The punktfunk-session Vulkan client (clients/linux-session, now clients/session) builds and runs on Windows; the WinUI shell spawns it for every stream. Verified live: 10-bit HEVC via Vulkan Video on both AMD (iGPU) and NVIDIA, 5120x1440 at 130 fps / 8 ms end-to-end on the RTX 4090. - pf-ffvk: Windows bindgen branch (FFMPEG_DIR + PF_FFVK_VULKAN_INCLUDE, no pkg-config); provisioning fetches Vulkan-Headers (pinned v1.4.309). - pf-client-core: builds on Windows — WASAPI audio (audio_wasapi.rs, cfg-swapped via #[path], same surface as the PipeWire twin), VAAPI/dmabuf gated inline (chain = vulkan -> software), trust reads the WinUI shell's %APPDATA% stores (parity tests pin both serialized shapes), Settings gains adapter/hdr_enabled (serde-defaulted; Linux stores unaffected). - pf-presenter: builds on Windows — dmabuf module Linux-gated; SDL keyboard grab while captured (Alt+Tab/Win reach the host); pick_device ranks discrete over integrated (device 0 was the iGPU on hybrid boxes — the silent footgun) and honors PUNKTFUNK_VK_ADAPTER (the Settings GPU pick, exported by the session). - run loop: block in one SDL wait woken by input AND decoded frames (a per- session forwarder pushes a FrameWake user event) instead of a 1 ms poll — measured 111%% -> 5%% of a core (NVIDIA), 86%% -> 3.5%% (AMD), stats unchanged. The pump's decode-fence wait became once-per-window sampling (no per-frame pipeline stall; the stat now shows true backlog). - pf-console-ui: builds on Windows (skia-safe msvc prebuilts); font lookup falls through fontconfig aliases to concrete DirectWrite families (Consolas/Segoe UI) — browse/coverflow works, verified against a live host. - WinUI shell: session-always via new src/spawn.rs (GTK spawn.rs port — CREATE_NO_WINDOW, stdout contract, kill handle); the Stream screen is a status card (chips + stage lines from the child's stats). The legacy in-process D3D11VA path stays behind Settings "Streaming engine" / PUNKTFUNK_BUILTIN_ STREAM=1 as the A/B baseline until Phase 8 deletes it. SessionParams.video_caps makes the HDR toggle real. - clients/linux-session renamed to clients/session (builds for both OSes). - CI/MSIX: both workflows build/test both bins with widened path filters; the MSIX ships punktfunk-session.exe. ARM64 session builds --no-default-features (rust-skia has no aarch64-pc-windows-msvc prebuilts; flip when it does). A/B on this box (5120x1440 HEVC vs home-worker-5): NVIDIA Vulkan 130 fps / 8 ms e2e / 1.6 ms decode — clearly better than the built-in path. The AMD iGPU VCN saturates at ~52 fps where its own D3D11VA does ~70 — Adrenalin Vulkan decode is slower on APU silicon; discrete RDNA validation gates Phase 8. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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punktfunk Windows client — MSIX packaging
The Windows client ships as signed MSIX packages so Windows boxes get a real package (Start
tile, clean install/uninstall) instead of a loose exe. CI builds + publishes them from
.gitea/workflows/windows-msix.yml to Gitea's
generic package registry (https://git.unom.io/unom/-/packages), on every main push that
touches the client (canary) and on vX.Y.Z release tags (stable) — see
Release Channels.
Two architectures, one x64 runner. Both x64 and arm64 packages are produced off the single
x64 Windows runner — x86_64-pc-windows-msvc builds natively, aarch64-pc-windows-msvc is
cross-compiled (the x64 MSVC toolset ships the ARM64 cross compiler; the matrix points FFMPEG_DIR
at the runner's ARM64 FFmpeg tree, C:\Users\Public\ffmpeg-arm64). Artifacts are arch-suffixed
(..._x64.msix / ..._arm64.msix, each with its matching .cer); pack-msix.ps1 -Arch x64|arm64
stamps the manifest ProcessorArchitecture and names the output. See
windows.yml for the cross-build rationale.
