairing; after that, devices reconnect on a pinned identity. No accounts, no cloud. Hosts auto-advertise over mDNS, so clients find them on the network without typing an IP.

Status

Component State
Corepunktfunk-core + C ABI (protocol · FEC · crypto · QUIC) Complete & hardened
GameStream host → stock Moonlight Live end-to-end: pairing, RTSP, audio, per-client virtual output at native resolution, GPU zero-copy NVENC, gamepads
Native protocolpunktfunk/1 Validated live: QUIC control + GF(2¹⁶) FEC/AES-GCM data plane, PIN pairing, mDNS discovery, mid-stream mode renegotiation
Windows host (Windows 11 22H2+, x64) Beta — shipping as a signed installer: its own all-Rust IddCx virtual display (secure-desktop capable) with a sealed IDD-push capture path — finished frames pushed straight into its own driver, not screen-scraped (no DDA/WGC) · GPU encode (NVENC on NVIDIA, AMF/QSV on AMD/Intel, software H.264 without a GPU) · WASAPI audio · bundled virtual-gamepad drivers (no ViGEmBus) · HDR incl. Vulkan-game HDR. NVIDIA live-validated; AMD/Intel CI-green
macOS / iOS / tvOS client (clients/apple) Streaming live: VideoToolbox decode (HEVC, and AV1 on hardware that decodes it), controllers incl. DualSense, discovery, pairing, speed test
Linux client (clients/linux + clients/session) Streaming live: relm4/GTK4 launcher shell that spawns a Vulkan session binary — Vulkan Video / VAAPI / software decode, PipeWire audio, SDL3 controllers, Skia console UI; ships as Flatpak/apt/rpm/Arch
Android client (clients/android, phone + TV) Streaming live: AMediaCodec decode + HDR10, AAudio audio, controllers, discovery, pairing
Windows client (clients/windows, WinUI 3) Streaming live: WinUI 3 shell + Vulkan session presenter, hardware decode on all GPU vendors via Vulkan Video → D3D11VA → software (NVIDIA + Intel validated on glass), WASAPI audio, SDL3 controllers, discovery, pairing; ships as signed MSIX (x64 + ARM64). Hardware decode and HDR10 present validated on glass on NVIDIA and Intel, including HDR pass-through on the Intel D3D11VA path
Web console + management API (web/) TanStack console over the OpenAPI mgmt API: host status, paired devices, on-demand PIN pairing, game library, virtual-display presets, plugin store, GPU selection, performance capture graphs, live host logs, host updates

Every native client also ships a tiered stats overlay (Compact / Normal / Detailed) with a shared vocabulary across platforms, and the session client carries a full gamepad-driven console shell (pf-console-ui): host list, PIN pairing, settings, and an on-screen keyboard.

The GameStream host works with a stock Moonlight client — validated live on NVIDIA hardware (RTX 5070 Ti, RTX 4090): PIN pairing that persists across restarts, an app catalog, RTSP/ENet/audio, and video at the client's exact resolution and refresh via a per-session virtual output (KWin, gamescope, Mutter, and Sway/wlroots backends), encoded with GPU zero-copy (dmabuf → CUDA/Vulkan → NVENC) up to 5120×1440@240. The native punktfunk/1 protocol adds a QUIC control plane and a GF(2¹⁶) Leopard-FEC + AES-GCM data plane (p50 ~0.8 ms capture→received at 720p120), with mid-stream mode renegotiation and a wall-clock skew handshake so latency stays valid across machines. Both run from one process: bare punktfunk-host serve is the secure native-only default (punktfunk/1 + the management API/web console), and serve --gamestream additionally enables the GameStream/Moonlight-compat planes (opt-in, trusted-LAN only — GameStream has inherent on-path weaknesses). The host is managed through a REST API and web console. Builds against FFmpeg 7 or 8.

What works where: the support matrix · where it's heading: the roadmap.

Install the host

Pick your platform and install from its package registry — the per-platform guide covers adding the repo, first run, and the web console. The Linux host is the primary, most battle-tested path; on SteamOS the host is built on-device by a script instead, and a Windows host ships as a signed installer (all-vendor: NVIDIA, AMD, Intel).

