Rounds out codec negotiation across the last three clients — each advertises what it can decode, builds its decoder from the resolved Welcome.codec, and exposes a "Video codec" preference picker. **Windows** (Rust, mirrors Linux): `decodable_codecs()` + `ffmpeg_codec_id()`; the D3D11VA and software FFmpeg decoders (and the mid-session D3D11VA→software demotion) open the negotiated codec instead of hardcoding HEVC; settings gain a `codec` field + reactor ComboBox; `--codec` CLI flag. **Apple** (Swift/C-ABI): AnnexB is now codec-aware — a `VideoCodec` enum drives H.264 vs HEVC NAL parsing / parameter-set extraction (`CMVideoFormatDescriptionCreateFromH264ParameterSets` for H.264, no VPS) and AVCC repacking; `PunktfunkConnection` advertises H264|HEVC via `punktfunk_connect_ex7`, reads `resolvedCodec` (`punktfunk_connection_codec`), and threads `videoCodec` into the stage-1/2 pipelines + `VideoDecoder`; SettingsView "Video codec" Picker (auto/HEVC/H.264). AV1 is left out (hosts don't emit it on the native path, and it's not an AnnexB codec). Test call sites updated. **Android** (Kotlin + Rust JNI): the JNI `nativeConnect` gains `preferredCodec`; the native decode loop picks the AMediaCodec MIME (`video/hevc`|`video/avc`) from `connector.codec` and advertises H264|HEVC; Settings `codec` field + Compose dropdown. Core/host/probe/Linux clippy + tests green (unchanged from 2a). Windows/Apple/Android compile on their platform CI (this Linux box can't build them — Windows toolchain / Xcode / the Android NDK's opus-cmake toolchain). All follow the Linux client's validated pattern. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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
SwapChainPanelcomposition 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.
- 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.
- Polished shell — host cards, settings (resolution / refresh / decoder / bitrate / HDR / mic), a status-chip stream HUD, and the full trust surface. Stream input uses Win32 low-level hooks with a Ctrl+Alt+Shift+Q capture toggle.
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
CARGO_HOMEmust be an ASCII path — non-ASCII characters break SDL3's MSVC precompiled-header build. Packaging (MSIX manifest, signing) lives inpackaging/.
Layout
src/
main.rs · app.rs entry point + CLI paths; WinUI 3 shell (windows-reactor)
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 keyboard/mouse hooks → host input
session.rs session lifecycle over the NativeClient connector
trust.rs · discovery.rs persistent identity, TOFU/PIN pairing, mDNS browse
packaging/ MSIX manifest, signing, pack script
Related
- Documentation — quick start, pairing, troubleshooting
- Project README — the host, the other clients, and how it all fits together