Commit Graph

1278 Commits

Author SHA1 Message Date
Cameron Gutman
21fb2832e1 Fix CLI exit after unexpected stream termination
Fixes #939
2025-12-27 13:33:46 -06:00
Cameron Gutman
b80d2a00c0 Fix SIGTERM unexpectedly quitting the host app 2025-12-23 01:09:21 -06:00
Cameron Gutman
85ea28287e Add workaround for AV1 reinit bug and quiet some debug output 2025-12-23 00:59:19 -06:00
Cameron Gutman
a6f8901a18 Reuse the test decoder to improve startup performance 2025-12-23 00:32:36 -06:00
Cameron Gutman
d501a627f0 Test all renderers before use
Every renderer except SDL had opted-in for testing due to various
quirks discovered over the years, so just do away with this option
and test all renderers.
2025-12-22 23:58:26 -06:00
Cameron Gutman
526d815930 Don't fall back to the generic hwaccel for DRM_PRIME formats 2025-12-22 15:06:20 -06:00
Cameron Gutman
7f54662160 Autoselect AV1 over H.264 on RK3588 2025-12-21 14:59:08 -06:00
Cameron Gutman
f66285ddba Fix spurious HEVC software decode warning if AV1 is forced without HEVC hardware decoding 2025-12-21 14:36:22 -06:00
Cameron Gutman
4a591069ac Add custom signal handlers to arbitrate between Qt and SDL
Fixes #1496
2025-12-14 18:57:26 -06:00
Cameron Gutman
c71b513bc4 Pump the Qt event loop before creating the SDL window 2025-12-14 18:09:20 -06:00
Cameron Gutman
700655c051 Remove the fixed delay for starting the connection
The StreamSegue already handles delaying to allow the warnings to be visible.
2025-12-14 17:57:20 -06:00
Cameron Gutman
3425fec33d Use EGL+GLES workaround for Nvidia X11
We can avoid disabling EGL entirely by forcing Qt to use GLES,
which is not impacted by the black window issue. This lets us
simplify back to EGL everywhere.
2025-12-14 16:21:32 -06:00
Cameron Gutman
de844f2a0c Deprioritize the Nvidia VAAPI driver if Vulkan or CUDA are available 2025-12-11 20:13:14 -06:00
Cameron Gutman
54163e30d0 Disable EGL on Nvidia XWayland environments too
It renders a black window, just like native X11.
2025-12-11 20:13:14 -06:00
Cameron Gutman
26f96a20a9 Fix implicit fall-through warnings 2025-12-07 18:58:25 -06:00
Cameron Gutman
dbcc6a9089 Improve initialization performance when using Vulkan Video decoding 2025-12-07 17:57:22 -06:00
Cameron Gutman
9c6d2bab19 Use EGL_VENDOR instead of NV-CONTROL for Nvidia detection
The latter will still match on a hybrid system when the iGPU's EGL
implementation is in use. This scenario works properly with EGL
rendering in Qt and SDL, so we want to allow that.
2025-12-06 11:20:03 -06:00
Cameron Gutman
c92dc2495e Don't use vaPutSurface() if there are no valid subpicture formats 2025-12-05 23:52:41 -06:00
Cameron Gutman
1c24aada0a Never use X11 EGL on Nvidia proprietary drivers
Fixes #1751
2025-12-05 23:10:31 -06:00
Cameron Gutman
58f9b2a83b Use opaque black in ClearRenderTargetView()
Intel's old Gen9 performance guide says it's a little faster.
2025-12-01 22:39:28 -06:00
Cameron Gutman
d3c23b55dc Disable the VAAPI RFI latency workaround by default
I can no longer reproduce this issue on the same system running
Ubuntu 24.04 with the core22-based edge channel snap anymore.
2025-11-30 22:23:09 -06:00
Cameron Gutman
f0821d9543 Use D3D11_COPY_DISCARD when updating our video texture
This ensures the driver knows it doesn't have to synchronize with the previous texture data.
2025-11-24 18:49:19 -06:00
Cameron Gutman
4164a222ae Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer 2025-11-24 18:47:14 -06:00
Cameron Gutman
245cd7f1a8 Don't trim the alignment padding with CopySubresourceRegion()
The shader already handles trimming for the bound output texture case.
2025-11-24 01:44:51 -06:00
Cameron Gutman
62816a6b2a Prioritize AV1 over H.264 if HEVC is unavailable on Windows
Some Windows PCs are shipping with HEVC disabled in firmware, even though they support AV1.
2025-11-24 00:06:40 -06:00
Cameron Gutman
f5ef201905 Create a separate X11 Display object for libva
Sharing these directly is fraught with concurrency issues that
require extreme care on both sides to avoid spurious X11 errors,
hangs, and other nasty stuff. We can't necessarily depend on SDL,
libva, or the underlying VA drivers to do the right thing here.

