Commit Graph

3255 Commits

Author SHA1 Message Date
Cameron Gutman d040bd24d1 Add keyboard/gamepad focus navigation to dialog buttons 2026-01-27 00:13:47 -06:00
Cameron Gutman 6d40c61850 Only set initial MenuItem focus if not activating via mouse
Having an initially highlighted item when using mouse navigation
doesn't adhere to UX norms and also can lead to a janky feeling
when the focus flip-flops from the item under the user's cursor
to the first item as the Menu opens.
2026-01-26 23:46:57 -06:00
Cameron Gutman b4a5d21f97 Fix focusing after closing a dialog 2026-01-26 23:20:38 -06:00
Cameron Gutman 792f762c15 Standardize on QString::toUtf8() 2026-01-26 21:49:08 -06:00
Cameron Gutman 8c9c799f81 Fix Clazy non-pod-global-static warnings 2026-01-26 21:49:08 -06:00
Cameron Gutman 4eaf037c75 Fix Clazy readlock-detaching warning 2026-01-26 21:49:08 -06:00
Cameron Gutman b732b58807 Fix Clazy returning-data-from-temporary warnings 2026-01-26 21:49:08 -06:00
Cameron Gutman d484ec3ac8 Fix Clazy range-loop-detach warnings 2026-01-26 21:49:08 -06:00
Cameron Gutman f5f06ae44e Remove handling for Windows versions that are no longer supported 2026-01-26 20:04:15 -06:00
Cameron Gutman d2fa488979 Move heavy SystemProperties loads to an opt-in model
This avoids heavyweight operations when we're not actually running config checks.
2026-01-26 19:46:49 -06:00
Cameron Gutman cd9aceb62c Disable D3D11VA texture sharing on known broken GPUs 2026-01-26 19:37:43 -06:00
Cameron Gutman d5b7ef0c58 Don't pump events in SdlGamepadKeyNavigation
This can cause reentrancy issues by invoking Qt-based event
processing while in the context of SDL (via libdecor's GTK loop).

Fixes #1802
2026-01-26 18:19:55 -06:00
Cameron Gutman e4be57db5d Remove superfluous Session checks in prepareToRender()
prepareToRender() is only called with a live Session.
2026-01-26 18:17:14 -06:00
Artyom Rybakov 1b0c657864 Translated using Weblate (Russian)
Currently translated at 100.0% (251 of 251 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/ru/
2026-01-26 06:53:01 +01:00
Cameron Gutman 64fea80ac9 Create the SystemProperties test window on the main thread 2026-01-25 17:10:04 -06:00
therealmate 990804fe6b Translated using Weblate (Hungarian)
Currently translated at 100.0% (251 of 251 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/hu/
2026-01-25 21:50:51 +01:00
Cameron Gutman 05ef938e2c Add support for LTR ACK control messages 2026-01-20 21:54:14 -06:00
Cameron Gutman 1e825c85e5 Optimize render to decode fence usage to reduce pipeline bubbles 2026-01-19 18:38:38 -06:00
Cameron Gutman a0a4c1ea83 Use decoder texture binding by default when using separate devices
This significantly improves performance on Ryzen 3300U and should generally perform equal or better everywhere.

This decoder->SRV path has been prone to driver bugs, so we may need to adjust this logic if driver issues crop up.
2026-01-19 16:46:50 -06:00
Cameron Gutman b5e7dec378 Fix D2R fence initial value
Fixes synchronization of the first decoded frame
2026-01-19 16:10:02 -06:00
Cameron Gutman adbd19e6fa Remove the previous frame rendered fence
- Waiting on this fence prior to rendering introduces pipeline bubbles which can impact rendering performance on low-end GPUs
- Pacer simply waiting to release the previous frame until after the current frame is rendered already means any decoder stall should be very short
2026-01-19 16:01:50 -06:00
Cameron Gutman 02a86167da Disable separate decoder devices for non-Intel FL11.0 GPUs 2026-01-19 15:08:14 -06:00
Cameron Gutman a739c1cef8 Fix D3D11 fence sharing without monitored fence support 2026-01-19 14:53:23 -06:00
Cameron Gutman f6e08f8a43 Use separate render and decode D3D11Devices
See #1424
2026-01-19 14:25:08 -06:00
Cameron Gutman 218ffc2d55 Set explicit scaling mode for all SDL textures 2026-01-17 02:34:54 -06:00
Cameron Gutman 0f49dca4c0 Use GL_NEAREST when possible without degrading quality 2026-01-17 02:23:28 -06:00
Cameron Gutman 30274f3ae8 Don't keep the dummy renderer alive for EGLRenderer's lifetime
At best, it doesn't do anything other than some queue some viewport
changes via SDL_RendererEventWatch(). At worst, it can race with
the render thread and cause trouble.
2026-01-17 01:06:41 -06:00
Jhony Minetto Araújo c696ae7a7e Translated using Weblate (Portuguese (Brazil))
Currently translated at 28.2% (71 of 251 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pt_BR/
2026-01-16 09:01:47 +00:00
Cameron Gutman 66a30c66f3 Use EOS to force decoder test frame output 2026-01-16 01:08:51 -06:00
Cameron Gutman 198a208b44 Clamp property values when restoring them 2026-01-14 23:26:46 -06:00
Jan Astrup 21ce23e377 Translated using Weblate (Norwegian Bokmål)
Currently translated at 99.6% (250 of 251 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/nb_NO/
2026-01-14 10:39:52 +01:00
Jhony Minetto Araújo cd4ae1c0ed Translated using Weblate (Portuguese (Brazil))
Currently translated at 27.4% (69 of 251 strings)

