Commit Graph

3169 Commits

Author SHA1 Message Date
Cameron Gutman
6f4ced5ed6 Assume GPUs on non-x86 platforms are slow by default
This can be overriden with GL_IS_SLOW=0 at runtime
for systems with a fast GPU, though it doesn't make
much difference either way for non-KMSDRM cases.

For slower GPUs, this enables important scaling and
rendering optimizations that can substantially
improve performance (especially on fillrate-limited
GPUs common in SBCs).
2026-02-05 23:17:23 -06:00
Cameron Gutman
0a2b134d49 Disable the DRM master hooks when EGLFS isn't used 2026-02-05 22:36:31 -06:00
Cameron Gutman
f6a9e7694a Update moonlight-common-c 2026-02-05 22:33:51 -06:00
Cameron Gutman
8795fb54f4 Fix double-free in Vulkan renderer when an overlay is disabled
Also a drive-by fix to avoid pl_tex copying
2026-02-04 23:05:01 -06:00
Cameron Gutman
092eb1b117 Enable SDL3 fast parameter checks 2026-02-04 22:42:58 -06:00
Cameron Gutman
179857f17d Remove more unused Qt 6 styles 2026-01-31 17:12:29 -06:00
Cameron Gutman
d878447413 Fix Windows ARM64 builds on x64 on Qt 6.10.1+ 2026-01-31 17:11:56 -06:00
Cameron Gutman
60fd840d7a Remove _USE_MATH_DEFINES workaround for SDL2 2026-01-31 13:51:59 -06:00
Cameron Gutman
5020fc6f48 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.
2026-01-31 13:00:23 -06:00
Cameron Gutman
a2122e17c6 Explicitly request linear sampling in StretchRect() 2026-01-31 12:48:03 -06:00
Cameron Gutman
6bb7c8bf2a Fix blurriness of DXVA2 overlay
Also make a drive-by fix for D3DTSS_COLOROP since we don't use vertex colors.
2026-01-31 12:44:50 -06:00
Cameron Gutman
2dda65078f Remove D3D9Ex focus loss hint workaround
SDL3 doesn't suffer this bug and keeping the default SDL3 auto behavior (minimize iff in exclusive mode) is a better UX.
2026-01-30 21:07:01 -06:00
Cameron Gutman
2914ff678d Update OpenSSL and libplacebo for Windows and macOS
OpenSSL -> 3.6.1
libplacebo -> 9bffcaf
2026-01-30 20:54:01 -06:00
Cameron Gutman
a56efe5c36 Fix infinite renderer resets on SDL3 using direct3d renderer 2026-01-30 20:39:53 -06:00
Cameron Gutman
b7a05d73b9 Update SDLRenderer capabilities to match SDL3 behavior 2026-01-30 20:38:53 -06:00
Cameron Gutman
6d5b9e4706 Remove Windows dark mode hack since SDL3 supports it natively 2026-01-30 19:57:11 -06:00
Cameron Gutman
9813932c1b Switch to SDL3+SDL2-compat 2026-01-30 19:44:29 -06:00
Cameron Gutman
d4d4ab5b06 Only use the libssl.so linking hack for AppImages 2026-01-27 22:22:29 -06:00
Cameron Gutman
402ac59390 Fix forcing X11 SDL video driver on XWayland when not built with Wayland 2026-01-27 22:22:29 -06:00
Cameron Gutman
c33c49e6fa Update libplacebo and drop old Gamescope workaround 2026-01-27 22:22:29 -06:00
Cameron Gutman
e1bbf8144e Switch AppImage to SDL3+SDL2-compat 2026-01-27 22:22:20 -06:00
Cameron Gutman
f4712718cb Allow focus to move up to the toolbar from the PC/app grid 2026-01-27 00:24:29 -06:00
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
Cameron Gutman
64fea80ac9 Create the SystemProperties test window on the main thread 2026-01-25 17:10:04 -06:00
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
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
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