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GNOME 50 (Mutter MR 4928, PipeWire >= 1.6) added HDR screen sharing for monitor streams: 10-bit PQ formats (xRGB_210LE/xBGR_210LE) with MANDATORY BT.2020 + SMPTE-2084 colorimetry props, advertised while the mirrored monitor is in BT.2100 colour mode. Wire the Linux host into it end-to-end on the GameStream desktop-mirror path (PUNKTFUNK_VIDEO_SOURCE=portal): * pf-frame: PixelFormat::X2Rgb10/X2Bgr10 (DRM XR30/XB30; X2Bgr10 is the Windows Rgb10a2 layout) + fourccs. * pf-capture: want_hdr portal offer — HDR-only LINEAR-dmabuf pods with MANDATORY PQ/BT.2020 props (SHM excluded: Mutter's SHM record path paints 8-bit ARGB32 regardless of format; tiled excluded: the EGL de-tile blit is 8-bit RGBA8), negotiated-colorimetry parse, generic HDR10 hdr_meta(), packed-10-bit CPU cursor blend, a process-wide SDR downgrade latch on negotiation timeout, and a DisplayConfig BT.2100 colour-mode probe (gnome_hdr_monitor_active). * pf-encode: libav NVENC X2RGB10->P010 swscale (BT.2020 limited) -> HEVC Main10 / 10-bit AV1 with PQ VUI; VAAPI 10-bit on both paths (CPU P010 upload + dmabuf XR30 scale_vaapi p010/bt2020); can_encode_10bit now probes for real on Linux; 10-bit sessions route around the 8-bit-only Vulkan-video/direct-NVENC backends. * GameStream: host_hdr_capable() Linux arm, live monitor-HDR check at RTSP honor time, capturer-pool reuse keyed on HDR-ness, gs_bit_depth covers the new formats. New `punktfunk-host hdr-probe` diagnostic and a PUNKTFUNK_SPIKE_HDR spike lever. * Native plane stays honestly 8-bit via capturer_supports_hdr(): Mutter RecordVirtual streams are SDR-only upstream (GNOME 50 and 51-dev), so virtual-display sources cannot deliver HDR yet. Validated on the RTX 5070 Ti (GNOME 50.3 / PipeWire 1.6.8): the Main10 probes pass and the ignored nvenc_hdr10_smoke GPU test emits an IDR that ffprobe reads as Main 10 / yuv420p10le / bt2020nc / smpte2084 / limited. Live HDR capture negotiation still needs an HDR monitor on glass; VAAPI 10-bit needs the AMD box. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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133 lines
9.7 KiB
Markdown
---
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title: "Status & Progress"
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description: "Where the work stands across the core, the host, and the native clients."
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---
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A high-level view of where punktfunk stands. The ordered plan of work is on the
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[Roadmap](/docs/roadmap).
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## Milestones at a glance
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| Milestone | State |
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|---|---|
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| **Core** — `punktfunk-core` + C ABI (protocol · FEC · crypto) | ✅ complete & hardened |
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| **GameStream host** (Moonlight-compatible) | ✅ working end-to-end; HDR/surround-audio polish open |
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| **Native protocol** — `punktfunk/1` (QUIC control + UDP data, GF(2¹⁶) Leopard FEC + AES-GCM) | ✅ full session planes, validated live |
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| **Windows host** (x64) | 🟡 implemented & shipping as a signed installer; NVIDIA/AMD/Intel encode, newer than the Linux host |
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| **macOS / iOS / iPadOS / tvOS client** | ✅ full client; on-glass-validated stage-2 presenter is the default |
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| **Linux client** (`punktfunk-client`, relm4/GTK4 shell + Vulkan session) | ✅ full client; Vulkan Video → VAAPI → software decode |
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| **Windows client** (`punktfunk-client`, WinUI 3) | ✅ ships as signed MSIX; hardware decode validated on NVIDIA + Intel; HDR on-glass validation pending |
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| **Android client** (phone + Android TV) | ✅ full client; hardware HEVC decode + HDR10 |
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| **Web console** (over the management API) | ✅ status · devices · pairing |
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## What works today
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punktfunk is a low-latency desktop and game streaming **host** with first-class **Linux and Windows**
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support — and native **clients** on macOS, iOS/iPadOS/tvOS, Linux, Windows, and Android. (The Windows
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host is newer than the Linux host.)