Translation: Moonlight Game Streaming/moonlight-qt
Translate-URL: https://hosted.weblate.org/projects/moonlight/moonlight-qt/pt_BR/
2026-01-14 10:39:51 +01:00
Cameron Gutman d865c77975 Crop the incoming frames if they deviate slightly from the expected size
Fixes #1466
2026-01-11 20:58:48 -06:00
Cameron Gutman cd13910e6c Add support for YUV 4:4:4 in DXVA2
We get it basically for free now that we let FFmpeg handle the heavy lifting.
2026-01-11 20:55:46 -06:00
Cameron Gutman b8e9262b1b Replace deprecated DXVA2 initialization with standard hwaccel init
- Avoids requiring a hardcoded number of frames (and creating surfaces ourselves)
- Removes a ton of unnecessary code that's duplicated in FFmpeg
- Supports dynamic frame sizes, formats, and color conversion
- Supports frame cropping in FFmpeg
2026-01-11 17:46:13 -06:00
Cameron Gutman c14ebb1ad7 Adjust buffer count for hwaccel and v4l2m2m decoders
- For hwaccel decoders, don't depend on FFmpeg's 4 working surfaces.
  The decoders might need one or more of them internally.

- For V4L2M2M decoders, adjust the buffer counts to match our needs
  and requirements regarding Pacer-held frames.
2026-01-11 14:18:22 -06:00
Cameron Gutman d3957b3cbb Fix race condition where a separate test decoder could ingest a real frame 2026-01-11 13:41:12 -06:00
Cameron Gutman a8e8efb17b Don't blend the source surface when blitting 2026-01-11 12:35:55 -06:00
Cameron Gutman 75adc22d05 Blit the new overlay in one shot if it entirely covers the old one 2026-01-11 12:28:22 -06:00
Cameron Gutman 2549efc8b3 Fix pthread_attr leak 2026-01-11 01:47:11 -06:00
Cameron Gutman 6f8e517ce1 Remove unused field 2026-01-11 01:46:17 -06:00
Cameron Gutman 09f8e7117b Fix incorrect src pixel offset in overlay composition
Currently harmless because no overlay has a non-zero X coordinate.
2026-01-11 01:40:32 -06:00
Cameron Gutman 88719cc8bf Use FB_DAMAGE_CLIPS instead of drmModeDirtyFB() 2026-01-11 01:15:28 -06:00
Cameron Gutman 3ea62c0800 Call drmModeDirtyFB() for the modified composition regions 2026-01-10 23:53:07 -06:00
Cameron Gutman 7643cc929e Implement DRM overlay composition
This allows overlays to work on drivers that only have one usable
overlay plane and when we are using the primary plane (which often
must be exactly CRTC-sized) to overlay on top of a video underlay.
2026-01-10 23:40:12 -06:00
Cameron Gutman a58d3cfe39 Fix D3D11 copy path 2026-01-10 19:11:25 -06:00
Cameron Gutman b41c4022ea Ensure there are enough hwframes for Pacer 2026-01-10 18:13:49 -06:00
Cameron Gutman 788675ad59 Handle window size and display changes in D3D11Renderer 2026-01-10 17:48:28 -06:00
Cameron Gutman be9f465008 Remove manual hwframes creation in D3D11VARenderer
This way we aren't always allocating the worst-case possible number of frames
2026-01-10 16:36:35 -06:00
Cameron Gutman 8b6ad55c9b Enable DXGI_CREATE_FACTORY_DEBUG for debug builds 2026-01-10 16:01:03 -06:00