Field report (RX 5700 / SteamOS): 10-bit HEVC "unsupported" — but the GPU was
never the blocker (RADV probed Main10 fine on that box). The session stayed SDR
because stock gamescope offers no 10-bit PQ capture formats and nothing shipped
our pipewire-hdr build outside the Bazzite sysext, while PUNKTFUNK_GAMESCOPE_HDR
additionally defaulted off everywhere. Close all three gaps:
- PUNKTFUNK_GAMESCOPE_HDR now defaults ON (explicit-off grammar, the flip the
config comment planned post-canary). Safe by construction: the +pfhdr banner
probe, managed-spawn term, and client 10-bit cap keep stock-gamescope boxes on
the exact 8-bit path. The nix module's gamescopeHdr (default true now) only
controls whether the patched binary is on PATH; it no longer sets the env.
- SteamOS: new scripts/steamdeck/build-gamescope.sh builds the HDR gamescope in
the same pf2 trixie distrobox (apt dep list validated by a full build in a
debian:trixie container), installs ~/.local/bin/punktfunk-gamescope, and
maintains PUNKTFUNK_GAMESCOPE_BIN in host.env ONLY while the binary passes its
on-glass --version/+pfhdr check — a stale absolute override would break
session spawning, not just HDR. Wired into install.sh (§3b), update.sh
(retrofit), and rebuild-check.sh (ldd-probes it like the host binary).
- Arch: build-sysext.sh gains a --gamescope fold-in (banner-verified by
execution, host-image-only), and punktfunk-host optdepends the companion.
Deliberately NO CI-published host sysext: per the 2026-07-22 packaging
verdict a prebuilt SteamOS host breaks on A/B soname bumps (and /var is
per-partition-set), so arch.yml records that instead — SteamOS hosts use the
distrobox flow above.
Also fixes a latent bug that made build-sysext.sh fail every invocation as
documented: a literal `}` inside `${1:?usage …{host,client}…}` terminates the
expansion early and corrupts $PKG (caught by the new synthetic-package test,
which also covers the fold-in, the unmarked-gamescope refusal, and the
client-image guard).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
16 KiB
punktfunk on Arch Linux / SteamOS
Packaging for punktfunk on Arch and Arch-derived immutable distros. The PKGBUILD is a split
package producing punktfunk-host (the gaming-rig host) and punktfunk-client (the native
GTK4/libadwaita Linux client) — mirrors the rpm subpackages (packaging/rpm/punktfunk.spec) and the
deb build scripts. On a Steam Deck used as a client you want punktfunk-client (it's what the
Decky plugin launches); on a gaming rig, punktfunk-host.
Steam Deck as a HOST: don't use this PKGBUILD — SteamOS's read-only root makes
makepkg/sysext awkward, and a prebuilt binary breaks on OS library bumps. Use the on-device build script instead:scripts/steamdeck/install.sh(it builds in a Debian-trixie distrobox ABI-matched to SteamOS and uses VAAPI on the Deck's AMD GPU). The Deck host path is the one exception to "host encode is NVENC-only" below.
A third member, punktfunk-web (the browser management console — pairing + status), is
opt-in: build it by setting PF_WITH_WEB=1, which requires bun at build time (bun-bin
from the AUR if it isn't in your repos). bun is also the runtime — the console serves HTTPS
(HTTP/1.1 over TLS) via Bun.serve, so the package vendors the bun binary (no nodejs dependency). A
default makepkg builds only host+client with no JS tooling — mirroring the RPM spec's %bcond_with web.
Host encode: NVENC on NVIDIA, VAAPI on AMD/Intel (
PUNKTFUNK_ENCODER=autopicks one). The host now has a VAAPI encoder + zero-copy dmabuf path alongside NVENC/CUDA, sopunktfunk-hostworks on Arch + NVIDIA and AMD/Intel (incl. the Steam Deck — see the on-device path above). The client decodes via VAAPI on AMD/Intel with a software fallback.
Install from the binary repo (recommended)
CI (.gitea/workflows/arch.yml) builds this PKGBUILD in an archlinux:base-devel container on
every push and publishes the packages to the Gitea Arch package registry — a plain pacman
repo, so an Arch box installs and updates punktfunk with pacman -Syu like everything else.
Two repos mirror the deb/rpm channels: punktfunk (release tags) and punktfunk-canary
(rolling main-branch builds, versioned X.Y.Z-0.<run#> so a later release always outranks
them). Enable exactly one.