Platform Install Guide
Ubuntu / Debian (apt) sudo apt install punktfunk-host (after adding the repo) Ubuntu / Debian · packaging/debian
Bazzite / Fedora Atomic (systemd-sysext) curl -fsSLO https://git.unom.io/unom/punktfunk/raw/branch/main/packaging/bazzite/punktfunk-sysext.sh && sudo bash punktfunk-sysext.sh install (no layering, no reboot; rpm-ostree + bootc also supported) Bazzite
Fedora (dnf) sudo dnf install punktfunk (after adding the repo; the console comes with it) Fedora · packaging/rpm
Arch / CachyOS (pacman) sudo pacman -Syu punktfunk-host (binary repo — always a full -Syu) Arch Linux · packaging/arch
SteamOS / Steam Deck (on-device build) bash ~/punktfunk/scripts/steamdeck/install.sh (after cloning this repo to ~/punktfunk) SteamOS (Host)
Windows (11 22H2+, x64) winget install unom.PunktfunkHost (after winget source add -n punktfunk https://winget.punktfunk.unom.io -t Microsoft.Rest) · or the signed setup.exe from the package registry Windows Host · packaging/winget

punktfunk-host is the streaming host; punktfunk-web is the browser console (pairing + status).

Linux: every package ships systemd user units, so you don't launch the host by hand. The host unit won't start until ~/.config/punktfunk/host.env exists, so copy the template your package installed first:

mkdir -p ~/.config/punktfunk
# /usr/share/punktfunk/ on Fedora/Arch/Bazzite, /usr/share/punktfunk-host/ on Debian/Ubuntu
# (on Bazzite take host.env.bazzite instead)
cp /usr/share/punktfunk/host.env.example ~/.config/punktfunk/host.env

systemctl --user enable --now punktfunk-host   # the streaming host
systemctl --user enable --now punktfunk-web    # the web console (Arch: install punktfunk-web first)

The shipped host unit runs serve --gamestream — the native punktfunk/1 plane plus the GameStream/Moonlight-compat planes, which belong on a trusted LAN only; for a native-only host drop the flag with a systemctl --user edit punktfunk-host drop-in (which needs an empty ExecStart= line before the replacement — the install guide has the snippet). Then open https://<host-ip>:47992 and pair.

How the virtual display and input are wired up depends on your desktop — see KDE · GNOME · Steam / gamescope · Sway.

Windows: the installer registers and starts the host as a LocalSystem service, so there is nothing to run by hand — open the web console and pair. Use punktfunk-host service start|stop|restart|status if you need to control it. Upgrades happen in place — the console's Updates card, winget upgrade unom.PunktfunkHost, or the newer setup.exe over the old install; uninstall from Add/Remove Programs.

Full instructions: docs.punktfunk.unom.io/docs/install.

The console's Host page also shows when a newer host is out, along with the exact command for how this box was installed (or a one-click Update now on Windows) — see Updating the host. To remove it again, or to go back to an earlier version, see Uninstalling and Release Channels.

Connect a client

Streaming to… Use
Mac, iPhone, iPad, Apple TV The Apple app (clients/apple) — also on TestFlight
Linux desktop / laptop punktfunk-client (Flatpak / apt / rpm / Arch)
Steam Deck The Decky plugin in Gaming Mode — it launches the client for you (Steam Deck); in Desktop Mode, the Flatpak directly
Android phone or TV The Android app (clients/android)
Windows Native punktfunk-client (signed MSIX) or Moonlight
Scripts, automation, another launcher punktfunk — the headless CLI shipped in the Linux client packages (punktfunk pair, punktfunk hosts list --json, punktfunk launch <host>)
Anything else (browser, old phone, smart TV) Moonlight over GameStream

Each client discovers hosts on the network automatically and does a one-time PIN pairing. Per-device install steps: /docs/install-client.

Build & test (from source)

For development, or as an install fallback where no package is available:

cargo build --workspace          # core, host, tray, shared client crates, Linux shell + session client, the `punktfunk` CLI, probe (Linux & macOS)
cargo test  --workspace          # unit + loopback + proptest + C ABI harness
cargo clippy --workspace --all-targets -- -D warnings
cargo fmt --all --check

cargo run -p loss-harness        # FEC loss-resilience sweep (no network needed)
bash crates/punktfunk-core/tests/c/run.sh   # standalone C-ABI link + round-trip proof

The C header regenerates from crates/punktfunk-core/src/abi.rs on every build (cbindgen via build.rs) into include/punktfunk_core.h. The Apple, Android, and Windows clients have their own toolchains (Xcode/swift build, Gradle, and cargo on the MSVC target) — see each client's README and the docs site.