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- **Two protocols.** The host speaks the **GameStream** protocol, so any **Moonlight**
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client works out of the box, plus its own lower-latency **`punktfunk/1`** protocol
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(QUIC control plane + UDP data plane with GF(2¹⁶) Leopard FEC and AES-GCM).
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- **Native resolution, no scaling.** Every session gets a virtual display at the client's
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exact resolution and refresh rate, via per-compositor backends for **KWin**,
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**gamescope**, **Mutter**, and **Sway/wlroots**.
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- **Zero-copy GPU pipeline.** Captured frames stay on the GPU — dmabuf → CUDA → NVENC on NVIDIA, and
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VAAPI or Vulkan Video on AMD/Intel — with automatic split-encode at very high resolutions. Stable
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240 fps at 5120×1440 has been measured. A GPU-less software H.264 encoder exists as an explicit fallback.
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- **HDR (10-bit).** An HDR Windows desktop is captured and encoded as HEVC Main10 (BT.2020 PQ) to
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HDR-capable clients (Windows, Android). On Linux, a **GNOME 50+** host can mirror an HDR monitor
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over the GameStream desktop-capture source (`PUNKTFUNK_VIDEO_SOURCE=portal`): the portal
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negotiates the 10-bit PQ screencast formats GNOME 50 added and encodes Main10 PQ (run
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`punktfunk-host hdr-probe` to check readiness; pending on-glass validation). Linux **virtual
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displays** — the native protocol and GameStream's default source — still stream 8-bit: Mutter's
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virtual-monitor screencast is SDR-only upstream.
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- **Secure by default.** A **SPAKE2 PIN pairing** ceremony establishes trust (the host
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shows a 4-digit PIN; an attacker gets a single online guess, no offline dictionary
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attack). Trust-on-first-use (TOFU) remains an explicit opt-in for fully trusted LANs.
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- **LAN auto-discovery.** Hosts advertise over mDNS (`_punktfunk._udp`); clients browse and
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list them automatically.
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- **Full input.** Mouse, keyboard, and gamepads (including DualSense touchpad, motion,
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rumble, lightbar, player LEDs, and adaptive triggers) in both directions.
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- **Audio both ways.** Opus desktop audio host → client, plus an opt-in, paired-only client
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microphone uplink.
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- **Management surface.** A REST management API with a checked-in OpenAPI document, plus a
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web console for status, paired devices, and pairing.
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### Native clients
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| Client | Highlights |
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|---|---|
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| **macOS / iOS / iPadOS / tvOS** | VideoToolbox HEVC + AV1 decode (AV1 on hardware that decodes it — M3-class Macs, A17 Pro-class iPhones), GameController capture, full DualSense feedback, mDNS discovery, PIN pairing + TOFU, network speed test, latency HUD. Stage-2 presenter (`VTDecompressionSession` → `CAMetalLayer`, ~11 ms p50 capture→present) is validated on glass and is the default (stage 1 remains the fallback when Metal is unavailable). Ships as one universal TestFlight build / App Store listing. |
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| **Linux** (`punktfunk-client`) | relm4/GTK4 shell; streams run in the spawned Vulkan session presenter. Hardware decode via Vulkan Video (all vendors, incl. NVIDIA) with VAAPI dmabuf and software fallbacks, PipeWire audio + mic, SDL3 gamepads incl. DualSense, mDNS discovery, PIN pairing + TOFU, speed test, Skia console UI + tiered stats overlay. Ships as Flatpak, apt, rpm, and Arch packages. |
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| **Windows** (`punktfunk-client`) | WinUI 3 shell; streams run in the Vulkan session presenter with a Vulkan Video → D3D11VA → software decode chain, HDR10, WASAPI audio + mic, SDL3 gamepads incl. DualSense, mDNS discovery, and the full PIN/TOFU trust surface. Ships as a signed MSIX (x86_64 + ARM64). **Hardware decode validated on NVIDIA and Intel; HDR present pending on-glass validation.** |
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| **Android** (phone + Android TV) | Kotlin app with a Rust core over JNI. NDK `AMediaCodec` hardware HEVC decode + HDR10 (Main10/BT.2020 PQ), Opus/Oboe audio + mic, gamepad input with rumble/HID feedback, mDNS discovery, PIN pairing + TOFU (Keystore identity), tiered stats overlay (three-finger tap), custom resolutions, and D-pad/controller focus navigation for TV. Ships to the Google Play Internal Testing track. |
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`punktfunk-probe` is a headless reference and measurement client (for testing and
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benchmarking, not everyday use).