The registry signs the repo database and every package, so first import its key into pacman's keyring (a one-time step — after this, packages install signature-verified):
# 1. Trust the registry signing key.
curl -fsS https://git.unom.io/api/packages/unom/arch/repository.key \
| sudo pacman-key --add -
sudo pacman-key --lsign-key E0CA04465C99C936E0B0C6510A317015A34DDD69
# 2. Add the repo (pick ONE channel — punktfunk for releases, punktfunk-canary for main builds).
# printf, not a heredoc, so this works in fish too (CachyOS's default shell has no `<<EOF`).
printf '\n[punktfunk]\nServer = https://git.unom.io/api/packages/unom/arch/$repo/$arch\n' \
| sudo tee -a /etc/pacman.conf >/dev/null
# 3. Sync + install.
sudo pacman -Sy punktfunk-host # gaming rig
sudo pacman -Sy punktfunk-client # the native GTK4 Linux client
sudo pacman -Sy punktfunk-web # optional browser management console
(No SigLevel line needed — pacman's default Required DatabaseOptional verifies the signed
packages against the key you just trusted. Arch is rolling, so the packages are built against
current Arch sonames — keep the box itself updated too.)
Then the same first-run steps as a source build (printed by the install scriptlet): input
group, host.env, systemctl --user enable --now punktfunk-host — see the next section.
Build from source — Arch Linux (mutable)
cd packaging/arch
# Build the working tree (CI / dev) — no git fetch:
PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
# …or build the tagged release the AUR way:
makepkg -si
# …add the web console too (needs bun / bun-bin):
PF_WITH_WEB=1 PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
aarch64 (Arch Linux ARM) — the client
The PKGBUILD declares arch=('x86_64' 'aarch64'). On aarch64 it builds the client only —
pkgname drops punktfunk-host, so makepkg never enters the host's build or package path, and
build() skips the host/tray cargo invocations and their NVENC/Vulkan-encode features. The host
stays x86-only because its encode stack (NVENC/QSV/AMF) is.
Nothing else changes — run the same command on an Arch Linux ARM box:
cd packaging/arch
PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
# -> punktfunk-client-<ver>-<rel>-aarch64.pkg.tar.zst (no punktfunk-host package)
There is no cross-compile path here: makepkg builds for CARCH, so this wants a real aarch64
Arch machine (or an emulated Arch Linux ARM container, which is slow). Unlike the deb, it has
not been verified end to end yet — there is no official arm64 Arch container to test in.
Then the standard first-run (printed by the install scriptlet):
sudo usermod -aG input "$USER" # virtual gamepads; re-login after
mkdir -p ~/.config/punktfunk
cp /usr/share/punktfunk/host.env.bazzite ~/.config/punktfunk/host.env # gamescope backend
systemctl --user enable --now punktfunk-host
# Web console (if you installed the punktfunk-web package): enable it + read the login password.
systemctl --user enable --now punktfunk-web
journalctl --user -u punktfunk-web-init | sed -n 's/.*password generated: //p' # open https://<host-ip>:47992
NVENC/EGL come from the NVIDIA driver: sudo pacman -S --needed nvidia-utils. Arch's stock
ffmpeg already has NVENC built in — no RPM-Fusion-style swap needed (unlike Fedora).
Runtime dependency map (Fedora/Debian → Arch)
| Need | Arch package |
|---|---|
| FFmpeg + NVENC | ffmpeg (NVENC built in) |
| PipeWire + session mgr | pipewire wireplumber |
| PulseAudio-API audio for games | pipewire-pulse (host optdepend — real pulseaudio also works; never a hard dep, it CONFLICTS with pulseaudio) |
| Opus / input injection | opus libei |
| GL/EGL + gbm + xkb + wayland | libglvnd mesa libxkbcommon wayland |
| NVIDIA driver (NVENC/EGL/CUDA) | nvidia-utils (optdepend — never a hard dep) |
| Compositor backends | gamescope (≥3.16.22) / kwin / mutter / sway (optdepends) |
Immutable Arch (SteamOS 3) — the systemd-sysext mechanism
SteamOS has a read-only /usr on A/B partitions, and every OS update reimages the rootfs —
so steamos-readonly disable + pacman is fragile for anything that must survive updates. The
SteamOS-blessed overlay mechanism is a systemd-sysext: an image merged read-only over /usr
at boot, living in the writable /var/lib/extensions/.
