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https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-02-16 02:30:52 +00:00
Do not reset the renderer on SDL_RENDER_TARGETS_RESET
We only need to do this on a SDL_RENDER_DEVICE_RESET where we lose the whole device.
This also reverts a56efe5 since this change is not needed when handling the reset events properly.
This commit is contained in:
@@ -2156,7 +2156,6 @@ void Session::exec()
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// Fall through
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case SDL_RENDER_DEVICE_RESET:
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case SDL_RENDER_TARGETS_RESET:
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if (event.type != SDL_WINDOWEVENT) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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@@ -2182,6 +2181,12 @@ void Session::exec()
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updateOptimalWindowDisplayMode();
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}
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// Now that the old decoder is dead, flush any events it may
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// have queued to reset itself (if this reset was the result
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// of device loss or an internal error).
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SDL_PumpEvents();
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SDL_FlushEvent(SDL_RENDER_DEVICE_RESET);
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{
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// If the stream exceeds the display refresh rate (plus some slack),
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// forcefully disable V-sync to allow the stream to render faster
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@@ -2219,13 +2224,6 @@ void Session::exec()
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}
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}
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// Flush any events queued by the renderer to reset itself. These are
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// usually from the old renderer, but they can also be queued by the
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// new renderer in certain cases (like SDL3's direct3d9 renderer).
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SDL_PumpEvents();
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SDL_FlushEvent(SDL_RENDER_DEVICE_RESET);
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SDL_FlushEvent(SDL_RENDER_TARGETS_RESET);
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// Request an IDR frame to complete the reset
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LiRequestIdrFrame();
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@@ -803,7 +803,7 @@ void D3D11VARenderer::renderFrame(AVFrame* frame)
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// The card may have been removed or crashed. Reset the decoder.
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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return;
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}
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@@ -943,7 +943,7 @@ void DXVA2Renderer::renderFrame(AVFrame *frame)
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"Clear() failed: %x",
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hr);
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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return;
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}
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@@ -954,7 +954,7 @@ void DXVA2Renderer::renderFrame(AVFrame *frame)
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"BeginScene() failed: %x",
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hr);
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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return;
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}
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@@ -980,7 +980,7 @@ void DXVA2Renderer::renderFrame(AVFrame *frame)
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"StretchRect() failed: %x",
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hr);
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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return;
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}
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@@ -997,7 +997,7 @@ void DXVA2Renderer::renderFrame(AVFrame *frame)
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"EndScene() failed: %x",
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hr);
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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return;
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}
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@@ -1015,7 +1015,7 @@ void DXVA2Renderer::renderFrame(AVFrame *frame)
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"PresentEx() failed: %x",
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hr);
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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return;
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}
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@@ -777,7 +777,7 @@ void EGLRenderer::renderFrame(AVFrame* frame)
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// XWayland. Other strategies like calling glGetError() don't seem
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// to be able to detect this situation for some reason.
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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return;
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@@ -871,7 +871,7 @@ void PlVkRenderer::renderFrame(AVFrame *frame)
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// Recreate the renderer
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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goto UnmapExit;
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}
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@@ -204,7 +204,7 @@ public:
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// Trigger the main thread to recreate the decoder
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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return;
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}
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