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## Validated live on
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The stack has been validated live on a range of hosts and clients:
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- **Hosts:** Ubuntu (GNOME / KDE), Fedora KDE, and Bazzite (gamescope) on machines with
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RTX-class NVIDIA GPUs, across the KWin, gamescope, Mutter, and Sway/wlroots backends.
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- **Clients:** native macOS, Linux, Windows, and Android clients against live hosts, plus stock
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Moonlight clients over the GameStream path.
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- **Cross-machine latency** is measured and skew-corrected (a wall-clock handshake removes
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the inter-machine clock offset), so capture-to-present numbers are valid across the LAN.
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## Highlights
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Notable capabilities that have landed, newest first:
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- **Tiered stats overlay everywhere.** One shared stats vocabulary with **Compact / Normal /
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Detailed** levels on every client, cycled live in-stream — see
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[Understanding the Stats Overlay](/docs/stats).
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- **Per-client display scaling on GNOME.** The host persists each client's scale itself and
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reapplies it on reconnect (GNOME's virtual-monitor API exposes no stable identity to key it on).
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- **Adaptive bitrate.** With bitrate set to **Automatic**, the host re-targets the encoder
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mid-stream as the link's measured capacity changes.
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- **Gamepad console shell.** The session client carries a full controller-driven shell — host
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list, PIN pairing, settings, screen transitions, and an on-screen keyboard — usable with no
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desktop at all (e.g. gamescope on a Steam Deck).
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- **Native Linux client (stage 1).** GTK4/libadwaita app that links `punktfunk-core`
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directly: mDNS host list, TOFU + SPAKE2 PIN pairing, FFmpeg HEVC decode, PipeWire audio
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with mic uplink, SDL3 gamepad capture with rumble/lightbar feedback, layout-independent
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keyboard, absolute mouse, fullscreen, and a stats overlay. (Since re-architected: streams
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now run in a spawned Vulkan session presenter with Vulkan Video decode on all vendors.)
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- **Delegated pairing approval.** An unpaired device that knocks on a pairing-required host
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appears as a pending request in the web console's Pairing page; one click approves and
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pins its certificate — no PIN fetched out of band.
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- **Concurrent sessions.** The host serves multiple clients at once (bounded by an NVENC
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limit), each with its own virtual output and encoder — e.g. stream the same desktop to a
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laptop and a TV simultaneously.
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- **Cross-machine latency HUD + wall-clock skew handshake.** A short NTP-style handshake
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aligns client and host clocks, making capture-to-received latency valid across
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machines; the Apple client surfaces a skew-corrected capture-to-receipt p50/p95 in its
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HUD.
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- **Native LAN auto-discovery.** Hosts advertise `_punktfunk._udp` over mDNS (with TXT
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records carrying the protocol, cert fingerprint, and pairing requirement); clients
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discover and list them automatically.
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- **1 Gbps data plane.** Batched `sendmmsg`/`recvmmsg`, a microburst-capped paced send
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thread, and larger socket buffers, exploiting the GF(2¹⁶) Leopard FEC that breaks the
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classic ~1 Gbps GameStream ceiling.
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- **Boot appliance.** A headless compositor session plus host systemd units, so a host can
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come up and stream with no interactive login.
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- **Network speed test + settable bitrate.** Bitrate negotiation and an in-band bandwidth
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probe inform the client's bitrate picker instead of guesswork.
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- **Rich DualSense.** A full UHID DualSense backend on the host (gamepad, motion, touchpad,
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lightbar, player LEDs, adaptive triggers) with feedback carried back to the clients.
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- **AV1 + surround audio** are implemented and unit/live-capture tested.
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## In flight / next
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See the [Roadmap](/docs/roadmap) for the ordered list. Near-term:
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- **True glass-to-glass latency** — combine the client present-stamp (decode → present)
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with the host render → capture term for a complete end-to-end number.
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- **On-glass validation of the Windows client's HDR present path** (hardware decode and the
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GUI are already validated on NVIDIA and Intel).
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- **gamescope multi-user isolation** — per-session input/audio so concurrent sessions can
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be fully independent desktops (the shared-desktop multi-view case already works).
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