For a SteamOS HOST this is NOT the supported path — that is
scripts/steamdeck/install.sh(the on-device distrobox build, which also builds the HDR gamescope). A host sysext carries a prebuilt binary that breaks on the next SteamOS soname bump, and/var— where sysexts live — is per-A/B-partition-set. The mechanism below is what the Deck client image uses (next section), and an option for operators on other immutable Arch derivatives who accept the prebuilt trade-off.
Build the package, then wrap its /usr payload into a sysext image:
# 1. build the pacman packages (needs an Arch environment / container)
cd packaging/arch && PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
( cd ../gamescope && makepkg -f -d --holdver ) # optional: the HDR gamescope companion
# 2. turn it into a sysext .raw (extracts the packages' /usr into an image + extension-release);
# --gamescope folds the HDR build into a HOST image (verified by its +pfhdr banner)
bash build-sysext.sh --gamescope ../gamescope/punktfunk-gamescope-*.pkg.tar.zst punktfunk-host-*.pkg.tar.zst
# 3. on the box:
sudo cp punktfunk-host.raw /var/lib/extensions/
sudo systemctl enable --now systemd-sysext # merges it
systemctl --user enable --now punktfunk-host # the user unit is now under /usr/lib
The udev rule, sysctl, and systemd user unit all live under /usr/lib, so the merged sysext
exposes them. systemd-sysext refresh re-merges after a reboot. (One HDR nuance of the sysext
path: file capabilities don't survive it, so gamescope runs without CAP_SYS_NICE — everything
works, frame pacing is marginally worse than the pacman install, whose .install sets the cap.)
Steam Deck — the client (what the Decky plugin launches)
To stream to a Deck, you install punktfunk-client there — same sysext mechanism, but
wrapping the client package instead. The split makepkg produces both .pkg.tar.zst files; on the
Deck use the client one:
cd packaging/arch && PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
bash build-sysext.sh punktfunk-client-*.pkg.tar.zst # → punktfunk-client.raw
# on the Deck:
sudo cp punktfunk-client.raw /var/lib/extensions/
sudo systemctl enable --now systemd-sysext
sudo pacman -S --needed libva-mesa-driver # VAAPI hw decode on the Deck's AMD APU
Now punktfunk-client is on PATH, so the Decky plugin finds and
launches it (punktfunk-client --connect host:port) — gamescope composites its video like a game.
The client needs no /dev/uinput or compositor-spawning rights (it captures input and decodes),
so it's a much lighter sysext than the host.
Firewall
Stock Arch ships no firewall — every port is open by default, so there is nothing to do.
Spins that enable one do not get their ports opened for you: an Arch package never touches the
admin's running firewall. CachyOS is the common case — it ships ufw enabled by default (not
firewalld), so out of the box the host is unreachable until you allow it. Some other spins (e.g.
EndeavourOS) enable firewalld instead.
The punktfunk-host package ships openers for both — a ufw application profile
(/etc/ufw/applications.d/punktfunk) and firewalld service definitions
(/usr/lib/firewalld/services/) — so enabling is one command whichever you run:
# ufw (CachyOS, and Ubuntu once you enable ufw) — reads the profile at once, no reload needed:
sudo ufw allow punktfunk-native # the native-only host (the default)
sudo ufw allow punktfunk-gamestream # …or add this for the Moonlight/GameStream host
# firewalld (EndeavourOS and other Fedora-like spins):
sudo firewall-cmd --reload # pick up the installed def
sudo firewall-cmd --permanent --add-service=punktfunk-native
# --add-service=punktfunk-gamestream # …for the Moonlight host
sudo firewall-cmd --reload
punktfunk-gamestream opens the fixed Moonlight ports + mDNS; punktfunk-native opens the QUIC
control port (UDP 9777) + mDNS + the mgmt/library API (TCP 47990, HTTPS + mTLS). Enable both if the
host runs serve --gamestream (which serves both planes). The data plane is an ephemeral UDP port the client opens with a hole-punch, so
there is no fixed data port in either service — the host streams back out through the path the
client opened, which any firewall that allows outbound UDP (the default) passes. The mgmt REST API
(TCP 47990, HTTPS + mTLS) binds all interfaces by default so paired clients can browse the game library
— the punktfunk-native profile opens it. Off-loopback it serves only read-only status/library to a
paired client cert and keeps the admin surface loopback-only (--mgmt-bind 127.0.0.1:47990 to opt out).
