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https://github.com/moonlight-stream/moonlight-qt.git
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Render DRM-PRIME frames as opaque images
We can't always assume they are NV12. Even if they _are_ NV12, they may have DRM format modifiers that are incompatible with simply assuming linear Y and UV buffers (such as tiling).
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@@ -384,6 +384,14 @@ bool EGLRenderer::compileShaders() {
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m_ShaderProgramParams[NV12_PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
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m_ShaderProgramParams[NV12_PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
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}
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else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
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m_ShaderProgram = compileShader("egl_opaque.vert", "egl_opaque.frag");
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if (!m_ShaderProgram) {
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return false;
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}
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m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE] = glGetUniformLocation(m_ShaderProgram, "uTexture");
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}
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else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Unsupported EGL pixel format: %d",
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@@ -785,13 +793,16 @@ void EGLRenderer::renderFrame(AVFrame* frame)
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glUseProgram(m_ShaderProgram);
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m_glBindVertexArrayOES(m_VAO);
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// Bind parameters for the NV12 shaders
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// Bind parameters for the shaders
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if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12) {
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glUniformMatrix3fv(m_ShaderProgramParams[NV12_PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix());
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glUniform3fv(m_ShaderProgramParams[NV12_PARAM_OFFSET], 1, getColorOffsets());
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glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE1], 0);
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glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE2], 1);
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}
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else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
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glUniform1i(m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE], 0);
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}
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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