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punktfunk/clients/windows/src/main.rs
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enricobuehler 0cc36fa130
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feat(windows-client): D3D11VA zero-copy hw decode + HDR10 present + GUI polish
The client was pure software HEVC decode + CPU swscale->RGBA + a full-frame
dynamic-texture upload every frame -- the reason performance was poor on a GPU
box (the GPU sat idle while the CPU churned). This adds a hardware path, HDR,
and a GUI pass.

Performance -- D3D11VA zero-copy:
- gpu.rs (new): one D3D11 device (hardware + VIDEO_SUPPORT, WARP fallback,
  multithread-protected) shared by decoder and presenter via a Send/Sync
  OnceLock. Sharing is mandatory -- a decoded texture is only bindable on the
  device that created it. windows-rs COM interfaces are !Send/!Sync, so the
  unsafe impl is sound only under the multithread protection + disjoint
  decode(video ctx)/present(immediate ctx) split.
- video.rs: D3d11vaDecoder (raw FFI mirroring the Linux VAAPI module). The
  COM-typed AVD3D11VA{Device,Frames}Context are declared here (stable FFmpeg
  ABI) to avoid ffmpeg-sys binding the d3d11 headers; get_format builds a frames
  ctx with BindFlags=SHADER_RESOURCE so the NV12/P010 array slices are
  sampleable. av_frame_clone guard keeps each surface out of the reuse pool
  until the presenter drops it. Software decode stays as the fallback
  (DecoderPref Auto/Hardware/Software; auto falls back on init/decode error).
- present.rs: shared device; per-plane SRVs over the array slice
  (NV12->R8/R8G8, P010->R16/R16G16) + three pixel shaders (RGBA passthrough,
  NV12/BT.709, P010/BT.2020-PQ). present() now takes the frame by value so the
  GPU surface survives re-presents.

HDR:
- Detected in-band (transfer == SMPTE2084), same signal as the other clients.
  Swapchain flips to R10G10B10A2 + ST.2084 + HDR10 metadata. New Settings toggle
  gates advertising VIDEO_CAP_10BIT|HDR; host still gates 10-bit behind its own
  PUNKTFUNK_10BIT + actual-HDR-content checks.

GUI (windows-reactor):
- Host cards with accent-monogram avatars + colored status pills, InfoBar for
  errors/pairing hints, ToggleSwitch settings (+ HDR, decoder, bitrate), button
  icons, a richer connecting screen, and a stream HUD with GPU/CPU-decode + HDR
  status chips.

Not yet on-glass validated: the Linux dev box can't compile the cfg(windows)
code (ffmpeg/windows crates unfetched; WARP has no hw decode) -- only
cargo fmt checks it here. API shapes verified against the windows-rs/reactor
source and the YUV->RGB coefficients checked by hand, but D3D11VA + shaders +
the GUI need a real build (Windows CI / build VM) and on-glass test on the RTX
box. The host-side HDR encode path is unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 23:16:07 +00:00