Layout

crates/
  punktfunk-core/   protocol · FEC · pacing · crypto · QUIC control plane — the C ABI (lib + cdylib + staticlib)
  punktfunk-host/   the host (Linux + Windows): virtual displays · capture · encode · input · GameStream · punktfunk/1 · mgmt
  pf-client-core/   shared client plumbing (Linux + Windows): session pump · FFmpeg decode · audio · SDL3 gamepads · trust · discovery
  pf-presenter/     Vulkan session presenter: SDL3 window · ash swapchain · frame present · input capture
  pf-console-ui/    Skia console UI for the session client: gamepad shell · stats OSD · pairing · on-screen keyboard
  pf-ffvk/          FFmpeg Vulkan hwcontext bindings (AVVkFrame) for Vulkan Video decode on the presenter's device
  pf-driver-proto/  host ↔ pf-vdisplay driver contract: control IOCTLs + IDD-push frame transport (no_std)
  punktfunk-tray/   host tray icon (Windows notification area / Linux StatusNotifierItem)
clients/
  apple/    macOS / iOS / tvOS app (Swift · VideoToolbox · Metal · GameController)
  linux/    Linux launcher shell (Rust · relm4 / GTK4 / libadwaita) — spawns the session client to stream
  session/  punktfunk-session, the Vulkan streaming session (Rust · SDL3 · ash · Skia console UI) — also runs standalone (gamescope, Decky)
  windows/  Windows desktop app (Rust · WinUI 3 · D3D11 · WASAPI · SDL3)
  android/  Android phone + TV app (Kotlin · Rust JNI core · AMediaCodec · AAudio)
  cli/      punktfunk, the headless client CLI — pair · hosts · wake · library · launch · punktfunk:// links
  probe/    headless reference / measurement client for punktfunk/1
  decky/    Steam Deck Decky plugin
web/                         web console (TanStack) over the management API — status · devices · pairing · library · displays · plugins · GPUs · performance · logs · updates
api/openapi.json             management-API OpenAPI spec (regenerated via `punktfunk-host openapi`, checked in)
sdk/                         `@punktfunk/host` — TypeScript management-API client + event stream (Effect)
plugin-kit/                  `@punktfunk/plugin-kit` — the plugin authoring kit (bun / TypeScript)
packaging/                   apt · rpm / COPR · Arch · Flatpak · Bazzite sysext + bootc · Windows installer + drivers · winget · Nix · gamescope
docs-site/                   public documentation site (Fumadocs) — https://docs.punktfunk.unom.io
include/punktfunk_core.h     cbindgen-generated C header (checked in)
tools/                       latency-probe · loss-harness (measurement)
ci/                          CI container images (rust-ci · fedora-rpm)

Design invariants

  • One core, linked everywhere. Protocol, FEC, and crypto live in punktfunk-core exactly once, exposed over a stable, versioned C ABI (punktfunk_abi_version(), PunktfunkConfig carries its own struct_size). Every native client links the same core.
  • No async on the hot path. The per-frame pipeline uses native threads only; tokio/quinn are gated behind the off-by-default quic feature (control plane only).
  • Native client resolution, no scaling. Each session gets a virtual output at exactly the client's WxH@Hz; each compositor keeps its own backend behind a shared VirtualDisplay trait.
  • FEC is the wall-breaker. GF(2⁸) (≤255 shards/block) for Moonlight compatibility; GF(2¹⁶) (≤65535 shards/block, SIMD, O(n log n)) for punktfunk/1 to push past ~1 Gbps.

License

Licensed under either of

at your option — SPDX-License-Identifier: MIT OR Apache-2.0.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions. See CONTRIBUTING.md.

Third-party components

Punktfunk's own source is MIT/Apache-2.0. Shipped binaries additionally link third-party components under their own (permissive) licenses — see THIRD-PARTY-NOTICES.txt (regenerate with scripts/gen-third-party-notices.sh). The Windows host and client builds also bundle FFmpeg under the LGPL v2.1+ (dynamically linked, replaceable DLLs; the license text and notice ship in the installed licenses/ folder).

Trademarks

Punktfunk is an independent project and is not affiliated with, endorsed by, or sponsored by NVIDIA, Microsoft, Sony, Valve, or the Moonlight project. "GameStream", "Moonlight", "Xbox", "DualSense", "DualShock", and "PlayStation" are trademarks of their respective owners and are used here only to describe interoperability.

S
Description
next gen game streaming - built using rust, back compatible with game stream clients, and supporting virtual displays for kde/kwin, gnome and gamescope.
Readme
35 MiB
v0.24.0
Latest
2026-08-03 19:47:20 +00:00
Languages
Rust 73.4%
Swift 9.6%
TypeScript 5.6%
Kotlin 5%
Nix 1.7%
Other 4.5%