Using a new Display (as FFmpeg does for VAAPI and VDPAU) avoids
all these problems.
2025-11-23 13:26:46 -06:00
Cameron Gutman
01288be937 Use the same X display name for VDPAU that SDL is using 2025-11-23 13:20:36 -06:00
Cameron Gutman
d40999ce06 Don't reset Qt's OpenGL state
We're using a different EGL context for SDL, so it's unnecessary.
2025-11-22 19:47:52 -06:00
Cameron Gutman
54283ce0a1 Rework session initialization to return to the Qt event loop while connecting
We also display multiple launch warnings at the same time
2025-11-22 17:09:16 -06:00
Cameron Gutman
379d5ca376 Fix some compiler warnings 2025-11-15 13:34:11 -06:00
Cameron Gutman
8ed7144751 Disable bitrate reporting until FEC accuracy issues are resolved 2025-11-15 12:22:51 -06:00
Andy Grundman
66b96e75af Convert all time-based stats to be microsecond-based, improving accuracy of very fast events. Add bitrate average/peak. 2025-11-15 12:17:59 -06:00
Cameron Gutman
8324f61db0 Reduce per-frame GL calls in EGLRenderer
Uniforms are attached to the program object, so they don't need to
be set each time we swap between the YUV shader and the overlay
shader.

Since 0 overlays is by far the most common case and > 1 is highly
unlikely, move the glViewport() call into renderOverlay() to let
us skip it in the common case (and be no worse than today in the
2nd most common case of 1 overlay).
2025-11-06 17:52:30 -06:00
Cameron Gutman
9106f2c420 Disable the depth and stencil buffers
We don't have any need for either in our renderers.
2025-11-06 17:44:01 -06:00
Cameron Gutman
a2670dd568 Use hasFrameFormatChanged() in DRMRenderer 2025-11-06 00:04:08 -06:00
Cameron Gutman
c54e6e4459 Use hasFrameFormatChanged() in VDPAU 2025-11-05 23:58:51 -06:00
Cameron Gutman
dd6f1c5873 Use hasFrameFormatChanged() in SDLRenderer 2025-11-05 23:51:51 -06:00
Cameron Gutman
7fab5007a8 Switch Metal to the shared functions for CSC matrix generation and chroma co-siting 2025-11-05 23:22:15 -06:00
Cameron Gutman
7f7cc89e61 Switch EGLRenderer to the shared functions for CSC matrix generation and chroma co-siting 2025-11-05 22:27:31 -06:00
Cameron Gutman
7116efd8de Switch D3D11VA to the shared functions for CSC matrix generation and chroma co-siting 2025-11-05 22:26:27 -06:00
Cameron Gutman
229f5e4cea Add functions for color matrix generation and chroma co-siting in the renderer interface 2025-11-05 21:59:13 -06:00
ns6089
af37002a60 Select correct color matrix for 10-bit SDR 2025-11-05 00:13:25 -06:00
Cameron Gutman
181dba5864 Use correct chroma co-siting offsets in Metal 2025-11-04 23:51:39 -06:00
ns6089
fd314db27e Use correct chroma co-siting offsets in D3D11
Introduced in f67272b153
2025-11-04 23:50:27 -06:00
Cameron Gutman
f67272b153 Handle chroma co-siting in the D3D11 shaders 2025-11-01 22:42:51 -05:00
Cameron Gutman
9b3050514b Handle chroma co-siting in the Metal shaders 2025-11-01 21:57:13 -05:00
Cameron Gutman
2c12ad297f Fix accuracy issues in YUV to RGB conversion of 10-bit content in Metal
See #1667 for details.
2025-11-01 19:19:19 -05:00
Cameron Gutman
50223dbdb8 Fix accuracy issues in YUV to RGB conversion of 10-bit content in D3D11VA
See #1667 for details.
2025-11-01 18:45:02 -05:00
Cameron Gutman
7d544c1ce4 Move audio capabilities out of the renderer classes
Since the removal of libsoundio, all renderers support arbitrary audio duration, so we can avoid having to start an audio session just to query capabilities.
2025-10-25 19:17:38 -05:00
Cameron Gutman
bd6235efba Use async logging while streaming only
The benefits of reliable output outweigh performance concerns during non-streaming activities.
2025-10-25 00:18:34 -05:00