268 lines
9.3 KiB
Rust

//! `punktfunk-client` — the native Windows punktfunk/1 client.
//!
//! Pure Rust: `NativeClient` linked as a crate (no C ABI, like the GTK Linux client) · FFmpeg
//! decode · WASAPI audio · SDL3 gamepads · a **WinUI 3** shell (windows-reactor) with the video
//! on a `SwapChainPanel` bound to a D3D11 composition swapchain. The trust surface mirrors the
//! other native clients: persistent identity, trust-on-first-use, SPAKE2 PIN pairing — all in-app
//! (host list, settings, pairing). `--headless` keeps a CLI connect path for tests/measurement.
//!
//! Usage:
//! punktfunk-client (open the WinUI 3 window: host list, settings, pairing)
//! punktfunk-client --discover (list punktfunk hosts on the LAN)
//! punktfunk-client --headless --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz]
//! [--bitrate MBPS] [--mic] [--decoder auto|hardware|software] [--no-hdr]
//! (no window; count frames + print stats)
// Link as a GUI (windows) subsystem binary so the default windowed launch (MSIX / double-click)
// does NOT pop a console window. The CLI paths (--headless/--discover) reattach to the launching
// terminal's console at startup (see main), so their output is still visible when run from a shell.
#![cfg_attr(windows, windows_subsystem = "windows")]
#[cfg(windows)]
mod app;
#[cfg(windows)]
mod audio;
#[cfg(windows)]
mod discovery;
#[cfg(windows)]
mod gamepad;
#[cfg(windows)]
mod gpu;
#[cfg(windows)]
mod input;
#[cfg(windows)]
mod present;
#[cfg(windows)]
mod session;
#[cfg(windows)]
mod trust;
#[cfg(windows)]
mod video;
#[cfg(windows)]
fn main() {
// With #![windows_subsystem = "windows"] the process starts with no console, so the GUI/MSIX
// launch is window-free. AttachConsole only binds to an ALREADY-EXISTING parent console (it
// never creates one), so when launched from a terminal — `--headless`/`--discover` — stdout and
// the tracing writer below land in that terminal; from Explorer/MSIX it's a harmless no-op.
unsafe {
use windows::Win32::System::Console::{AttachConsole, ATTACH_PARENT_PROCESS};
let _ = AttachConsole(ATTACH_PARENT_PROCESS);
}
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::try_from_default_env().unwrap_or_else(|_| "info".into()),
)
.init();
let args: Vec<String> = std::env::args().collect();
let flag = |name: &str| args.iter().any(|a| a == name);
if flag("--discover") {
discover_and_print();
return;
}
let identity = match trust::load_or_create_identity() {
Ok(i) => i,
Err(e) => {
eprintln!("client identity: {e:#}");
std::process::exit(1);
}
};
if flag("--headless") {
run_headless_cli(&args, identity);
return;
}
// Windowed (default): the WinUI 3 app owns host selection, settings, and pairing.
let gamepad = gamepad::GamepadService::start();
if let Err(e) = app::run(identity, gamepad) {
tracing::error!(error = %e, "WinUI app failed");
std::process::exit(1);
}
}
/// `--headless --connect host[:port] …`: connect from the CLI, count frames, print stats — the
/// Windows analogue of `punktfunk-probe`.
#[cfg(windows)]
fn run_headless_cli(args: &[String], identity: (String, String)) {
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
use std::time::{Duration, Instant};
let arg = |name: &str| -> Option<String> {
args.iter()
.position(|a| a == name)
.and_then(|i| args.get(i + 1))
.cloned()
};
let flag = |name: &str| args.iter().any(|a| a == name);
let Some(target) = arg("--connect") else {
eprintln!("--headless requires --connect host[:port]");
std::process::exit(2);
};
let (host, port) = match target.rsplit_once(':') {
Some((a, p)) => (a.to_string(), p.parse().unwrap_or(9777)),
None => (target.clone(), 9777u16),
};
let mode = arg("--mode")
.and_then(|m| {
let mut it = m.split(['x', 'X']);
