Files
punktfunk/crates/punktfunk-host
enricobuehlerandClaude Fable 5 9f72a3b6ad
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feat(host): HDR and 4:4:4 stop being mutually exclusive on Windows
An HDR display cost you full chroma: the IDD-push capturer's only 10-bit
output was P010, so a session that negotiated 4:4:4 on an HDR desktop was
converted to 4:2:0 at capture time — *after* the Welcome had already told
the client 4:4:4. The client believed it (nothing on the wire contradicts
a Welcome), and the new chroma tag in the stats overlay is what finally
made the discrepancy visible.

Everything except the source was already in place, which is why this is
small: the NVENC config layer has stamped `FREXT` + `chromaFormatIDC=3` +
`pixelBitDepthMinus8=2` — HEVC Main 4:4:4 10 — with a unit test since the
4:4:4 work landed, `PixelFormat::Rgb10a2` already maps to `ABGR10` and
already counts as a full-chroma input, and the desktop client learned the
10-bit 4:4:4 Vulkan pool format in 74863c96. The one missing piece was a
capture format that keeps 10 bits AND full chroma.

`HdrRgb10Converter` is that piece: one full-res pass from the FP16 scRGB
desktop to packed `R10G10B10A2` in BT.2020 PQ, reusing the P010 shader's
`scrgb_to_pq2020` verbatim so both HDR outputs share bit-identical colour
math — it simply stops before the RGB→YUV matrix, the studio-range
squeeze and the chroma decimation. NVENC then does the CSC to YUV 4:4:4
itself under FREXT, exactly as the SDR BGRA passthrough has always done
at 8 bits.

No swizzle is involved and that is worth stating, because it looks like
it should be: NVENC names packed formats from the MSB down, so its
`ABGR10` (A2B10G10R10) puts R in the low 10 bits — bit-identical to DXGI
`R10G10B10A2_UNORM`. It is the same relationship the proven SDR pair
relies on between DXGI `B8G8R8A8` and NVENC's `ARGB`.

The honesty gap closes as a consequence: `capturer_supports_444` no
longer has a depth it cannot serve, so the chroma resolved before the
Welcome is the chroma the wire carries. AV1 is deliberately untouched —
Range Extensions are HEVC-only and no consumer encoder does AV1 4:4:4.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 23:06:44 +02:00
..

punktfunk-host

The streaming host — the program you run on the machine whose desktop or games you want to stream. For each client that connects, it spins up a virtual display sized to that device, captures it on the GPU, encodes with hardware NVENC/VAAPI/AMF/QSV, and sends it out over a low-latency transport — no physical monitor, no letterboxing, no rearranging your real screens.

It speaks two protocols from one process:

  • GameStream — so any Moonlight / Artemis client works day one.
  • punktfunk/1 — punktfunk's own faster protocol (QUIC control plane, GF(2¹⁶) FEC + AES-GCM data plane) that the native clients use.

Runs on Linux (the primary, most battle-tested path) and Windows (x64). The shared protocol, FEC, and crypto live in punktfunk-core; this crate is everything platform-facing around it.

What it does

  • Per-client virtual displays at the exact WxH@Hz. Linux uses per-compositor backends — KWin, gamescope, Mutter, and Sway/wlroots; Windows uses its own all-Rust IddCx virtual display, even on the secure desktop (UAC / lock screen).
  • GPU zero-copy capture → encode. dmabuf → CUDA/Vulkan → NVENC on Linux; on Windows the host pushes frames straight into its own IDD (sealed IDD-push, no screen-scraping) → GPU encode. Encoders auto-select by GPU vendor: NVENC (NVIDIA), VAAPI (Linux AMD/Intel), AMF/QSV (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
  • Input injection. Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual gamepads — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
  • Audio both ways. Opus audio host→client, plus a virtual microphone the client can talk into.
  • Trust & discovery. A persistent host identity, SPAKE2 PIN pairing (default) or TOFU, and mDNS auto-advertisement so clients find the host without typing an IP.
  • Management API + web console. A REST API (mgmt.rs, OpenAPI at api/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is in web/.

Run it

punktfunk-host serve runs inside your desktop session. Bare serve is the secure native-only default (punktfunk/1 + the management API); add --gamestream on a trusted LAN to also accept stock Moonlight clients.

# Linux, from the repo root (see the repo README "Running on this box" for the headless recipe):
cargo run -rp punktfunk-host -- serve                 # native-only (secure default)
cargo run -rp punktfunk-host -- serve --gamestream    # + Moonlight compatibility

Then pair from the web console (https://<host-ip>:47992) or the client app.

Most people should install a package rather than run from source — see packaging/ (apt · rpm/COPR/bootc · Arch/sysext · Windows installer) and the per-platform guides at docs.punktfunk.unom.io/docs/install.

Subcommands

Command Purpose
serve The host (native punktfunk/1 + mgmt API; --gamestream adds Moonlight).
punktfunk1-host Standalone native-protocol listener for testing/measurement (--source virtual, --max-sessions).
openapi Print the management-API OpenAPI spec (regenerates api/openapi.json).
library Inspect the multi-store game library.
service · driver · web Windows: SCM service, driver install, bundled web console.
*-test / *-selftest / *-probe Diagnostics (input, zero-copy, HDR, compositor, gamepads).

--help lists them all.

Layout

src/
  main.rs            CLI + subcommand dispatch
  config.rs · session_plan.rs · session_tuning.rs · pipeline.rs   session setup + the frame pipeline
  vdisplay/          per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
  capture/ · capture.rs    screen/dmabuf capture (+ Windows IDD-push)
  encode/ · encode.rs      per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
  linux/zerocopy/    dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
  inject/ · inject.rs      input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
  audio/ · audio.rs        Opus out + virtual mic (PipeWire / WASAPI)
  gamestream/        Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
  native.rs      the native punktfunk/1 host (QUIC control + native-thread UDP data plane)
  mgmt.rs · native_pairing.rs · stats_recorder.rs   management API, pairing, perf capture
  hdr.rs · library.rs      HDR metadata; multi-store game library
  linux/ · windows/  platform-confined backends
  • punktfunk-core — the shared protocol · FEC · crypto core
  • Clients — the apps that connect (Apple · Linux · Windows · Android · probe)
  • Packaging & docs — install & operate
  • punktfunk-planning (internal planning repo) — architecture rationale and deep-dive plans