Commit Graph

744 Commits

Author SHA1 Message Date
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
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
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
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
ccaca68570 Don't use CAMetalDisplayLink on Intel Macs
When in Direct mode, skipping a frame will cause the display to flash black on Tahoe.
2025-10-23 21:16:53 -05:00
Cameron Gutman
57db20016a Rewrite frame pacing mechanism for VTMetalRenderer
This should hopefully improve performance and avoid performance issues on Tahoe.
2025-10-23 19:43:10 -05:00
Cameron Gutman
200cab9d17 Attach EDR metadata to Metal layer
This improves the accuracy of HDR streaming and enables HDR->SDR tonemapping.
2025-10-20 22:28:27 -05:00
Cameron Gutman
c5ca672865 Don't set pix_fmt for hwaccel decoders
This works around a bug in the AV1 Vulkan decoding code in FFmpeg
that causes it to incorrectly skip hwaccel init.

Fixes #1511
2025-10-19 16:16:06 -05:00
Cameron Gutman
a20d429bc1 Remove usage of deprecated Metal API 2025-10-11 11:41:28 -05:00
armin-25689
1fd545ae1f build: fix no <linux/dma-buf.h> for BSDs 2025-08-31 15:05:03 -05:00
Cameron Gutman
bf51577787 Fix macOS build 2025-02-18 19:52:33 -06:00
Cameron Gutman
4c5bcee8dc Give up immediately if the backend fails to initialize 2025-02-18 19:46:29 -06:00
Cameron Gutman
fd70865026 Avoid retrying renderer init if we know the error was not transient 2025-02-18 19:02:12 -06:00
Cameron Gutman
351aaa6759 Add an enum type for each renderer 2025-02-18 18:58:04 -06:00
Cameron Gutman
dd2a99a96b Prepare for SDL3 support 2025-01-25 16:20:20 -06:00
Cameron Gutman
4af9623727 Replace C++ VLAs with std::vector 2024-10-15 22:41:21 -05:00
Cameron Gutman
9936085aee Fix incorrect selection if pix_fmt is overridden before ffGetFormat()
The DRM renderer does this for the out-of-tree v4l2m2m patches to ensure
we get NV12 buffers, but it ends up clobbering our own preference for
DRM_PRIME frames in the process.
2024-10-03 20:28:51 -05:00
Cameron Gutman
3531fe0a4f Fix typo in version check for new Vulkan queue API 2024-10-02 00:37:22 -05:00
Cameron Gutman
6ce02616f0 Use new Vulkan queue API in FFmpeg 7.1 2024-09-29 23:04:23 -05:00
Cameron Gutman
13880353d8 Use new avcodec_get_supported_config() API in FFmpeg 7.1 2024-09-29 22:23:37 -05:00
Cameron Gutman
901cbd255c Disable Vulkan debug layers by default
The vast majority of Vulkan code running in Moonlight
is part of FFmpeg or libplacebo, so the debug layers
really just slow things down without finding any bugs
in our code.

Additionally, there are some overzealous checks firing
constantly on libplacebo and FFmpeg with certain Vulkan
drivers that we can't do anything about.
2024-09-28 00:05:17 -05:00
Cameron Gutman
023b6b2772 Fix DRM FD leak with Vulkan windows 2024-09-21 21:41:43 -05:00
Cameron Gutman
6f39d120cb Unify handling of DRM devices between DRM and VAAPI
SDL may not be able to give us a DRM FD for Vulkan windows.
2024-09-21 20:46:11 -05:00
Cameron Gutman
6b11f43302 Don't set the output rect until after modesetting
It's possible that modesetting will also change the resolution
not just the refresh rate. This can happen in cases where the
CRTC is currently set to 4K 30 Hz and we choose 1080p 60 Hz as
a better mode match for displaying a 1080p 60 FPS stream.
2024-09-19 22:43:34 -05:00
Matt Tannahill
76deafbd7b Fix build for Xcode < 14 2024-09-18 22:12:04 -05:00
Cameron Gutman
f786e94c7b Fix excessive latency with Vulkan video decoding on Nvidia
For yet unknown reasons, high frame queue delay leads to massive decode latency.
2024-09-16 21:59:17 -05:00