Some(Mode {
width: it.next()?.parse().ok()?,
height: it.next()?.parse().ok()?,
refresh_hz: it.next()?.parse().ok()?,
})
})
.unwrap_or(Mode {
width: 1280,
height: 720,
refresh_hz: 60,
});
let bitrate_kbps = arg("--bitrate")
.and_then(|b| b.parse::<u32>().ok())
.map(|m| m * 1000)
.unwrap_or(0);
let known = trust::KnownHosts::load();
let mut pin = arg("--pin")
.and_then(|h| trust::parse_hex32(&h))
.or_else(|| {
known
.find_by_addr(&host, port)
.and_then(|k| trust::parse_hex32(&k.fp_hex))
});
if let Some(code) = arg("--pair") {
let name = std::env::var("COMPUTERNAME").unwrap_or_else(|_| "windows-client".into());
match punktfunk_core::client::NativeClient::pair(
&host,
port,
(&identity.0, &identity.1),
code.trim(),
&name,
Duration::from_secs(90),
) {
Ok(fp) => {
let mut k = trust::KnownHosts::load();
k.upsert(trust::KnownHost {
name: host.clone(),
addr: host.clone(),
port,
fp_hex: trust::hex(&fp),
paired: true,
});
let _ = k.save();
tracing::info!(fp = %trust::hex(&fp), "paired");
pin = Some(fp);
}
Err(e) => {
eprintln!("Pairing failed: {e:?}");
std::process::exit(1);
}
}
}
let decoder = arg("--decoder")
.map(|d| crate::video::DecoderPref::from_name(&d))
.unwrap_or_default();
tracing::info!(%host, port, ?mode, tofu = pin.is_none(), ?decoder, "connecting (headless)");
let handle = session::start(session::SessionParams {
host,
port,
mode,
compositor: CompositorPref::Auto,
gamepad: GamepadPref::Auto,
bitrate_kbps,
mic_enabled: flag("--mic"),
hdr_enabled: !flag("--no-hdr"),
decoder,
pin,
identity,
});
let deadline = Instant::now() + Duration::from_secs(60);
let mut frames_seen = 0u64;
loop {
while let Ok(ev) = handle.events.try_recv() {
match ev {
session::SessionEvent::Connected {
mode, fingerprint, ..
} => tracing::info!(?mode, fp = %trust::hex(&fingerprint), "connected"),
session::SessionEvent::Stats(s) => tracing::info!(
fps = format!("{:.0}", s.fps),
mbps = format!("{:.1}", s.mbps),
decode_ms = format!("{:.2}", s.decode_ms),
lat_ms = format!("{:.2}", s.latency_ms),
frames_seen,
"stats"
),
session::SessionEvent::Failed { msg, .. } => {
tracing::error!(%msg, "connect failed");
return;
}
session::SessionEvent::Ended(err) => {
tracing::info!(reason = err.as_deref().unwrap_or("done"), "session ended");
return;
}
}
}
while handle.frames.try_recv().is_ok() {
frames_seen += 1;
}
if Instant::now() > deadline {
tracing::info!(frames_seen, "harness deadline — stopping");
handle.stop.store(true, std::sync::atomic::Ordering::SeqCst);
return;
}
std::thread::sleep(Duration::from_millis(2));
}
}
/// `--discover`: browse the LAN for punktfunk hosts (mDNS) and print them, then exit.
#[cfg(windows)]
fn discover_and_print() {
use std::time::{Duration, Instant};
println!("Browsing the LAN for punktfunk hosts (~5 s)…");
let rx = discovery::browse();
let deadline = Instant::now() + Duration::from_secs(5);
let mut seen = std::collections::HashSet::new();
while Instant::now() < deadline {
while let Ok(h) = rx.try_recv() {
if seen.insert(h.key.clone()) {
println!(
" {} {}:{} pair={} fp={}",
h.name,
h.addr,
h.port,
if h.pair.is_empty() {
"optional"
} else {
&h.pair
},
if h.fp_hex.is_empty() { "-" } else { &h.fp_hex },
);
}
}
std::thread::sleep(Duration::from_millis(100));
}
if seen.is_empty() {
println!(" (none found — is a host running with --native / punktfunk1-host?)");
}
}
/// WinUI 3 / Direct3D11 / WASAPI / SDL3 are Windows turf; this stub keeps `cargo build
/// --workspace` green on Linux/macOS (the other native clients live in
/// clients/linux and clients/apple).
#[cfg(not(windows))]
fn main() {
eprintln!(
"punktfunk-client-windows is Windows-only — the Linux client lives in \
clients/linux, the macOS client in clients/apple"
);
std::process::exit(2);
}