If you installed the web console (punktfunk-web) and want it reachable from another device,
open its port with the matching one-liner — sudo ufw allow punktfunk-web or sudo firewall-cmd --permanent --add-service=punktfunk-web && sudo firewall-cmd --reload — which opens TCP 47992
(HTTPS, login-gated). The mgmt API (47990) is opened for paired clients by the punktfunk-native
profile (game-library browsing over mTLS); off-loopback it serves only read-only status/library and
keeps admin loopback-only.
Prefer explicit rules (or a firewall the shipped profiles don't cover)? Open the ports directly.
The native punktfunk/1 plane:
- QUIC control plane: UDP 9777 (
serve --native-port Nto change). - Data plane: a separate UDP port. By default it's random — the host binds
0.0.0.0:0and tells the client which port it got. Video flows host → client, but the client sends the first packet (a hole-punch), so the host learns the client's real source and streams back — this traverses NAT / inter-VLAN with no forwarded port. You normally don't open it: if a deny-inbound firewall drops the punch, the host waits ~2.5 s and falls back to the client-reported address, and a stateful firewall then admits the return (it just adds ~2.5 s to session start). To skip that delay, pin it withserve --data-port <PORT>(orPUNKTFUNK_DATA_PORT): the host binds that fixed port and streams direct (no punch-wait) — open exactly that one port. A fixed port serves one session at a time (concurrent ones fall back to random + hole-punch), and direct mode needs the client's reported address to be reachable (flat LAN / a non-remapping port-forward).
And the GameStream / Moonlight ports (fixed) — only needed if you run the host with
serve --gamestream (opt-in, trusted LAN only); bare serve is native-only and doesn't open these:
| Port | Proto | Purpose |
|---|---|---|
| 47984 | TCP | HTTPS nvhttp (paired, mutual-TLS) |
| 47989 | TCP | HTTP nvhttp (/serverinfo, /pair PIN flow) |
| 48010 | TCP | RTSP handshake |
| 47998–48010 | UDP | Video RTP (+ FEC), ENet control (47999), audio (48000) |
| 5353 | UDP | mDNS auto-discovery |
The mgmt API (TCP 47990, HTTPS + mTLS) binds all interfaces by default so paired clients can browse the
game library — the punktfunk-native profile opens it. Off-loopback it serves only read-only
status/library to a paired client cert; the admin surface stays loopback-only. Pass
--mgmt-bind 127.0.0.1:47990 to keep it loopback-only (then leave 47990 closed).
With ufw (explicit ports, instead of the shipped punktfunk-native/punktfunk-gamestream profile):
sudo ufw allow 9777/udp # punktfunk/1 control plane
sudo ufw allow 47990/tcp # mgmt/library API (HTTPS + mTLS; LAN = read-only, paired)
sudo ufw allow 47984/tcp && sudo ufw allow 47989/tcp && sudo ufw allow 48010/tcp
sudo ufw allow 47998,47999,48000/udp # GameStream video/control/audio
sudo ufw allow 5353/udp # mDNS discovery
# The punktfunk/1 data plane uses a random UDP port; leave it closed on a LAN — the host hole-punches
# and falls back (~2.5s at session start if firewalled). To skip that, pin it: `serve --data-port
# 9778` and `ufw allow 9778/udp`.
With raw nftables (add to your inet filter input chain):
udp dport 9777 accept # punktfunk/1 control plane
tcp dport 47990 accept # mgmt/library API (HTTPS + mTLS; LAN = read-only, paired)
tcp dport { 47984, 47989, 48010 } accept
udp dport { 47998-48000, 5353 } accept # GameStream video/control/audio + mDNS
# The punktfunk/1 data plane is a random UDP port — normally left closed (hole-punch + ~2.5s
# fallback). Pin it with `serve --data-port <PORT>` to open exactly one instead.
Files
PKGBUILD— split package:punktfunk-host+punktfunk-client(builds the working tree viaPF_SRCDIR, or a git tag for AUR).punktfunk-host.install/punktfunk-client.install— pacman scriptlets (udev reload + sysctl + first-run hint, incl. the ufw/firewalld enable command for whichever is present), mirror the RPM%post/ deb postinst.- The firewall openers are shared across all Linux packaging and live in
../linux/: the ufw application profile (punktfunk.ufw→/etc/ufw/applications.d/punktfunk) and the firewalld service definitions (punktfunk-native.xml/punktfunk-gamestream.xml/punktfunk-web.xml→/usr/lib/firewalld/services/). None auto-enabled; see Firewall above. build-sysext.sh— wraps either built.pkg.tar.zstinto asystemd-sysext.rawfor SteamOS (derives the name from the package, so it works for host or client).