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
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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
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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
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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
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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
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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
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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()
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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
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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
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Fixes synchronization of the first decoded frame
2026-01-19 16:10:02 -06:00
Cameron Gutman
adbd19e6fa
Remove the previous frame rendered fence
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- 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
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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
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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
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Fixes #1466
2026-01-11 20:58:48 -06:00
Cameron Gutman
cd13910e6c
Add support for YUV 4:4:4 in DXVA2
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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
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- 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
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- 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