Commit Graph

3015 Commits

Author SHA1 Message Date
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
bkpiaskun
cf8251b9e6 Translated using Weblate (Polish)
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/pl/
2025-12-29 19:00:21 +01:00
Oğuz Ersen
d6c9beffc1 Translated using Weblate (Turkish)
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/tr/
2025-12-29 19:00:20 +01:00
detiam
bf250a4edb Translated using Weblate (Chinese (Simplified Han script))
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/zh_Hans/
2025-12-21 19:00:22 +00:00
Cameron Gutman
d8eb817ed9 Rerun lupdate and lrelease 2025-12-09 00:47:21 -06:00
Cameron Gutman
c1e5b0bf66 Merge remote-tracking branch 'origin/weblate' 2025-12-09 00:45:35 -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
5feb331c46 Improve QT_QPA_EGLFS_KMS_CONFIG temporary file handling
- Close it before handing it to the QPA plugin to read
- Put the temporary file in TMPDIR instead of the current directory
2025-12-01 00:36:59 -06:00
Cameron Gutman
9d5f25f828 Don't use separate threads for querying SDL video info
This is no longer necessary now that we force Qt and SDL to use EGL.
2025-11-30 23:18:38 -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
80b7a69cd2 Revert "Use the default Qt render loop"
This seems to cause 10+ second hangs at the StreamSegue spinner
when using the Qt5-based Snap on Ubuntu 24.04's Wayland session.

It's unclear if this is still an issue on Qt 6, but let's be
conservative and just revert it for now.

This reverts commit f57257cbfd.
2025-11-30 22:00:33 -06:00
dependabot[bot]
296387345d Bump moonlight-common-c/moonlight-common-c from 2d984f4 to b126e48
Bumps [moonlight-common-c/moonlight-common-c](https://github.com/moonlight-stream/moonlight-common-c) from `2d984f4` to `b126e48`.
- [Commits](2d984f4b0d...b126e481a1)

---
updated-dependencies:
- dependency-name: moonlight-common-c/moonlight-common-c
  dependency-version: b126e481a195fdc7152d211def17190e3434bcce
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-11-26 21:06:38 -06:00
Cameron Gutman
42bf87753f Remove the installer check for MpsSvc
The firewall custom action has ignored failures since a6e549471c, so this pre-check is no longer necessary.

Fixes #1736
2025-11-26 21:06:06 -06:00
Cameron Gutman
d262e5d1f6 Recompile D3D11 shaders for Shader Model 5.0
We already require FL 11.0+ GPUs anyway, so compiling them for an older shader model didn't provide any benefit.
2025-11-24 19:02:20 -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
f57257cbfd Use the default Qt render loop
Since we stopped pumping the event loop manually and switched to EGL
on X11, the default threaded render loop seems to work fine now.
2025-11-22 20:12:46 -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
cb6d770b92 Restore the tooltip timeout-based hiding
The fade-out animation doesn't run on Linux when the window is
hidden, so the tooltips will reappear and fade on the app grid
which is ugly.
2025-11-22 19:35:23 -06:00
Cameron Gutman
4d6196c3d3 Use EGL for all X11 GL context creation in Qt and SDL
Using a mix of GLX and EGL can cause interoperability issues when
our EGLRenderer tries to bind an EGL context while Qt already has
a GLX context bound on the same thread. This was the source of a
number of confusing EGLRenderer failures over the years.
2025-11-22 18:51:32 -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
6313129603 Temporarily revert Windows ARM64 to Qt 6.10.0
aqtinstall needs a fix to handle Qt 6.10.1's new host/target qmake split.
2025-11-20 00:55:24 -06:00
Cameron Gutman
84d7a22638 Update CI builds to Qt 6.10.1 2025-11-20 00:22:22 -06:00
Cameron Gutman
f0aff0b0fb Update VCRedist for VS 2026 2025-11-20 00:02:05 -06:00
Cameron Gutman
be358e9503 Update common-c with rewritten gamepad batching logic 2025-11-15 13:35:23 -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
1160f40655 Recombine the YUV420 shader source
We don't build shaders with hardcoded CSC constants anymore.
2025-11-08 11:40:06 -06:00
dependabot[bot]
d5abf568c6 Bump moonlight-common-c/moonlight-common-c from e95feaf to 5f22801
Bumps [moonlight-common-c/moonlight-common-c](https://github.com/moonlight-stream/moonlight-common-c) from `e95feaf` to `5f22801`.
- [Commits](e95feaf495...5f2280183c)

---
updated-dependencies:
- dependency-name: moonlight-common-c/moonlight-common-c
  dependency-version: 5f2280183cb62cba1052894d76e64e5f4153377d
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-11-06 20:53:50 -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