Both MSIX matrix jobs failed at the v0.15.0 tag, for two unrelated reasons, both introduced by this release. 0.13.0 and 0.14.0 shipped both packages; 0.15.0 shipped neither. ARM64 failed to BUILD. The PyroWave Windows un-gating (1ef0229b) moved `pyrowave-sys` in pf-client-core out of `cfg(target_os = "linux")` into a general optional dependency that pf-client-core's own `default = ["pyrowave"]` turns on. The ARM64 leg builds `--no-default-features` precisely to skip it, but that only disables defaults for the two packages named with `-p` — every internal edge kept inheriting them: clients/windows -> pf-client-core, clients/session -> pf-client-core, clients/session -> pf-presenter, and pf-presenter's own `default = ["pyrowave"]` -> pf-client-core. So the vendored Granite C++ compiled on ARM64 and stopped where it always does: muglm.cpp reaching for _MM_TRANSPOSE4_PS/_mm_storeu_ps, then `simd.hpp:103 #error "Implement me."`. Those three internal edges now pass `default-features = false`; the feature is enabled only through an explicit chain (clients/session's `pyrowave` -> pf-client-core/pyrowave + pf-presenter/pyrowave, and pf-presenter's `pyrowave` -> pf-client-core/pyrowave), so `--no-default-features` finally means what it says. Verified by feature resolution rather than assertion — `cargo tree -i pyrowave-sys`: aarch64-pc-windows-msvc, --no-default-features -> not in the graph (was: present) x86_64-pc-windows-msvc, default features -> present x86_64-unknown-linux-gnu, default features -> present PyroWave is NOT dropped from the Windows client. Decode has always run in the spawned punktfunk-session binary, whose own default keeps the feature on, and unification turns it back on for the shared pf-client-core wherever that binary is in the build (x64, Linux). The shell only ever offered "pyrowave" as a codec preference string — it holds no decoder and never called one, so linking the C++ into it was dead weight even on x64. x64 built fine and failed at PACKAGING: `makepri new` rejected the manifest with PRI191 "Appx manifest not found or is invalid" / malformed comment syntax. The console tile added in2508b720documented its flag inside an XML comment, and XML forbids `--` anywhere in a comment body, so the literal flag spelling made the whole manifest unparseable. Reworded, with a note to keep the next person from reintroducing it. Confirmed by parsing both revisions after template substitution: the tagged manifest fails at line 63 col 9, this one parses. 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.
- 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 / stats-overlay level), the tiered stats overlay (Off / Compact / Normal / Detailed — Ctrl+Alt+Shift+S cycles it live in the session window), 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_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 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
Related
- Documentation — quick start, pairing, troubleshooting
- Project README — the host, the other clients, and how it all fits together