What's in the package
pack-msix.ps1 assembles a layout from a cargo build --release and runs makeappx + signtool:
| File | Source |
|---|---|
punktfunk-client.exe |
the release build (the WinUI shell) |
punktfunk-session.exe |
the release build — the Vulkan session client the shell spawns for every stream (sibling resolution, src/spawn.rs). Skia links statically; vulkan-1.dll is a GPU-driver component, never bundled. ARM64 builds it --no-default-features (no Skia console UI) until rust-skia ships aarch64-pc-windows-msvc prebuilts |
Microsoft.WindowsAppRuntime.Bootstrap.dll, resources.pri |
staged by the client's build.rs via windows-reactor-setup::as_framework_dependent() |
SDL3.dll |
auto-staged by the sdl3 crate |
avcodec/avformat/avutil/swscale/swresample/...-*.dll |
FFMPEG_DIR\bin |
Assets\*.png |
checked-in tile/store logos (rasterized from packaging/flatpak/io.unom.Punktfunk.svg) |
AppxManifest.xml |
the template here, with {VERSION}/{PUBLISHER} substituted |
Why an "unpackaged" WinUI app packages cleanly
main calls windows_reactor::bootstrap(), which runs MddBootstrapInitialize2 with
OnPackageIdentity_NOOP (crates/libs/reactor/src/bootstrap.rs), so under MSIX package
identity the App SDK bootstrapper is a no-op and the runtime is resolved from the manifest's
<PackageDependency> on Microsoft.WindowsAppRuntime.2 instead (reactor pins
WINDOWSAPPSDK_RELEASE_MAJORMINOR = 0x20000 = 2.0). It's a full-trust Win32 app
(EntryPoint="Windows.FullTrustApplication" + runFullTrust) because it owns raw D3D11, Win32
low-level input hooks, WASAPI and SDL3.
Versioning
MSIX requires a strictly 4-part numeric version. The workflow computes:
vX.Y.Ztag →X.Y.Z.0(THE release; any-rc/+metasuffix is dropped for MSIX). Published to the stablelatest/alias and attached to the unified Gitea Release.mainpush /workflow_dispatch→0.3.<run_number>.0(canary, climbs by run number;canary/alias).
Signing & install
CI signs every build with a stable self-signed code-signing cert (CN=unom, SHA-1
CD1EFDEEEC9743AFC38F56C5AF30C5A3009BE941, valid to 2036). Its public half is checked in as
punktfunk-codesign.cer; the private .pfx + password live in the
MSIX_CERT_PFX_B64 / MSIX_CERT_PASSWORD Actions secrets. Because it's the same cert every build,
trusting it is one-time, per machine — once imported, every future build and in-place upgrade is
trusted with no further prompt:
# once per machine (elevated): trust the publisher
Import-Certificate -FilePath .\punktfunk-codesign.cer -CertStoreLocation Cert:\LocalMachine\TrustedPeople
# then install the package for your CPU (and re-run for each upgrade — no re-trust needed)
Add-AppxPackage -Path .\punktfunk-client-windows_<ver>_x64.msix # Intel/AMD
Add-AppxPackage -Path .\punktfunk-client-windows_<ver>_arm64.msix # ARM64 (Snapdragon, etc.)
The matching .cer is also published next to each .msix in the registry, so it's always at hand.
The MSIX declares a dependency on the Windows App SDK 2.x runtime; install
the App SDK runtime if Add-AppxPackage reports a missing
Microsoft.WindowsAppRuntime.2 framework.
pack-msix.ps1 signing precedence: it uses the MSIX_CERT_PFX_B64 / MSIX_CERT_PASSWORD secrets
when present (the stable cert above), else generates an ephemeral self-signed cert (forks / local
builds without the secrets). Either way it exports the signing cert's public .cer for the import.
To move to a publicly-trusted (no-import) cert — Azure Artifact Signing or a public OV cert —
replace the two secrets with the new .pfx; the cert's subject DN must equal the manifest
Publisher, so pass a matching -Publisher (it's stamped into the package Identity, and changing
it changes the package identity → a one-time reinstall).
Building locally
On the Windows runner / dev VM (MSVC + Windows SDK present), after a release build:
# x64
cargo build --release -p punktfunk-client-windows --target x86_64-pc-windows-msvc
pwsh -File clients/windows/packaging/pack-msix.ps1 `
-Version 0.2.0.0 -TargetDir C:\t\x86_64-pc-windows-msvc\release -OutDir C:\t\msix
# arm64 (cross-compiled; point FFMPEG_DIR at the ARM64 tree)
$env:FFMPEG_DIR = 'C:\Users\Public\ffmpeg-arm64'
cargo build --release -p punktfunk-client-windows --target aarch64-pc-windows-msvc
pwsh -File clients/windows/packaging/pack-msix.ps1 `
-Version 0.2.0.0 -Arch arm64 -TargetDir C:\t\aarch64-pc-windows-msvc\release -OutDir C:\t\msix
Validated end-to-end on the build VM (pack → sign → Add-AppxPackage → framework-dependency
resolution). The only step that needs a real display is launching the WinUI window (same
on-glass constraint as the rest of the client).