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https://github.com/moonlight-stream/moonlight-qt.git
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parent
2ac7176787
commit
64789ea8bc
@ -1244,11 +1244,15 @@ void Session::toggleFullscreen()
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{
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{
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bool fullScreen = !(SDL_GetWindowFlags(m_Window) & m_FullScreenFlag);
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bool fullScreen = !(SDL_GetWindowFlags(m_Window) & m_FullScreenFlag);
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#ifdef Q_OS_WIN32
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#if defined(Q_OS_WIN32) || defined(Q_OS_DARWIN)
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// Destroy the video decoder before toggling full-screen because D3D9 can try
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// Destroy the video decoder before toggling full-screen because D3D9 can try
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// to put the window back into full-screen before we've managed to destroy
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// to put the window back into full-screen before we've managed to destroy
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// the renderer. This leads to excessive flickering and can cause the window
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// the renderer. This leads to excessive flickering and can cause the window
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// decorations to get messed up as SDL and D3D9 fight over the window style.
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// decorations to get messed up as SDL and D3D9 fight over the window style.
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//
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// On Apple Silicon Macs, the AVSampleBufferDisplayLayer may cause WindowServer
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// to deadlock when transitioning out of fullscreen. Destroy the decoder before
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// exiting fullscreen as a workaround. See issue #973.
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SDL_AtomicLock(&m_DecoderLock);
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SDL_AtomicLock(&m_DecoderLock);
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delete m_VideoDecoder;
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delete m_VideoDecoder;
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m_VideoDecoder = nullptr;
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m_VideoDecoder = nullptr;
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@ -112,6 +112,10 @@ public:
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if (m_DisplayLayer != nullptr) {
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if (m_DisplayLayer != nullptr) {
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[m_DisplayLayer release];
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[m_DisplayLayer release];
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}
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}
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// It appears to be necessary to run the event loop after destroying
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// the AVSampleBufferDisplayLayer to avoid issue #973.
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SDL_PumpEvents();
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}}
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}}
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static
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static
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